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The Socio-Technical Arrangement of Gaming

The Socio-Technical Arrangement of Gaming

Harald Waldrich
ISBN13: 9781522570271|ISBN10: 1522570276|ISBN13 Softcover: 9781522587460|EISBN13: 9781522570288
DOI: 10.4018/978-1-5225-7027-1.ch003
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MLA

Waldrich, Harald. "The Socio-Technical Arrangement of Gaming." Analytical Frameworks, Applications, and Impacts of ICT and Actor-Network Theory, edited by Markus Spöhrer, IGI Global, 2019, pp. 52-86. https://doi.org/10.4018/978-1-5225-7027-1.ch003

APA

Waldrich, H. (2019). The Socio-Technical Arrangement of Gaming. In M. Spöhrer (Ed.), Analytical Frameworks, Applications, and Impacts of ICT and Actor-Network Theory (pp. 52-86). IGI Global. https://doi.org/10.4018/978-1-5225-7027-1.ch003

Chicago

Waldrich, Harald. "The Socio-Technical Arrangement of Gaming." In Analytical Frameworks, Applications, and Impacts of ICT and Actor-Network Theory, edited by Markus Spöhrer, 52-86. Hershey, PA: IGI Global, 2019. https://doi.org/10.4018/978-1-5225-7027-1.ch003

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Abstract

This chapter focuses on the home console dispositive of the Sony Playstation in relation to digital games. The concept of the “dispositive” functions as a basis for the conceptualization of video games as an actor-network or a socio-technical arrangement, respectively. This allows for an analysis and a description of various actors and their reciprocal relationships as well as the mutual process of fabrication of these actors in such video game networks. The historical development of the Sony Playstation system will serve as the primary example for these heterogeneous ensembles, whereby the main focus will be placed on one single-player game series, Grand Theft Auto, and one multiplayer game series, the soccer simulations of the FIFA series.

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