Ruins of excess: computer game design and the rendering of the ruins of technological obsolescence
Research output: Journal contributions › Journal articles › Research › peer-review
Authors
In this article, we describe three layers of ruins related to computer game technology: in a surface layer, we highlight game design tools for developing in-game ruination. Secondly, we approach the industrial design model of technological obsolescence, as an infrastructural layer that intrinsically
demands the production of new provisional spaces for material decay. Lastly,
through a waste layer, we unfold the geopolitical dimension of planned
obsolescence, calling attention to the transcontinental flows of electronic
waste, which also underscores a geological stage of ruination. While exploring
these different layers of ruins, we wish to perceive how game design models
might relate to different forms of contemporary ruination, inquiring what such
material traces have to say as strata of the complex deterioration processes
of present-day media.
demands the production of new provisional spaces for material decay. Lastly,
through a waste layer, we unfold the geopolitical dimension of planned
obsolescence, calling attention to the transcontinental flows of electronic
waste, which also underscores a geological stage of ruination. While exploring
these different layers of ruins, we wish to perceive how game design models
might relate to different forms of contemporary ruination, inquiring what such
material traces have to say as strata of the complex deterioration processes
of present-day media.
Original language | English |
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Journal | ANTARES: Letras e Humanidades |
Volume | 12 |
Issue number | 28 |
Pages (from-to) | 23-48 |
Number of pages | 26 |
ISSN | 1984-4921 |
DOIs | |
Publication status | Published - 12.2020 |
- Ruins, Game Design, Planned Obsolescence, Geopolitics of Media, E-Waste
- Media and communication studies