Action, Adventure, Desire: Interaction with PC Games
Publikation: Beiträge in Sammelwerken › Aufsätze in Sammelwerken › Forschung
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Interactive Dramaturgies: New approaches in Multimedia Content and Design. Hrsg. / Heide Hagebölling. New York, Berlin: Springer New York LLC, 2004. S. 133-148.
Publikation: Beiträge in Sammelwerken › Aufsätze in Sammelwerken › Forschung
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TY - CHAP
T1 - Action, Adventure, Desire
T2 - Interaction with PC Games
AU - Pias, Claus
PY - 2004/1/1
Y1 - 2004/1/1
N2 - This paper seeks to understand, classify, and give historical context to the dramaturgy of different kinds of computer games according to the differing interactive possibilities they provide. This results in three basic types of games: action games, adventure games, and strategy games. This conclusion is reached and accounted for on the basis of the science of labor (time-and-motion studies), theatrical and narrative theory, and cybernetics. Time is critical in the interaction in the present in action games: they require attentiveness in the production of a temporally optimized series of choices taken from a repertoire of norm-governed actions. Decisions are critical in the navigation of that which is at hand in adventure games: they require optimal judgments in the traversing of the decision-making nodes of a flowchart. Configuration is critical in the organization of the possible in strategy games: they require patience in the optimal regulation of interdependent values.
AB - This paper seeks to understand, classify, and give historical context to the dramaturgy of different kinds of computer games according to the differing interactive possibilities they provide. This results in three basic types of games: action games, adventure games, and strategy games. This conclusion is reached and accounted for on the basis of the science of labor (time-and-motion studies), theatrical and narrative theory, and cybernetics. Time is critical in the interaction in the present in action games: they require attentiveness in the production of a temporally optimized series of choices taken from a repertoire of norm-governed actions. Decisions are critical in the navigation of that which is at hand in adventure games: they require optimal judgments in the traversing of the decision-making nodes of a flowchart. Configuration is critical in the organization of the possible in strategy games: they require patience in the optimal regulation of interdependent values.
KW - Cultural Informatics
KW - Cultural studies
KW - Media and communication studies
KW - Computer Game
KW - Action Game
KW - Strategy Game
KW - Graphic Game
KW - Artificial World
UR - https://www.mendeley.com/catalogue/67c299c7-62bf-3732-ab17-8d5f3ea53292/
U2 - 10.1007/978-3-642-18663-9_12
DO - 10.1007/978-3-642-18663-9_12
M3 - Contributions to collected editions/anthologies
SN - 3-540-44206-5
SN - 978-3-642-62231-1
SP - 133
EP - 148
BT - Interactive Dramaturgies
A2 - Hagebölling, Heide
PB - Springer New York LLC
CY - New York, Berlin
ER -