This article is about textual analysis, methodology, and representations (of bodies, identities and social groups) in digital games. The issues under consideration include textual analysis as procedure, the role of fragmentation in textual analysis, game ontology and the remit of textual analysis, and the role of the player-as-analyst in relation to subjectivity and embodied interpretation. These issues are discussed using a combination of game studies literature, film theory, and literary theory-and with reference to Deus Ex: Human Revolution (2011).
Draft version
Methodology, Representation, and GamesThis article is a contribution toward ongoing efforts to refine a methodology for the textual analysis of representations in digital games. The article was inspired by Deus Ex: Human Revolution and the methodological problems that it posed. These included problems relating to the role of the player-as-analyst, the remit of textual analysis, the practicalities of method and process, and questions of thoroughness and omission. Improbably, a film theory article from the mid-1970s offered a way forward. In Bellour's (1975) playful, melancholy essay 'The Unattainable Text', he lists some of the difficulties associated with the textual analysis of music, image, theatre, and especially film. In the process, he makes points that are relevant to game analysis.The article begins with a review of game studies literature on representation and textual methods, followed by a reflexive summary of the author's previous work on the development of a game-appropriate version of textual analysis. By these means, two particular aspects of the method are identified as opaque. Firstly, there is a need to clarify the procedures that support fragmentation and to address related questions of omission: What does it mean to fragment a text as variable as Deus Ex: Human Revolution? What would it mean to be thorough? Secondly, there is a need to clarify some aspects of the relationships between the different elements within a game and textual analysis: What does it mean to describe a game as a text? What are the ontological implications? To what extent should these ontological considerations shape our understanding of the applicability and limitations of textual methods? These issues are explored using points drawn from Bellour's essay in combination with reflections on the experience of playing and analyzing representations in Deus Ex: Human Revolution (2011, Eidos Montreal, Square Enix).
Representation and Textual MethodsGame researchers have explored meaning as it emerges during play using a variety of concepts, including frame analysis (Linderoth, Bjork, & Olsson, 2012) and cognitive approaches to embodiment (Gee, 2008;Gregersen & Grodal, 2009). Other researchers have developed ontological and phenomenological accounts (Sageng, Fossheim, & Larsen, 2012), debated the permeability of the "magic circle" (Zimmerman, 2012), or raised questions about the relationships between subjectivity, rules, and proceduralist meaning (Bogost, 2008...