September 2023
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10 Reads
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1 Citation
Angelaki Journal of Theoretical Humanities
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September 2023
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10 Reads
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1 Citation
Angelaki Journal of Theoretical Humanities
March 2023
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12 Reads
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2 Citations
Distinktion Journal of Social Theory
Consciousness raising seems to be the most pressing task facing any project for environmental sustainability today. A psychoanalytic interpretation of the climate crisis, however, reveals that a far more urgent challenge is recognizing that we might be deriving jouissance, or unconscious enjoyment, from the very worsening of the crisis. This article contends that videogames are the ideal medium through which to grasp the form that our unconscious enjoyment takes—and, if mobilized against self-destructive capitalism, the emancipatory form our enjoyment could take—in the Anthropocene. Drawing on an analysis of the videogame Donut County, it makes two psychoanalytic interventions in ecocritical theory. The first is that any theory of the climate crisis must account for the subject of the unconscious—not as a nature-dominating individual, but as a hole in material reality. The second is that any project for environmental sustainability must avow the subject’s death-driven enjoyment rather than repress or avoid it.
October 2021
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65 Reads
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1 Citation
Games and Culture
It seems intuitive to conflate the gamic gaze with the player’s act of looking. To do so, however, would be to inherit from the first wave of psychoanalytic screen theory a misleading presupposition that the gaze is synonymous with the look. Taking influence from new Lacanian film theorists such as Joan Copjec and Todd McGowan, this article contends that the gamic gaze is an object in the visual field of play that disrupts the mastery of the player’s look. I develop this argument through an analysis of the 2017 videogame Gorogoa. By confronting the player with the gaze, Gorogoa reveals that the jouissance (enjoyment) of videogame play consists in the player’s unconscious drive to fail rather than their conscious wish for pleasure or mastery. To borrow terminology from Copjec, the gamic gaze marks the point of the player’s culpability—rather than visibility—in the visual field of play.
May 2021
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41 Reads
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1 Citation
Games and Culture
Videogame memories are not simply mental records of what happened in the past; they are also texts to be interpreted. Taking a psychoanalytic approach, this article conducts a textual analysis of 115 recorded acts of videogame memory from Checkpoints, a podcast that ran from 2015 to 2018. Analysing subjects’ responses to the question ‘what was your first experience of a videogame?’, it argues that what is absent from videogame memory – what cannot be remembered – has unconscious significance. What cannot be remembered gives rise to the fantasmatic structure of videogame memory. By mapping this fantasmatic structure across memories of the first videogame experience, authority figures, separation and individuation, and childhood fears and phobias, the article argues for the necessity of a psychoanalytic approach to videogame memory. Psychoanalysis pays close attention to the subjective dimension of our recollections – in this case, that which speaks beyond the historical content of videogame memory.
August 2019
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170 Reads
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12 Citations
In this chapter, we use Nintendo Amiibo to interrogate the evolving intersection of crossmedia products and children’s cultures of play. Amiibo figurines are based on characters from various Nintendo franchises, such as Super Mario Bros., and use NFC tags to connect wirelessly to Nintendo’s Switch, 3DS and Wii U platforms. In their production, promotion and everyday use, the figurines solicit playful practices that cut across physical objects and digital spaces. Drawing on interface analysis, promotional discourses and videos of play on YouTube, this analysis highlights how Amiibos are framed as a means to envelop children in Nintendo’s crossmedia ecosystem by reinforcing a physical connection between child, toy, software, platform and intellectual property. Informed by the concept of postdigital play, we account for this reciprocal dynamic between children’s everyday play and the branded world of IoT products, and we point to emerging questions around children’s data literacies.
August 2019
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199 Reads
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22 Citations
This chapter describes the ‘circuits of cultural software’ as a framework that guides the book and its analysis; offers a preliminary definition of game engines; and introduces the Unity game engine as the book’s core case study. It also discusses key terms such as cultural software, proprietary and commercial game engines, workflow, grain, literacy, and governance, and situates the book in relation to existing research on videogame production, game engines, and software culture. It briefly discusses Unity’s place in Australia’s videogame industry—which is where the research for the book was conducted—and provides a chapter outline.
August 2019
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55 Reads
This chapter argues that Unity’s ‘conditions of existence’ are predicated on a long history of developer- and player-oriented videogame-making tools, practices, and communities, and that the engine’s business model is consonant with a broader ‘platformization of cultural production’ in today’s media industries. It describes the emergence of proprietary game engines in the early 1990s in terms of a broader shift from programmer-centric development to content-centric development. It argues that Unity builds on long-standing agitations for ‘democratized’ tools in videogame development, such as those associated with modding scenes and indie development. It then discusses Unity’s platform-based business model, touching on the engine’s licensing structure; its revenue model; its asset store; and its attempt to establish spaces of ‘affective intermediation’ in videogame culture.
August 2019
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65 Reads
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1 Citation
This chapter considers Unity’s aesthetic impact on the cultural work it is used to produce, developing the metaphor of ‘grain’, from woodworking, to consider how users are oriented towards particular design methodologies. The chapter first considers how videogames inherit a nebulous ‘look and feel’ from their engines. It then charts the interrelationship between the design principles that are developed within a medium and the design standards that are imposed by software and that, in Unity’s case, become design principles. Finally, the chapter considers Unity’s dominant design standard of iterative design, which encourages Unity users to take advantage of existing assets. Here, the look and feel of a game engine is directly caught up with the aura, or lack thereof, of an individual videogame work.
