Simulation of self-action : on the morphology of remote-controlled role playing

  • Computer games may be defined as artifacts that connect the input devices of a computer (such as keyboard, mouse or controller) with its output devices (in most cases a screen and speakers) in such a way that on the screen a challenge is displayed. On the screen we see pictorial elements that have to be manipulated to master a game, that is to win a competition, to solve a riddle or to adopt a skill. Therefore the characteristics of the representational function of computer games have to be contrasted phenomenologically with conventional games on the one hand and cinematic depictions on the other. It shows that computer games separate the player from the playing field, and translate bodily felt concrete actions into situational abstract cinematic depictions. These features add up to the situational abstract presentation of self-action experience. In this framework computer games reveal a potential as a new means of shared cognition that might unfold in the 21st century and change the beingin- the-world in a similar way as cinematicComputer games may be defined as artifacts that connect the input devices of a computer (such as keyboard, mouse or controller) with its output devices (in most cases a screen and speakers) in such a way that on the screen a challenge is displayed. On the screen we see pictorial elements that have to be manipulated to master a game, that is to win a competition, to solve a riddle or to adopt a skill. Therefore the characteristics of the representational function of computer games have to be contrasted phenomenologically with conventional games on the one hand and cinematic depictions on the other. It shows that computer games separate the player from the playing field, and translate bodily felt concrete actions into situational abstract cinematic depictions. These features add up to the situational abstract presentation of self-action experience. In this framework computer games reveal a potential as a new means of shared cognition that might unfold in the 21st century and change the beingin- the-world in a similar way as cinematic depiction did in the 20th centuryzeige mehrzeige weniger

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Metadaten
Verfasserangaben:Jochen Venus
URN:urn:nbn:de:kobv:517-opus-42770
Sonstige beteiligte Person(en):Rune Klevjer
Publikationstyp:Monographie/Sammelband
Sprache:Englisch
Erscheinungsjahr:2010
Veröffentlichende Institution:Universität Potsdam
Datum der Freischaltung:15.10.2010
Quelle:Digarec Series, 4 (2010), S. 196 - 211
Sonstige beteiligte Person(en):Klevjer, Rune (Response)
Organisationseinheiten:Philosophische Fakultät / Institut für Künste und Medien
DDC-Klassifikation:7 Künste und Unterhaltung / 70 Künste / 700 Künste; Bildende und angewandte Kunst
Sammlung(en):Universität Potsdam / Schriftenreihen / DIGAREC Series, ISSN 1867-6227 / DIGAREC Series (2010) 04
Lizenz (Deutsch):License LogoKeine öffentliche Lizenz: Unter Urheberrechtsschutz
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