Abstract
Drawing on Donna Haraway’s concepts of cyborg and companion species and extending upon the discussion of virtual companion games, this paper suggests that computer games can be seen as a vivid example of digital companion species. In so doing, it broadens the descriptive scope of companion species from labeling particular game genres to characterizing the relations between players and games in general. Following Haraway’s companion species, this paper proposes the notion of “techno-symbiosis” as a radicalization of the idea of “techno-intimacy” (Allison 2006) implied in virtual companion games to reimagine player-game relations. The conceptual shift from cyborgs to companion species, from techno-intimacy to techno-symbiosis, can problematize the separation of computer games and players as bounded entities that underpins anthropocentric views of computer games, echoing posthumanist and new materialist approaches to game studies (Janik 2018; de Petris & Falk 2017) that attend to the reconfiguration between players and games.
| Original language | English |
|---|---|
| Number of pages | 4 |
| Publication status | Published - Jul 2022 |
| Event | 14th Digital Games Research Association Conference (DIGRA 2022) - Jagellonian University, Krakow, Poland Duration: 7 Jul 2022 → 11 Jul 2022 Conference number: 14 https://digra2022.org/ |
Conference
| Conference | 14th Digital Games Research Association Conference (DIGRA 2022) |
|---|---|
| Abbreviated title | DiGRA 2022 |
| Place | Poland |
| City | Krakow |
| Period | 7/07/22 → 11/07/22 |
| Internet address |
Research Keywords
- Computer games
- player-game relations
- avatar
- cyborg
- companion species
- virtual companion
- techno-intimacy
- techno-symbiosis
- posthumanism
- new materialism
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