Abstract
This chapter explores how performativity and character design are linked in videogames through ‘serial aesthetics’ (the emphasis on and repetition of salient features). In making use of serial aesthetics, game character designs help players to maintain performative control in the dynamic and shifting scenarios of virtual worlds: each character is a ‘metamorphic body’. Serial aesthetics links game characters with caricature, but also leads to politically regressive designs which tie a body’s external signification (marked by qualities such as gender and race) to its performative capabilities. Gaming’s metamorphic bodies are explored through readings of QWOP, God Hand and the Metal Gear series.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
The difficulty of definitively judging the effects of caricature have affinities with Baudelaire’s life and work, which both seem prone to associations of contradictoriness, ambiguity and a kind of ‘seeing double’ (Meltzer 2011). This has been explored by Susan Blood (1997) in relation to Sartre’s ambiguous characterization of the poet’s ‘failure’ and ‘bad faith’ (1950) and Bataille’s response to Sartre (2012).
- 2.
The situation of Grand Theft Auto with regard to race is however more complex than can be dealt with here – for a range of critical responses, see Garrelts (ed). (2006).
- 3.
As The Colonel, a simulation of military command structures in Metal Gear Solid 2: Sons of Liberty says apropos Snake: ‘Forget about him! He was never part of the simulation!’
- 4.
In later versions of Metal Gear Solid, released when force-feedback controllers were available, this connection with tactility is made explicit. Psycho Mantis tells players to place their motion-feedback-enabled controllers on the floor so that he can move it about with his ‘telekinetic powers’.
Bibliography
Agamben, G., 1993b. Stanzas: Word and Phantasm in Western Culture, Theory and History of Literature. University of Minnesota Press, Minneapolis.
Anthropy, A., 2012. Rise of the Videogame Zinesters. Seven Stories Press, New York.
Baudelaire, C., 2001. The Painter of Modern Life and Other Essays. Phaidon Press, London.
Burrill, D., 2008. Die Tryin’: Videogames, Masculinity, Culture. Peter Lang, Brussels.
Chan, D., 2005. Playing with race: The ethics of racialised representation in e-games. International Review of Information Ethics 4, 24–30.
Conway, S., 2010. A circular wall? Reformulating the fourth wall for videogames. Journal of Gaming and Virtual Worlds 2(2), 145–155.
Everett, A., 2005. Serious Play: Playing with Race in Contemporary Videogame Culture, in: J. Raessens and J. Goldstein (Eds.), Handbook of Computer Game Studies, Cambridge, MA: The MIT Press
Galloway, A. R., 2007. Starcraft, or balance. Grey Room, Inc 28, 86–107.
Golding, D., & Van Deventer, L., 2016. Game Changers: From Minecraft to Misogyny, The Fight for the Future of Videogames. Affirm Press, Melbourne.
Goto-Jones, C. S., 2015. Playing with being in Asia: Gaming orientalism and the virtual Dojo. Asiascape: Digital Asia 2(1–2), 20–56
Guimarães, D., 2015. Apocalyptic souls: the existential (anti) hero metaphor in the Metal Gear Solid: Snake Eater Peace Walker and Ground Zeroes games. Journal of Comparative Research in Anthropology and Sociology 6(1), 77–85
Hannoosh, M., 1992. Baudelaire and Caricature: From the Comic to an Art of Modernity. Penn State University Press, University Park.
Higgin, T., 2009. Blackless fantasy the disappearance of race in massively multiplayer online role-playing games. Games and Culture 4, 3–26.
Jayemanne, D., 2007. Counted as you Like It: A Review of Unit Operations. [WWW document]. URL http://www.gameology.org/node/1416.
Kirkpatrick, G., 2010. Feminism and Technical Capital. Information, Communication & Society 13, 976–999.
Lévi-Strauss, C., 1971. Totemism. Beacon Press, Boston.
McCrea, C. 2007. Dismembers of the audience: The expulsive, explosive force of bodies in games. Proceedings of the 4th Australasian conference in Interactive Entertainment.
McDonald, P., 2014. For Every to There is a fro: Interpreting Time. Rhythm and Gesture in Play. Games and Culture 9(6), 480–490.
