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G|A|M|E – The Italian Journal of Game Studies
The article argues that the player is a hybrid subject whose agency emerges from the interplay of games, technologies, and cultural context.
The Player as a Hybrid: Agency in Digital Game Cultures argues that the player is a hybrid subject whose agency emerges from the interplay of games, technologies, and cultural context. Drawing on historical cases such as the Indian hand pumps, which failed until local social practices were addressed, and the MIT game Spacewar!, whose playful appropriation of a computer gave rise to dedicated controllers and new user cultures, the author contends that technology succeeds only when it becomes an organic part of the setting in which it is used. On this view, digital games must be understood through their social and cultural embedding rather than their technical function alone.
The article's analysis of agency rests on a dual model. Players are simultaneously active agents and subordinate to a game's programmed structure, a tension the author traces through phenomenological, hermeneutic, and Foucauldian perspectives and through close readings of Breakout and of avatar relationships. Experiences such as flow and immersion are presented as a deep merging of mind, body, and game, grounded in an avatar-like relationship between self and observer that games deliberately exploit. Agency is further shaped by Juul's concept of the player's "half-real" engagement with rules and fiction and by Kim's three orientations of dramatist, gamist, and simulationist.
The study also examines sustained play as a site of transformation and power. Long-term engagement with titles such as World of Warcraft is shown to reshape players and embed them within commercial and ideological structures, a process illuminated by Consalvo's notion of gaming capital. The author notes unequal labor relations facing modders and the cultural stigma attached to adult play.
Supporting this argument is survey data from the Finnish Player Barometer (2018), which finds that nearly 90 percent of Finns play games monthly and that casual puzzle games are the most popular category. The author concludes that hybrid, power-laden agency is fundamental to all play, not only to digital or technologically advanced forms.
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