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 cinematic depiction did in the 20th century
Identifer | oai:union.ndltd.org:Potsdam/oai:kobv.de-opus-ubp:4277 |
Date | January 2010 |
Creators | Venus, Jochen |
Contributors | Klevjer, Rune (Response) |
Publisher | Universität Potsdam, Philosophische Fakultät. Institut für Künste und Medien |
Source Sets | Potsdam University |
Language | English |
Detected Language | English |
Type | Book |
Format | application/pdf |
Source | Digarec Series, 4 (2010), S. 196 - 211 |
Rights | http://opus.kobv.de/ubp/doku/urheberrecht.php |
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