McLees, A. A., 1989. Baudelaire’s “Argot Plastique”: Poetic Caricature and Modernism. University of Georgia Press, Athens, GA.
Monson, M. J., 2012. Race-Based Fantasy Realm Essentialism in the World of Warcraft. Games and Culture 7, 48–71.
Morris, M., 2004. Transnational Imagination in Action Cinema: Hong Kong and the making of a global popular culture. Inter-Asia Cultural Studies 5, 181–199.
Ndalianis, A., 2004. Neo-Baroque aesthetics and contemporary entertainment. The MIT Press, Cambridge, MA.
Petrey, S., 2005. In the Court of the Pear King. Cornell University Press, New York.
Salter, A., & Blodgett, B., 2012. Hypermasculinity and dickwolves: The contentious role of women in the new gaming public. Journal of Broadcasting and Electronic Media 56(3), 401–416.
Shaw, A., 2015. Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture. University of Minnesota Press, Minneapolis.
Sloan, R., 2015. Virtual Character Design for Games and Interactive Media. CRC Press, Boca Raton, FL.
Surman, D., 2004. Animated caricature: Notes on superman 1941–1943. EnterText 4(1), 67–96.
Surman, D., 2008. Notes on superflat and its expression in videogames. Refractory: A Journal of Entertainment Media 13. Available online: http://refractory.unimelb.edu.au/2008/05/23/notes-on-superflat-and-its-expression-invideogames-david-surman/.
Swalwell, M., 2008. Movement and Kinaesthetic Responsiveness: A Neglected Pleasure, in: J. Wilson & M. Swalwell (Eds.), The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics. McFarland, Jefferson, NC, pp. 72–93.
Westecott, E., 2009. Growing-up with games. Digital Creativity 20, 205–209.
Winnicott, D. W., 2005. Playing and Reality. Routledge, London.
Jayemanne, D., Nansen, B., & Apperley, T., 2016. Postdigital Interfaces and the Aesthetics of Recruitment. Transactions of the Digital Games Research Association 2(3), 145–172.
Ash, J., 2015. The Interface Enevelope: Gaming, Technology, Power. Bloomsbury, London.
Bryce, J., Rutter, J., & Sullivan, C., 2006. Digital Games and Gender, in: J. Rutter and J. Bryce (Eds.), Understanding Digital Games. Sage, London, pp. 185–204.
Fantone, L., 2009. Female Players from Margin to Centre: Female Sociality, Digital Consumer Citizenship and Reterritorialisations. Digital Creativity 20(4), 211–224.
Fordyce, R., Neale, T., & Apperley, T., 2016. Modelling Systemic Racism: Mobilising the Dynamics of Race and Games in Everyday Racism. Fibreculture Journal 27.
Garrelts (Ed.), 2006. The Meaning and Culture of Grand Theft Auto: Critical Essays. McFarland, Jefferson, NC.
Meltzer, F., 2011. Seeing Double: Baudelaire’s Modernity. University of Chicago Press, Chicago.
Poor, N., 2012. Digital Elves as a Racial Other in Video Games: Acknowledgment and Avoidance. Games and Culture 7(5), 375–396.
Shaw, A., 2012. Talking to Gaymers: Questioning Identity, Community and Media Representation. Westminster Papers in Communication and Culture 9(1), 67–89.
Sobchack, V., 2000. Meta-Morphing: Visual Transofrmation and the Culture of Quick-Change. University of Minnesota Press, Minneapolis.
Young, H., 2016. Racial Logics, Franchising, and Video Game Genres: The Lord of the Rings. Games and Culture 11(4), 343–364.
Author information
Authors and Affiliations
Rights and permissions
Copyright information
© 2017 The Author(s)
About this chapter
Cite this chapter
Jayemanne, D. (2017). Serial Aesthetics – Gaming’s Metamorphic Bodies and Baudelaire’s ‘Argot Plastique’. In: Performativity in Art, Literature, and Videogames. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-54451-9_7
Download citation
DOI: https://doi.org/10.1007/978-3-319-54451-9_7
Published:
Publisher Name: Palgrave Macmillan, Cham
Print ISBN: 978-3-319-54450-2
Online ISBN: 978-3-319-54451-9
eBook Packages: Literature, Cultural and Media StudiesLiterature, Cultural and Media Studies (R0)