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 t...

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Bibliographic Details
Main Author: Venus, Jochen
Other Authors: Klevjer, Rune (Response)
Format: Others
Language:English
Published: Universität Potsdam 2010
Subjects:
Online Access:http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-42770
http://opus.kobv.de/ubp/volltexte/2010/4277/
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spelling ndltd-Potsdam-oai-kobv.de-opus-ubp-42772013-01-08T00:59:19Z Simulation of self-action : on the morphology of remote-controlled role playing Venus, Jochen The arts 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 Universität Potsdam Philosophische Fakultät. Institut für Künste und Medien Klevjer, Rune (Response) 2010 Book application/pdf urn:nbn:de:kobv:517-opus-42770 http://opus.kobv.de/ubp/volltexte/2010/4277/ Digarec Series, 4 (2010), S. 196 - 211 eng http://opus.kobv.de/ubp/doku/urheberrecht.php
collection NDLTD
language English
format Others
sources NDLTD
topic The arts
spellingShingle The arts
Venus, Jochen
Simulation of self-action : on the morphology of remote-controlled role playing
description 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
author2 Klevjer, Rune (Response)
author_facet Klevjer, Rune (Response)
Venus, Jochen
author Venus, Jochen
author_sort Venus, Jochen
title Simulation of self-action : on the morphology of remote-controlled role playing
title_short Simulation of self-action : on the morphology of remote-controlled role playing
title_full Simulation of self-action : on the morphology of remote-controlled role playing
title_fullStr Simulation of self-action : on the morphology of remote-controlled role playing
title_full_unstemmed Simulation of self-action : on the morphology of remote-controlled role playing
title_sort simulation of self-action : on the morphology of remote-controlled role playing
publisher Universität Potsdam
publishDate 2010
url http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-42770
http://opus.kobv.de/ubp/volltexte/2010/4277/
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