EPISTEMOLOGICAL FUNCTIONS OF COMPUTER GAMES

Ocheretyany Konstantin, Kolesnikova Dariya
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引用次数: 1

Abstract

This article touches on the actual problems of formation conditions of media reality and principles of its cognition. The article is aimed at investigation of epistemological function of computer games. To achieve this goal it has been solved the problems of revealing changes intro-duced by conceptual-expressive language of computer games in symbolism and logics of technical devices orienting us in the environment and in the ways of our understanding and emotional experience of space and time. As well it determines the principles of cause-and-effect relations’ construction and the ways of retrieval of the world experience.By the methods of media-philosophy playing space and time is uncovered as inter- active measuring, as solutions totality and as the universe of visible tasks and goals. It is opposed to the dictatorship of informational culture, to the impersonal space-time created by high rates of communication technologies fuzzing the totality of emotions, individual identity and corporal- ity of presence in the flow of information. Any game creates a virtual body from the available resource, namely from the affective-interactive models of involvement into activity and communication. We expect from computer games the similar effects as the ancient engineers expected from the self-moving toys, new European scientists saw in mechanical models and poets-romanticistssaw a game free from power-driven rules:through our subjection to computer games, through giving one’s body to technologies and one’s consciousness to digital interfaces we get unstaged expe- rience – something higher in its reality than everything given by everyday life, something which is such topical that it may be presented only in virtual packing. The result of research shows that in the modern “digital universe” gamer is the way of living in the world, while computer game is the source of language making possible to create and describe the experience of media reality.
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电脑游戏的认识论功能
本文探讨了媒介现实的形成条件及其认识原则的现实问题。本文旨在探讨电脑游戏的认识论功能。为了实现这一目标,它解决了电脑游戏的概念表达语言在环境中引导我们的技术设备的象征和逻辑以及我们对空间和时间的理解和情感体验方式中所带来的变化的揭示问题。它还决定了因果关系的构建原则和世界经验的检索方式。通过媒介哲学游戏的方法,空间和时间被揭示为互动的测量,作为整体的解决方案,作为可见任务和目标的宇宙。它反对信息文化的独裁统治,反对由高比率的通信技术所创造的非个人的时空,这些技术模糊了信息流中的情感、个人身份和存在的肉体性。任何游戏都是从可用资源中创造虚拟身体,即从参与到活动和交流的情感互动模式中创造虚拟身体。我们期望从电脑游戏中获得与古代工程师对自动移动玩具的期望相似的效果,新欧洲科学家在机械模型中看到了类似的效果,诗人和浪漫主义者在游戏中看到了不受权力驱动的规则:通过我们对电脑游戏的服从,通过将我们的身体交给技术,将我们的意识交给数字界面,我们获得了非舞台体验——体验——比日常生活中所给予的一切都更高的现实。某物是如此的热门以至于它只能在虚拟包装中呈现。研究结果表明,在现代“数字宇宙”中,游戏是世界的生存方式,而电脑游戏则是创造和描述媒介现实体验的语言来源。
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