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Zhu argues that tasks players set themselves, and the action patterns they produce, can be understood this way. This work is described as ambivalent.
Feng Zhu's paper, published in the Transactions of the Digital Games Research Association (April 2018, Vol 3 No 3, pp 75-104), critically introduces Michel Foucault's late work on the practices of the self to computer game studies. Zhu argues that gameplay tasks players set themselves, and the action patterns they produce, can be understood as 'work on the self'. This work is described as ambivalent between an aesthetic transformation of the self, in which players break from imposed subjectivities, and a closer tethering to a neoliberal subjectivity centred on instrumentally driven self-improvement. The argument rests on three assumptions: that contemporary games suggest rather than demand practices, that these practices transform players slowly through accumulation, and that similar practices recur across different games. The author states that the assumptions are not explicitly rooted in Foucault's work. The paper uses The Elder Scrolls IV: Oblivion levelling as an illustrative example, drawing on the author's earlier thesis for a fuller treatment. The author notes that a 'super-instrumental' style of levelling in that game can be read as transgressive, and may either lead to reflection or reinforce instrumental mentalities.
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