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Copyright Surveillance Studies Network 2014

Abstract

"Triple A" titles are the videogame industry's equivalent of cinema's summer blockbusters. These games are replete with disaster scenes, multi-million dollar budgets and celebrity voices. If you want to understand how videogames facilitate surveillance it is vital to understand that on a technical level they are programs designed to operate like a simulation. More specifically, videogames are a simulation where an activity is represented through the execution of code. To understand the role of videogame code as an intermediary and its potential surveillant applications it is crucial to identity two common aspects of its design. First, complex computer programs use what are known as data structures, shared variables and internal memory. Secondly, videogames and sophisticated simulations frequently use discrete, modular code to simplify their design, breaking a program up into segments that perform various functions. The mobility of these collected data is key to the interaction between the player, the game and the computer.

Details

Title
Enclosures at Play: Surveillance in the Code and Culture of Videogames
Author
Cybulski, Alex Dean
Pages
427-432
Section
Opinion
Publication year
2014
Publication date
2014
Publisher
Surveillance Studies Network
e-ISSN
14777487
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
1556332804
Copyright
Copyright Surveillance Studies Network 2014