English
This thesis explores glitches in digital systems as a form of play and creative interaction. It argues that non-destructive disruptions allow users to reinterpret and reshape their relationships with digital media. Through semiotic analysis and case studies in video games, speedrunning, machinima, and the exhibition Glitch'N'Games , the work positions play as a central mode of engagement within digital culture. ORCHID iD: 0009-0000-3642-1710
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glitch play · glitch · play · cybernetics · ludology · play · cybernetics · speedrunning · machinima · video games