Action, Adventure, Desire: Interaction with PC Games

Publikation: Beiträge in SammelwerkenAufsätze in SammelwerkenForschung

Standard

Action, Adventure, Desire: Interaction with PC Games. / Pias, Claus.
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 SammelwerkenAufsätze in SammelwerkenForschung

Harvard

Pias, C 2004, Action, Adventure, Desire: Interaction with PC Games. in H Hagebölling (Hrsg.), Interactive Dramaturgies: New approaches in Multimedia Content and Design. Springer New York LLC, New York, Berlin, S. 133-148. https://doi.org/10.1007/978-3-642-18663-9_12

APA

Pias, C. (2004). Action, Adventure, Desire: Interaction with PC Games. In H. Hagebölling (Hrsg.), Interactive Dramaturgies: New approaches in Multimedia Content and Design (S. 133-148). Springer New York LLC. https://doi.org/10.1007/978-3-642-18663-9_12

Vancouver

Pias C. Action, Adventure, Desire: Interaction with PC Games. in Hagebölling H, Hrsg., Interactive Dramaturgies: New approaches in Multimedia Content and Design. New York, Berlin: Springer New York LLC. 2004. S. 133-148 doi: 10.1007/978-3-642-18663-9_12

Bibtex

@inbook{35563bd6601c4e998730749e23a3a99d,
title = "Action, Adventure, Desire: Interaction with PC Games",
abstract = "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.",
keywords = "Cultural Informatics, Cultural studies, Media and communication studies, Computer Game, Action Game, Strategy Game, Graphic Game, Artificial World",
author = "Claus Pias",
year = "2004",
month = jan,
day = "1",
doi = "10.1007/978-3-642-18663-9_12",
language = "English",
isbn = "3-540-44206-5",
pages = "133--148",
editor = "Heide Hageb{\"o}lling",
booktitle = "Interactive Dramaturgies",
publisher = "Springer New York LLC",
address = "United States",

}

RIS

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 -

DOI