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Savegame pp 95-109 | Cite as

Virtual Rebellions

  • Harald KobergEmail author
Chapter
Part of the Perspektiven der Game Studies book series (PEGAST)

Abstract

In this paper, I introduce one train of explanatory thought on where different forms of motivation to play digital games might originate from. I use the concept of virtual games as digital places to discuss their relevance in power struggles. Focusing on Michel Foucault’s idea of the heterotopia I show how digital worlds are being used to evade power structures of the physical world around them. I give three examples of experienced power that add to the attraction of games on different groups of players. Finally, I argue that this perspective on digital play does not only help to understand the social relevance of gaming, but also offers valuable insights into the social structures that surround it.

Keywords

Games as places Power Heterotopia Motivation Qualitative research Anthropology Social context 

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Copyright information

© Springer Fachmedien Wiesbaden GmbH, ein Teil von Springer Nature 2019

Authors and Affiliations

  1. 1.GrazAustria

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