Skip to main content

“Welcoming All Gods and Embracing All Places”: Computer Games As Constitutively Transcendent of the Local

  • Chapter
  • First Online:
Game History and the Local

Part of the book series: Palgrave Games in Context ((PAGCON))

  • 344 Accesses

Abstract

This chapter argues that computer games only became computer games, emerging from a disparate set of undesignated technical and playful practices, when they entered a global network of associations. This chapter traces this history through reference to a study of 1980s magazines and an interview with the designer of Uridium, a game that appears in the archive at a crucial turning point in the development of the form. Combining sociological and aesthetic analyses, the argument identifies the criteriological emergence of ‘gameplay’ in the middle of the 1980s with the production of a new kind of space, which is best understood as involving a brush with (impossible) reverse perspective. Viewed in this way, gameplay is a series of escapes, from places in impossible space. This experience is presented as the appearance of a new, faltering mode of subjectivation.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 59.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 79.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    Indeed, it is often no longer clear what technology is or where its limits lie (Kirkpatrick 2020).

  2. 2.

    It’s worth emphasizing this point because other have erroneously suggested that I over-concentrate on first occurrences (Wade and Webber 2016: 5). Similarly, while ‘gameplay’ becomes more frequent in the UK magazines after 1984–5, this is not when it was ‘invented’, as I’ve pointed out: ‘the term appears in early magazines, including the US magazine Electronic Games’ (Kirkpatrick 2015: 59).

  3. 3.

    This kind of initiative was not unique to Britain: in Poland, for example, the government also manufactured its own computer for schools, the Meritum, with similar ideological investments (Kirkpatrick 2007) and similar stories can be told from elsewhere at this time—see this volume.

  4. 4.

    The BBC Micro also had a relatively large 32 K of RAM and sold for between £335–£399, much more than a TV gaming system.

  5. 5.

    Even established game makers often worked in informal, domestic settings well into the 1980s.

  6. 6.

    A number of works in the sociology of art have done this, for example, Lydia Goehr (2007) shows that classical music was effectively invented around 1800 and this was related to changes to documentation, especially performance program notes; Nick Crossley (2014) highlights the role of fanzines in lighting up punk’s network-in-formation; Lynne Garofola (1999) shows how modern dance owes its status as an art form to Sergei Diaghilev’s activities as a promoter, who made extensive use of visual and written materials to separate it from its previous milieu and sell it to new audiences as a high art, and Andre Gaudreault and Philippe Marion (2006) highlight the role of popular publications in what they call the cultural ‘second birth’ of cinema, which occurred some years after its first, technical arrival.

  7. 7.

    My evidence for this is anecdotal—more than one of my former colleagues at the University of Northumbria remembered playing such a game but I have been unable to locate it.

  8. 8.

    One consequence of the shift described here is the demise of adventure games, studied in detail by V. M. Karhulahti (2015).

  9. 9.

    Ads for Imagine software (CVG 21 July 1983, p.156); Postern software (CVG 21 July 1983, p. 59); and Richard Shepherd (CVG 23 September 1983, p. 60–61), respectively.

  10. 10.

    The classic illustration can be found in Esquire magazine April 1966 and in Edgerton (1975: 13).

  11. 11.

    Previously, I have suggested understanding this in terms of Pierre Bourdieu’s (1995) idea of habitus but this idea now seems a bit too passive.

References

  • Bagnall, B. 2010. Commodore: company on the edge. Manitoba: Variant Books.

    Google Scholar 

  • Badiou, A. 2007. Being & Event. Trans. O. Feltham. London: Continuum.

    Google Scholar 

  • Bourdieu, P. 1995. The Field of Cultural Production. Trans. R. Johnson. Cambridge: Polity Press.

    Google Scholar 

  • Crossley, N. 2014. Networks of Sound, Style and Subversion. Manchester: MUP.

