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Non-Playable Conditions: Black Aesthetics at the Boundary of Video Games
Non-Playable Conditions: Black Aesthetics at the Boundary of Video Games
Non-Playable Conditions: Black Aesthetics at the Boundary of Video Games

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자료유형  
 학위논문 서양
최종처리일시  
20260202103117
ISBN  
9798291573112
DDC  
305
저자명  
Doughty, Aaron.
서명/저자  
Non-Playable Conditions: Black Aesthetics at the Boundary of Video Games
발행사항  
[Sl] : New York University, 2025
발행사항  
Ann Arbor : ProQuest Dissertations & Theses, 2025
형태사항  
197 p
주기사항  
Source: Dissertations Abstracts International, Volume: 87-02, Section: A.
주기사항  
Advisor: Galloway, Alexander R.;Nooney, Laine.
학위논문주기  
Thesis (Ph.D.)--New York University, 2025.
초록/해제  
요약"Non-Playable Conditions: Black Aesthetics at the Boundary of Video Games" suggests that the adaptation of black aesthetics practices to the video game industry inform new configurations of racial identity and the free play imagined by neoliberal markets. Ideas of free play that predate the invention of video games harken back to Enlightenment aesthetic discourse that positions play as a sphere of proto-political training. Video games are instrumental not only to the creation, datafication, and proliferation of user-generated content but also to the subjective conditioning of player freedom, agency, and skill. In contradistinction, the eponymous non-playable condition alludes to non-playable characters or "NPCs" are the computer-controlled avatars that populate game worlds, providing texture and guiding player-interactions. Non-playability is a racializing condition assigned to those deemed to exhaust neoliberal definitions of free trade and free play. Following the events of 2014's Gamergate and leading into the 2016 election of Donald Trump, the term "NPC" has gained popular traction as racialized, gendered, and ableist epithet. Rightwing trolls and white nationalists circulated its usage online labeling members of racial justice initiates like Black Lives Matter as NPCs. Because NPCs follow rote programming scripts, the epithets use intends disqualify social "Others" based on their perceived lack of agency, autonomy, and intelligence. The non-playable condition, thus, marks a racializing difference that analogizes blackness as an instrument to play. Pushing against this characterization, the non-playable is theorized here as a point of aesthetic underdetermination between algorithmic rules, visual abstractions, and performative play. Looking to varied forms and archives produced by aesthetic theory, game production tools, TikTok dances, legal documents, and consumer practices, the non-playable allows us to understand black self-fashioning as a constant reconfiguring of the boundaries of play.
일반주제명  
African American studies
일반주제명  
Aesthetics
일반주제명  
Black studies
일반주제명  
Film studies
키워드  
Video games
키워드  
Black aesthetics
키워드  
Racial identity
키워드  
Non-playable condition
키워드  
Aesthetic theory
기타저자  
New York University Media Culture and Communication
기본자료저록  
Dissertations Abstracts International. 87-02A.
전자적 위치 및 접속  
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MARC

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■1001  ▼aDoughty,  Aaron.
■24510▼aNon-Playable  Conditions:  Black  Aesthetics  at  the  Boundary  of  Video  Games
■260    ▼a[Sl]▼bNew  York  University▼c2025
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2025
■300    ▼a197  p
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  87-02,  Section:  A.
■500    ▼aAdvisor:  Galloway,  Alexander  R.;Nooney,  Laine.
■5021  ▼aThesis  (Ph.D.)--New  York  University,  2025.
■520    ▼a"Non-Playable  Conditions:  Black  Aesthetics  at  the  Boundary  of  Video  Games"  suggests  that  the  adaptation  of  black  aesthetics  practices  to  the  video  game  industry  inform  new  configurations  of  racial  identity  and  the  free  play  imagined  by  neoliberal  markets.  Ideas  of  free  play  that  predate  the  invention  of  video  games  harken  back  to  Enlightenment  aesthetic  discourse  that  positions  play  as  a  sphere  of  proto-political  training.  Video  games  are  instrumental  not  only  to  the  creation,  datafication,  and  proliferation  of  user-generated  content  but  also  to  the  subjective  conditioning  of  player  freedom,  agency,  and  skill.  In  contradistinction,  the  eponymous  non-playable  condition  alludes  to  non-playable  characters  or  "NPCs"  are  the  computer-controlled  avatars  that  populate  game  worlds,  providing  texture  and  guiding  player-interactions.  Non-playability  is  a  racializing  condition  assigned  to  those  deemed  to  exhaust  neoliberal  definitions  of  free  trade  and  free  play.  Following  the  events  of  2014's  Gamergate  and  leading  into  the  2016  election  of  Donald  Trump,  the  term  "NPC"  has  gained  popular  traction  as  racialized,  gendered,  and  ableist  epithet.  Rightwing  trolls  and  white  nationalists  circulated  its  usage  online  labeling  members  of  racial  justice  initiates  like  Black  Lives  Matter  as  NPCs.  Because  NPCs  follow  rote  programming  scripts,  the  epithets  use  intends  disqualify  social  "Others"  based  on  their  perceived  lack  of  agency,  autonomy,  and  intelligence.  The  non-playable  condition,  thus,  marks  a  racializing  difference  that  analogizes  blackness  as  an  instrument  to  play.  Pushing  against  this  characterization,  the  non-playable  is  theorized  here  as  a  point  of  aesthetic  underdetermination  between  algorithmic  rules,  visual  abstractions,  and  performative  play.  Looking  to  varied  forms  and  archives  produced  by  aesthetic  theory,  game  production  tools,  TikTok  dances,  legal  documents,  and  consumer  practices,  the  non-playable  allows  us  to  understand  black  self-fashioning  as  a  constant  reconfiguring  of  the  boundaries  of  play.
■590    ▼aSchool  code:  0146.
■650  4▼aAfrican  American  studies
■650  4▼aAesthetics
■650  4▼aBlack  studies
■650  4▼aFilm  studies
■653    ▼aVideo  games
■653    ▼aBlack  aesthetics
■653    ▼aRacial  identity
■653    ▼aNon-playable  condition
■653    ▼aAesthetic  theory
■690    ▼a0296
■690    ▼a0650
■690    ▼a0900
■690    ▼a0325
■71020▼aNew  York  University▼bMedia,  Culture,  and  Communication.
■7730  ▼tDissertations  Abstracts  International▼g87-02A.
■790    ▼a0146
■791    ▼aPh.D.
■792    ▼a2025
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17357019▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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