1. Introduction: Videogames as Performances
Part I. Framing Devices: Performative Loops in Literature and Art History
2. How to Do Things With Images
3. What is Rhyparography?: The Ambiguity of the Framing Device
4. 'Fanciful Microscopy': Framing Devices and Uncertainty in Pynchon's The Crying of Lot 49
Part II. Anterior Motives: Performance in Videogames
5. Anterior Motives: From Subjective Shot to Portal’s Figure of Reversal
6. Performative Multiplicities
Part III. The Body Eclectic: Distortion, Distraction and Tactile Experience
7. Serial Aesthetics: Gaming’s Metamorphic Bodies and Baudelaire's 'Argot Plastique'
8. Physical Wit: Games and the 'Tactile Unconscious'
Part IV. Performative Multiplicities: A Method for Analyzing Videogame Performances
9. The Nip and the Byte: Analogue and Digital Performances in Videogames
10. Time Invaders: Conceptualizing Performative Game Time
Conclusion