The Assemblage of Play
Abstract
This article explores the notion of assemblage for computer game studies. Drawing on this framework, the author proposes a multifaceted methodological approach to the study of games and the play experience. Drawing on user-created mods (modifications) in the game World of Warcraft and an analysis of a raid encounter there, a discussion is undertaken about the relationship between technological artifacts, game experience, and sociality. Primary to the consideration is an argument for the centralizing the interrelation of a variety of actors and nodes when analyzing lived play in computer games.
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If one can trace the effects of an entity, regardless of its material or ideational status, it meets the litmus test for 'real' and is worthy of description and analysis.
“if one can trace the effects of an entity, regardless of its material or ideational status, it meets the litmus test for 'real' and is worthy of description and analysis”
From The Game Studies Crisis: What Are the Rules of Play? (2021) · cites this paper as Taylor 2009
Cites
Beyond Play: A New Approach to Games
Malaby, T. M. (2007) · Games and Culture · doi:10.1177/1555412007299434 · Cited by 434 · see citing works
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From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402 · see citing works
Gamification Science, Its History and Future: Definitions and a Research Agenda
Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018) · Simulation & Gaming · doi:10.1177/1046878118774385 · Cited by 388 · see citing works
Empathy at play: Embodying posthuman subjectivities in gaming
Wilde, P., & Evans, A. (2019) · Convergence: The International Journal of Research into New Media Technologies · doi:10.1177/1354856517709987 · Cited by 30 · see citing works
The Game Studies Crisis: What Are the Rules of Play?
Ouellette, M., & Conway, S. (2021) · Eludamos: Journal for Computer Game Culture · doi:10.7557/23.6360 · Cited by 4 · see citing works
“We should also turn to the world of historical reenactors and their relationship with the world because, as Jenny Thompson (2004) finds in her ethnographies, player behaviour during the reenactment has material effects in not only the reenacting world, but also in the ‘real world’.”
Background
- Authors
- Taylor, T. L.
- Affiliations
- IT University of Copenhagen (DK)
- Corresponding author
- Taylor, T.L.
- Venue
- Games and Culture
- Publisher
- SAGE Publications
- Published
- 2009-08-20
- Volume
- 4
- Issue
- 4
- Pages
- 331-339
- ISSN
- 1555-4120 (ISSN-L)
- 1555-4139
- OpenAlex
- W2127941445
- Cited by
- 234
- References
- 1
- Citations by year
- 2026: 10 · 2025: 13 · 2024: 11 · 2023: 15 · 2022: 25 · 2021: 26 · 2020: 13 · 2019: 14 · 2018: 11 · 2017: 11 · 2016: 16 · 2015: 17 · 2014: 14 · 2013: 13 · 2012: 10
- FWCI
- 27.06
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Games and Culture (publishedVersion)
- IT University Of Copenhagen (IT University of Copenhagen) (submittedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Keywords
- assemblage, video games, play experience, World of Warcraft, technological artifacts, game studies methodology
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