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dc.contributor.authorSolberg, Ragnhild
dc.date.accessioned2022-10-24T13:57:51Z
dc.date.available2022-10-24T13:57:51Z
dc.date.created2022-06-16T08:52:48Z
dc.date.issued2022
dc.identifier.issn1477-7487
dc.identifier.urihttps://hdl.handle.net/11250/3028010
dc.description.abstractAs the increasingly ubiquitous field of surveillance has transformed how we interact with each other and the world around us, surveillance interactions with virtual others in virtual worlds have gone largely unnoticed. This article examines representations of digital games’ diegetic surveillance cameras and their relation to the player character and player. Building on a dataset of forty-one titles and in-depth analyses of two 2020 digital games that present embodied surveillance camera perspectives, Final Fantasy VII Remake (Square Enix 2020) and Watch Dogs: Legion (Ubisoft Toronto 2020), I demonstrate that the camera is crucial in how we organize, understand, and maneuver the fictional environment and its inhabitants. These digital games reveal how both surveillance power fantasies and their critique can coexist within a space of play. Moreover, digital games often present a perspective that blurs the boundaries between the physical and the technically mediated through a flattening of the player’s “camera” screen and in-game surveillance cameras. Embodied surveillance cameras in digital games make the camera metaphor explicit as an aesthetic, narrative, and mechanical preoccupation. We think and play with and through cameras, drawing attention to and problematizing the partial perspectives with which worlds are viewed. I propose the term cyborg vision to account for this simultaneously human and nonhuman vision that’s both pluralistic and situated and argue that, through cyborg vision, digital games offer an embodied experience of surveillance that’s going to be increasingly relevant in the future.en_US
dc.language.isoengen_US
dc.publisherSurveillance Studies Networken_US
dc.relation.urihttps://ojs.library.queensu.ca/index.php/surveillance-and-society/article/view/14517/10222
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/deed.no*
dc.title(Always) Playing the Camera: Cyborg Vision and Embodied Surveillance in Digital Gamesen_US
dc.typeJournal articleen_US
dc.typePeer revieweden_US
dc.description.versionpublishedVersionen_US
dc.rights.holderCopyright 2022 the authoren_US
cristin.ispublishedtrue
cristin.fulltextoriginal
cristin.qualitycode1
dc.identifier.doi10.24908/ss.v20i2.14517
dc.identifier.cristin2032276
dc.source.journalSurveillance & Societyen_US
dc.source.pagenumber142-156en_US
dc.relation.projectEC/H2020/771800en_US
dc.identifier.citationSurveillance & Society. 2022, 20 (2), 142-156.en_US
dc.source.volume20en_US
dc.source.issue2en_US


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Attribution-NonCommercial-NoDerivatives 4.0 Internasjonal
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