Tanya Krzywinska
Brunel University London
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Featured researches published by Tanya Krzywinska.
Games and Culture | 2006
Tanya Krzywinska
One of the pleasures of playing in the “World” of Warcraft is becoming part of its pervasive mythology. This article argues that to understand the game’s formal, aesthetic, and structural specificity, its pleasures and potential meanings, it is essential to investigate how the mythic functions. The author shows that the mythic plays a primary role in making a consistent fantasy world in terms of game play, morality, culture, time, and environment. It provides a rationale for players’ actions, as well as the logic that under- pins the stylistic profile of the game, its objects, tasks, and characters. In terms of the “cultural” environments of the game, the presence of a coherent and extensive myth scheme is core to the way differences and conflicts between races are organized. And, as a form of intertextual resonance, its mythology furnishes the game with a “thickness” of meaning that promotes, for players, a sense of mythological being as well as encouraging an in-depth textual engagement.
Games and Culture | 2006
Tanya Krzywinska
What are the pleasures and the dangers of theway that the study of digital games has crystallized over the past 3 years? The author argues here that a pluralistic approach is required if the full complexity of games is to be addressed and analyzed, and as such, textual approaches to the analysis games should not be dismissed no matter what the particular focus of attention. To understand a games design, the way it seeks to shape the players experience and to make the game meaningful, it is essential to take account of the formal features of a given game. Being up close and personal forces one to think through the specificities of a game and what it is like to play that game. The author therefore advocates a combination of a formal and phenomenological approach as a means of exploring the complex relationship between game text and player.
Archive | 2012
Tanya Krzywinska
It’s common for news media to relish stories about sex in games in order to generate the attractions of salacious capital. The Grand Theft Auto franchise has been particularly good at soliciting such interest and making its own capital from the lure of sexual transgression. But despite the lurid copy, there has, in fact, been very little explicit sex in video games. This chapter analyses why this is the case. The first half of this chapter maps the conditions on which sex can be present in video games. I divide games from across a range of platforms, genres and era into those where sex is core to gameplay, those where the game itself becomes a mise-en-scene for cybersex and those where sex is not present in direct form but evoked tangentially to solicit desire. The second half of this chapter appraises why it is that explicit sex has been largely absent from the game arena, as distinct from other emergent media. Why should this be so? Are games so welded in the public imagination to childhood that ‘pornographic’ games are rendered too outre? Does ‘doing’ in games preclude the use of hands in other activities? Are games inherently more about promise and deferral than other media? When games are predicated on action and sensation, why is it that sex seems subject to taboo?
Archive | 2015
Tanya Krzywinska; Douglas Brown
Anthony Vidler wrote that William Gibson’s novel Neuromancer ‘voiced a peculiarly contemporary sense of haunting: that provoked by the loss of traditional bodily and locational references by the pervasive substitution of the simulated for the real in the computer’s virtual reality’ (Vidler 1992, 10). Published in 1984, Neuromancer provided a narrative that intensified, and gave a subcultural twist, to the buzz of possibility surrounding computing technology. Gibson’s novel rode on the entry of computer-based games into the domestic marketplace, working a populist seam to create an accessible, plot-driven tech-noir fiction through which games become synonymous with virtual reality. Central to this is the fantasy of escaping the bodily and spatio-temporal confines that construct the human condition. If the TV show Star Trek helped to make funding for NASA palatable by creating a desire for space exploration (Penley 1997), then Neuromancer contributed to the creation of a sensationalizing mythos that transformed computational technology into, at once, a new frontier and a seductive means of escaping entropy and acquiring superpowers. Fuelled by the power of this mythos, science fiction (SF), art, philosophy and critical theory have found a point of convergence, occupying a shared domain that Steve Nicholls (1988) claimed as posthuman.
Archive | 2002
Tanya Krzywinska; Geoff King
Archive | 2000
Tanya Krzywinska; Geoff King
Archive | 2008
Tanya Krzywinska
Archive | 2006
Geoff King; Tanya Krzywinska
Archive | 2009
Douglas Brown; Tanya Krzywinska
digital games research association conference | 2003
Geoff King; Tanya Krzywinska