Abstract
Automation of play has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces. This article proposes to look at AI-driven non-human play and, what follows, rethink digital games, taking into consideration their cybernetic nature, thus departing from the anthropocentric perspectives dominating the field of Game Studies. A decentralised post-humanist reading, as the author argues, not only allows to rethink digital games and play, but is a necessary condition to critically reflect AI, which due to the fictional character of video games, often plays by very different rules than the so-called “true” AI.
Original language | English |
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Number of pages | 10 |
Journal | Digital Culture and Society |
Volume | 4 |
Issue number | 1 |
Early online date | 19 Sep 2018 |
DOIs | |
Publication status | Published - 25 Oct 2018 |