August 2019
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10 Reads
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3 Citations
This chapter considers how cultural software situate and mediate the labour processes and skills of their users. Unity, the chapter argues, positions itself as a metaplatform for the coordination of workflows that are intensely individualized and distributed across multiple software environments. The chapter begins with a close analysis of Unity’s software environment and a consideration of how it encourages a ‘component-oriented’ approach to design. It then considers how this approach redirects the videogame development pipeline, decentring the role of the programmer in the videogame development team. Rather than simply ‘empowering’ non-programmers, however, the final section considers how Unity’s coordination of workflows requires developers to streamline, coordinate, and individualize their own labour processes, thus contributing to a broader reimaging of creative work under capitalism.
August 2019
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12 Reads
This chapter considers the different ways that audiences invest meanings in a cultural software. Inherent in any of these understandings of the role and mediations of a cultural software are assumptions as to just which skills, knowledges, and aesthetic decisions are fundamental to the process of creating works within any given medium. This chapter thus considers the literacies that mediate the perceptions of three different groups towards Unity: videogame developers, tertiary students and educators, and the enthusiast videogame press. Through an overview of these varied perspectives of what it means to use Unity, this chapter provides ways of considering how different literacies influence different understandings, positive and negative, of the role of a cultural software within a cultural field and within society more broadly.
... It will be argued that social imaginaries, utopian thinking and social visioning are shaped not only by what is potentially possible and can be actualised but also by what is not. Through this, we contribute to and expand upon existing geography scholarship on critical sustainability studies and the depoliticisation of sustainability (Anderson, 2023;Blühdorn, 2013;Nicoll, 2023;Pohl and Swyngedouw, 2023), to argue that the idea that we can be individually sustainable is only possible with radical collective change. Indeed, over the last couple of decades, social scientists in general, and geographers more specifically, have paid significant attention to the many challenges and contradictions posed by the ever-pressing -and seemingly unattainable -societal thrust towards sustainability. ...
Reference:
Sustainability and impossible worlds
March 2023
Distinktion Journal of Social Theory
... Our research assumes that with the exemption of InterAction Studios whose solo developer created a proprietary engine, all the other Greek developers adopted programming languages and bought ready-made game engines of that time from abroad. Usually, they were cheap, relatively easy to very easy and flexible to use languages and all-in-one tools, which had the capability to enable digital game production for individuals who did not have any particular programming knowledge, as Unity and Unreal engines have been doing from 2014 onwards (see Nicoll & Keogh, 2019). It's interesting to note that several of the hardware and tools used were technologically obsolete, something that resembles other cases in the European periphery during the 1990s (Švelch, 2021). ...
January 2019
... It is worth noting here that the vast majority of games worldwide are made by more than one person, from small teams of two to large pipelines involving thousands of individuals [110,96,60]. Therefore, one of the crucial skill sets that a game developer needs to have is the ability to work collaboratively with its team members and related stakeholders [250,251,184] while working cooperatively with external agencies (e.g., freelancers, contractors) and other related stakeholders (e.g., publishers, investors) [172,37]. There are also individuals involved in facilitating the ecosystem, such as intermediaries responsible for network cross-team or cross-company communications (e.g., consultants, investors, event organisers) [185,101]. ...
August 2019
... Game engines are software tools that enable digital content to be created, and a code framework that enables that content to run on different platforms. But in comparison with commercial engines such as Unity or Unreal, proprietary engines point to the specific provenance of local game industries and contextually specific games (Nicoll & Keogh, 2019). The Czech game production thus stands aside from imagined globality (Park, 2024) of commercial game engines and common know-hows of game development work. ...
August 2019
... Researching the postdigital is not limited to rethinking play, literacy, and other practices in light of the ubiquity of digital and computer technologies (Koutsogiannis and Adampa 2022). It also calls for examination of the complex interplay between the digital and non-digital, the new practices that emerge, and the tensions between binaries (Nansen et al. 2019;Marsh 2019;Pettersen et al. 2022). ...
August 2019
... The biggest feature of unboxing videos is that they gradually reveal the mystery of the product and satisfy the audience's curiosity (Mowlabocus 2020) [18] . Therefore, in unboxing videos, it is necessary to create an appropriate sense of mystery and stimulate the audience's desire to learn more about the product (Nicoll and Nansen 2018) [19] . For example, designing some segments to make the audience guess, slow down the pace of the film's narrative, and add to the fun of watching unboxing videos. ...
July 2018
Social Media + Society
... Jussi Parikka (2010, p. 109) makes a similar case when he argues that digital technologies are increasingly oriented toward the goal of "capturing" the affective potential latent in human mimicry (cf. Nicoll, 2016). ...
June 2016
Thesis Eleven
... By allowing the arcade operators to put up to six different game titles into a single cabinet, and giving users the option to choose from multiple games, the MVS technology changed the industry paradigm, which had been previously dominated by arcade machines that were custom built for individual games. Instead of using custom per-game hardware, Neo-Geo games were thus sold as individual cartridges that could be loaded onto an MVS's interchangeable cartridge board (Nicholl, 2015). ...
June 2015
Games and Culture