Cobra Club
Game
2 documents in the library are about Cobra Club, from writers such as DiGRA and Trinity College Dublin. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Cobra Club, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about Cobra Club
Are You Being Played? Video Games as a Lens for Artificial Intelligence Ethics and Data Politics
The analysis explores the intersection of video game design and artificial intelligence ethics, positing that games serve as critical lenses for understanding contemporary data politics and surveillance.
- Video games serve as a critical lens for understanding 'surveillance capitalism,' where player behavior is treated as a raw asset to be extracted, predicted, and monetized through algorithmic modeling.
- The evolution of in-game surveillance has shifted from Foucault’s disciplinary models—where visibility is a mechanism of control—to Deleuzian 'societies of control,' characterized by continuous network modulation and predictive modeling.
- Games like 'The Sims' and 'Little Nightmares' illustrate how surveillance is normalized through gameplay, masking data extraction and behavioral nudging under the guise of player freedom or system functionality.
This Could Be Us: Networked Intimacy in Single-Player Games
This extended abstract argues that single-player games remain relevant in a networked era because they can explore the complexities of online intimacy in ways multiplayer and social games seem unwilling or unable to.
- The paper argues that three single-player games—Christine Love's Don't Take It Personally Babe, It Just Ain't Your Story (2011), Mitu Khandaker-Kokoris' Redshirt (2013), and Robert Yang's Cobra Club (2015)—use the interface and narrative conventions of digital platforms to explore identity, privacy, surveillance, and consent.
- Don't Take It Personally Babe frames the player as a teacher with access to students' public and private online lives, exposing how networked devices enable warmth alongside gossip, hypocrisy, and abuse of trust, while questioning the agency that single-player games promise.
- Redshirt uses a Facebook-style interface on a doomed space station, where escape depends on cultivating powerful contacts, critiquing the instrumental, gamified treatment of relationships on social platforms.