1. Extension: McLuhan theorizes media as extensions of man, and in particular de
scribes games as media of interpersonal communucation and extensions of our soci al (as opposed to individual) selves. 2. Interface: Galloway's theory of the interface is a theory of interface effect s as mediating thresholds between self and world and as processes, autonomous zo nes of activity, effects in that they bring about transformations in material st ates. 3. Intra-action: Intra-action was Karen Barad's theory that reworks the concept of interaction by insisting that relation comes before and produces individual o bjects. This is a theory based on her reading of the history of quantum physics and critical theory. 4. Metacommunication Framing: This was Bateson's theory of play in which he defi nes complex communication as that which recognizes communication as a signal and not object-identification and thus as something that can be wrong. 5. Deep Play: This is Clifford Geertz's theory of how certain forms of play oper ate as mirrors of societies, dramas that allow groups to tell themselves stories about themselves. 6. Hierarchy of Self-Other Relations: This was Barbara Smuts definition of seven levels of relationship that can exist between self and other. 7. Fort-Da (Gone-There): This is Freud's theory of how a child invent a to and f ro game as way to practice and eventually mastering the task of foregoing the sa tisfaction of an instinct and replacing it with the pleasure of controlling the object's going and coming 8. Winnicot's Theory of Play: Winnicot theory of play as theory of object relati ons in which the self (and eventually society) are constituted by the the interp lay of personal psychic reality and the experience of the control of actual obje cts. 9. The Quasi-Object: This is the central concept in Michel Serres' theory for ho w the "we" of society is produced through the passing around of the "I". The qua si-object is neither an object nor a subject and yet is both. 10. Symbolic Interactionism: Both Robert Perinbanayagam and Suchman draw on and define symbolic interactionism which argues that communication - linguistic, ges tural, etc - and systems of meaning play a fundamental role in the constitution of the individual as a social being. Perinbanayagam uses it to describe games as places where players take on roles and play out cultural narratives through alw ays various dialectics of action and resistence. 11. Situated Action: This is Lucy Suchman's extension of symbolic interactionism to encompass human-machine interaction. She argues that the "significance of ar tifacts and actions and the methods through which their significance is conveyed , have an essential relationship to their concrete circumstances." 12. Game Ethos and Global Empire: C. L. R. James, Dyer-Witheford/de Peuter, and Nakamura all address the interactions between cultures that occur in colonial, i mperial, transnational contexts. James reflects on his lifelong inhabitation of the British old-school-ties ethos of fair play in the context of Trinidad's colo nial history and his trajectory as a Marxist historian. Nick Dyer-Witheford and Greg de Peuter argue that video games are a paradigmatic media, demonstrating th e interaction of virtual games and actual power in the context of Empire. And Li sa Nakamura looks at the racism that digital players direct towards digital work ers in World of Warcraft. 13. Phenomenology: As we discussed in class, you may decide to take up phenomeno logy which is an approach that emphasizes direct bodied perception.