Doug Stark
Doug Stark is an Assistant Professor of English at the University of Texas, Arlington. Doug’s research lies at the intersection of film and media studies, game and play studies, and science and technology studies, with a particular focus on how the practice of play has brokered our adaptation to physical, social, and technological change from the Industrial Revolution to the Information Age. His current project – Untimely Play: History, Habit, Games – charts an alternate history of game criticism to grapple with the vexed relationship between play and power under neoliberalism. Find his work in journals Extrapolation, Journal of Gaming & Virtual Worlds, Post-45, Eludamos, Qui Parle, Leonardo, and Configurations, as well as collections Playing the Field, Encyclopedia of Video Games, Depictions of Power, The Post-Gamer Turn, and Interplay
Supervisors: Dissertation Committee: Gregory Flaxman, Inga Pollmann, Rick Warner, Gabriel Trop, Luciana Parisi, and Patrick Jagoda
Supervisors: Dissertation Committee: Gregory Flaxman, Inga Pollmann, Rick Warner, Gabriel Trop, Luciana Parisi, and Patrick Jagoda
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Journal Articles by Doug Stark
The first section of the essay reconstructs parts of this history, drawing primarily on Claus Pias’s computer game genealogy: Computer Game Worlds (2017). It pays particular attention to how the prehistory of time-critical action games reveals their close relationship with and tacit optimization of player pre-reflective perceptual and sensorimotor capacities.
The second section considers the lasting implications of the computer game’s historical a priori vis-à-vis their propensity to train their users. It engages with Patrick Crogan’s argument in Gameplay Mode (2011) that computer games are the “reproduction rather than simply the ‘product’ of […] Cold War mentality” and foregrounds his claims as important considerations for any attempt to think media philosophically with and through the medium (2011, p.105).
That said, the essay concludes recouping the computer game by way of the very training function it appears condemnable for. Drawing on Mark Hansen (2000), my contention is that Pias and Crogan place in relief what I figure as a creative consequence of computer game play with implications for media philosophy: brokering our corporeal, pre-reflective adaptation to and, thus, agency within our contemporary lifeworld. It is by virtue of, not in spite of, computer games cybernetically working on us that they potentiate ways of thinking about and living in digital culture.
Chapters, Entries, and Reviews by Doug Stark
Miscellaneous by Doug Stark
The first section of the essay reconstructs parts of this history, drawing primarily on Claus Pias’s computer game genealogy: Computer Game Worlds (2017). It pays particular attention to how the prehistory of time-critical action games reveals their close relationship with and tacit optimization of player pre-reflective perceptual and sensorimotor capacities.
The second section considers the lasting implications of the computer game’s historical a priori vis-à-vis their propensity to train their users. It engages with Patrick Crogan’s argument in Gameplay Mode (2011) that computer games are the “reproduction rather than simply the ‘product’ of […] Cold War mentality” and foregrounds his claims as important considerations for any attempt to think media philosophically with and through the medium (2011, p.105).
That said, the essay concludes recouping the computer game by way of the very training function it appears condemnable for. Drawing on Mark Hansen (2000), my contention is that Pias and Crogan place in relief what I figure as a creative consequence of computer game play with implications for media philosophy: brokering our corporeal, pre-reflective adaptation to and, thus, agency within our contemporary lifeworld. It is by virtue of, not in spite of, computer games cybernetically working on us that they potentiate ways of thinking about and living in digital culture.