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NEW TRICKS

NEW TRICKS The digital game Dog's Life (Frontier Developments, 2003) attempts, by means of its “Smellovision” feature, to communicate something of the alterity of canine perception: the greater field of view, the lower visual perspective, the dichromatic colour vision, as well as the spectacularly impressive sense of smell. At the same time, it encourages players to identify with the game's protagonist: you “are” Jake, digging up bones, marking territory and chasing chickens, as you make your way through the developing narrative. In this essay I argue that Dog's Life effectively comprises an “anti-environment” of the sort described by McLuhan, which altercasts players as dogs and thereby prompts them to notice conventional, anthroponormative assumptions regarding the pre-eminence of human modes of perception. By insisting on an experience both of alterity and identity, the digital game medium here combats clichéd notions of animality and subjectivity, whilst requiring players to reconsider the complex and uneven nature of interspecific, interpersonal control. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Angelaki: Journal of Theoretical Humanities Taylor & Francis

NEW TRICKS

Angelaki: Journal of Theoretical Humanities , Volume 18 (1): 18 – Mar 1, 2013

NEW TRICKS

Angelaki: Journal of Theoretical Humanities , Volume 18 (1): 18 – Mar 1, 2013

Abstract

The digital game Dog's Life (Frontier Developments, 2003) attempts, by means of its “Smellovision” feature, to communicate something of the alterity of canine perception: the greater field of view, the lower visual perspective, the dichromatic colour vision, as well as the spectacularly impressive sense of smell. At the same time, it encourages players to identify with the game's protagonist: you “are” Jake, digging up bones, marking territory and chasing chickens, as you make your way through the developing narrative. In this essay I argue that Dog's Life effectively comprises an “anti-environment” of the sort described by McLuhan, which altercasts players as dogs and thereby prompts them to notice conventional, anthroponormative assumptions regarding the pre-eminence of human modes of perception. By insisting on an experience both of alterity and identity, the digital game medium here combats clichéd notions of animality and subjectivity, whilst requiring players to reconsider the complex and uneven nature of interspecific, interpersonal control.

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References (60)

Publisher
Taylor & Francis
Copyright
Copyright Taylor & Francis Group, LLC
ISSN
1469-2899
eISSN
0969-725X
DOI
10.1080/0969725X.2013.783442
Publisher site
See Article on Publisher Site

Abstract

The digital game Dog's Life (Frontier Developments, 2003) attempts, by means of its “Smellovision” feature, to communicate something of the alterity of canine perception: the greater field of view, the lower visual perspective, the dichromatic colour vision, as well as the spectacularly impressive sense of smell. At the same time, it encourages players to identify with the game's protagonist: you “are” Jake, digging up bones, marking territory and chasing chickens, as you make your way through the developing narrative. In this essay I argue that Dog's Life effectively comprises an “anti-environment” of the sort described by McLuhan, which altercasts players as dogs and thereby prompts them to notice conventional, anthroponormative assumptions regarding the pre-eminence of human modes of perception. By insisting on an experience both of alterity and identity, the digital game medium here combats clichéd notions of animality and subjectivity, whilst requiring players to reconsider the complex and uneven nature of interspecific, interpersonal control.

Journal

Angelaki: Journal of Theoretical HumanitiesTaylor & Francis

Published: Mar 1, 2013

Keywords: Altercasting; anti-environment; Dog's Life; Smellovision; video game

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