    Google Scholar 

  • Dyer-Witheford, N. and de Peuter, G. 2003. Digital Play: The Interaction of Technology, Culture and Marketing. Ottawa: McGill-Queen’s University Press.

    Google Scholar 

  • Edgerton, S.Y. 1975. The Renaissance Rediscovery of Linear Perspective. New York: Basic Books.

    Google Scholar 

  • Foucault, M. 1981. The order of discourse. In Untying the text: A post-structuralist reader, ed. R. Young. London: Routledge, Kegan & Paul.

    Google Scholar 

  • Gaudreault, A. and Marion, P. 2006. Cinéma et genealogy des medias. In MédiaMorphosis 16: 24–30.

    Google Scholar 

  • Garofola, L. 1999. Diaghilev’s Ballet Russes. Oxford: Oxford University Press.

    Google Scholar 

  • Goehr, L. 2007. The Imaginary Museum of Musical Works. Oxford: Oxford University Press.

    Google Scholar 

  • Haddon, L. 1988. The home computer: the making of a consumer electronic, in Science as Culture 1: 7–51.

    Google Scholar 

  • Karhulahti, V. 2015. Adventures of Ludom: A videogame geneontology. Ph.D. thesis, University of Turku. https://www.utupub.fi/handle/10024/104333.

  • Kimines, D. (n.d.) ‘A history of Zzap! magazine’, at www.gb64.com (accessed May 2014).

  • Kirkpatrick, G. 2007. Meritums, spectrums and narrative memories of ‘pre-virtual’ computing in Cold War Europe’. Sociological Review 55: 227–50.

    Article  Google Scholar 

  • Kirkpatrick, G. 2011. Aesthetic Theory and the Video Game. Manchester: Manchester University Press.

    Google Scholar 

  • Kirkpatrick, G. 2012. Constitutive Tensions of Gaming’s Field: UK Gaming magazines and the formation of gaming culture 1981–1995. Game Studies 12.

    Google Scholar 

  • Kirkpatrick, G. 2013. Computer Games and the Social Imaginary. Cambridge: Polity Press.

    Google Scholar 

  • Kirkpatrick, G. 2015. The Formation of Gaming Culture. Basingstoke: Palgrave.

    Book  Google Scholar 

  • Kirkpatrick, G. 2020. Technical Politics: Andrew Feenberg’s critical theory of technology Manchester University Press.

    Google Scholar 

  • Lacan, J. 1989. Écrits: A selection. Trans. A. Sheridan. London: Routledge.

    Google Scholar 

  • Lacan, J. 2008. My Teaching. Trans. J-A. Miller. London: Verso.

    Google Scholar 

  • Latour, B. 2013. A Inquiry into Modes of Existence. Trans. C. Porter. New York: Harvard.

    Google Scholar 

  • Lefebvre, H. 1991. The Production of Space. Trans. D. Nicholson-Smith. Oxford: Blackwell.

    Google Scholar 

  • Levy, S. 1984. Hackers. Harmondsworth: Penguin.

    Google Scholar 

  • Roszack, T. 1968. The Making of a Counter-Culture: Reflections on the technocratic society and its youthful opposition London: Faber & Faber.

    Google Scholar 

  • Selwyn, N. 2002. Learning to love the micro: the discursive construction of ‘educational’ computing in the UK, 1979–89, British Journal of Sociology of Education 323: 427–443.

    Article  Google Scholar 

  • Turkle, S. 1995. Life On the Screen. New York: Simon & Schuster.

    Google Scholar 

  • Wade, A. Webber, N. 2016. A future for game histories? Cogent Arts and Humanities 3.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Graeme Kirkpatrick .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2021 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Kirkpatrick, G. (2021). “Welcoming All Gods and Embracing All Places”: Computer Games As Constitutively Transcendent of the Local. In: Swalwell, M. (eds) Game History and the Local. Palgrave Games in Context. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-66422-0_11

Download citation

Publish with us

Policies and ethics