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Massachusetts Institute of Technology

Intimate worlds : reading for intimate affects in contemporary video games

Abstract

dc:description.abstract

When we think of pleasures to be found in video games, we often talk about power, control, agency, and fun. But to center these pleasures is to privilege certain stories, players, actions and possibility spaces. This thesis uses the framework of intimacy to closely examine three games for their capacity to create pleasure in vulnerability, the loss of control, dependence on others, and precarity. Drawing from Deleuzian affect theory and feminist, queer and posthuman theorists, I read for intimate affects in the formal, aesthetic, proprioceptive and structural elements of Overwatch, The Last Guardian and The Legend of Zelda: Breath of the Wild. Ultimately, I argue two points: that video games have a unique capacity to generate intimate affects, and that my games of choice push us to rethink our assumptions about what constitutes intimacy more broadly.

Degree

thesis:*
Department dc:contributor.department
Massachusetts Institute of Technology. Program in Comparative Media Studies/Writing
Grantor dc:publisher
Massachusetts Institute of Technology
Year dc:date.issued
2018

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Doyle-Myerscough, Kaelan
Advisor dc:contributor.advisor
  • Eugenie Brinkema.

Subjects

dc:subject × 2

Rights

dc:rights
Statement dc:rights
  • MIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission.
Language dc:language.iso
eng

Identifiers

dc:identifier.*
Handle dc:identifier.uri
http://hdl.handle.net/1721.1/117905
OAI identifier oai:identifier
oai:dspace.mit.edu:1721.1/117905

Chain of custody

source
Harvested from
MIT
Base URL
dspace.mit.edu/oai/request
Last updated
2026-07-22
Source record
OAI-PMH GetRecord
citation

Doyle-Myerscough, Kaelan. Intimate worlds : reading for intimate affects in contemporary video games. Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/117905