Logic as a Medium

Publikation: Beiträge in SammelwerkenAufsätze in KonferenzbändenForschungbegutachtet

Standard

Logic as a Medium. / Warnke, Martin.
Logic and Structure of the Computer Game. Hrsg. / Stephan Günzel; Michael Liebe; Dieter Mersch. Universitätsverlag Potsdam, 2010. S. 64-74 (DIGAREC Series; Band 04).

Publikation: Beiträge in SammelwerkenAufsätze in KonferenzbändenForschungbegutachtet

Harvard

Warnke, M 2010, Logic as a Medium. in S Günzel, M Liebe & D Mersch (Hrsg.), Logic and Structure of the Computer Game. DIGAREC Series, Bd. 04, Universitätsverlag Potsdam, S. 64-74, 4th Digital Games Research Center Conference - 2009, Potsdam, Deutschland, 06.11.09. <http://pub.ub.uni-potsdam.de/volltexte/2010/4269/>

APA

Warnke, M. (2010). Logic as a Medium. In S. Günzel, M. Liebe, & D. Mersch (Hrsg.), Logic and Structure of the Computer Game (S. 64-74). (DIGAREC Series; Band 04). Universitätsverlag Potsdam. http://pub.ub.uni-potsdam.de/volltexte/2010/4269/

Vancouver

Warnke M. Logic as a Medium. in Günzel S, Liebe M, Mersch D, Hrsg., Logic and Structure of the Computer Game. Universitätsverlag Potsdam. 2010. S. 64-74. (DIGAREC Series).

Bibtex

@inbook{9b4225956b8840638becd21b06bde362,
title = "Logic as a Medium",
abstract = "Computer games are rigid in a peculiar way: the logic of computation was the first to shape the early games. The logic of inter-activity marked the action genre of games in the second place, while in massive multiplayer online gaming all the emergences of the net occur to confront us with just another type of logic. These logics are the media in which the specific forms of computer games evolve. Therefore, a look at gaming supposing that there are three eras of computation is taken: the early synthetical era, ruled by the Turing machine and by mainframe computers, by the IPO principle of computing; the econd, mimetical era, when interactivity and graphical user interfaces dominate, the domain of the feedback loop; and the third, emergent era, in which the complexity of networked personal computers and their users is dominant.",
keywords = "Cultural Informatics, Cultural studies",
author = "Martin Warnke",
year = "2010",
language = "English",
isbn = "978-3-86956-064-9",
series = "DIGAREC Series",
publisher = "Universit{\"a}tsverlag Potsdam",
pages = "64--74",
editor = "Stephan G{\"u}nzel and Michael Liebe and Dieter Mersch",
booktitle = "Logic and Structure of the Computer Game",
address = "Germany",
note = "4th Digital Games Research Center Conference - 2009 : ?Logic and Structure of the Computer Game?, 4th DIGAREC Conference - 2009 ; Conference date: 06-11-2009 Through 07-11-2009",
url = "http://www.digarec.de/conference/",

}

RIS

TY - CHAP

T1 - Logic as a Medium

AU - Warnke, Martin

N1 - Conference code: 04

PY - 2010

Y1 - 2010

N2 - Computer games are rigid in a peculiar way: the logic of computation was the first to shape the early games. The logic of inter-activity marked the action genre of games in the second place, while in massive multiplayer online gaming all the emergences of the net occur to confront us with just another type of logic. These logics are the media in which the specific forms of computer games evolve. Therefore, a look at gaming supposing that there are three eras of computation is taken: the early synthetical era, ruled by the Turing machine and by mainframe computers, by the IPO principle of computing; the econd, mimetical era, when interactivity and graphical user interfaces dominate, the domain of the feedback loop; and the third, emergent era, in which the complexity of networked personal computers and their users is dominant.

AB - Computer games are rigid in a peculiar way: the logic of computation was the first to shape the early games. The logic of inter-activity marked the action genre of games in the second place, while in massive multiplayer online gaming all the emergences of the net occur to confront us with just another type of logic. These logics are the media in which the specific forms of computer games evolve. Therefore, a look at gaming supposing that there are three eras of computation is taken: the early synthetical era, ruled by the Turing machine and by mainframe computers, by the IPO principle of computing; the econd, mimetical era, when interactivity and graphical user interfaces dominate, the domain of the feedback loop; and the third, emergent era, in which the complexity of networked personal computers and their users is dominant.

KW - Cultural Informatics

KW - Cultural studies

M3 - Article in conference proceedings

SN - 978-3-86956-064-9

T3 - DIGAREC Series

SP - 64

EP - 74

BT - Logic and Structure of the Computer Game

A2 - Günzel, Stephan

A2 - Liebe, Michael

A2 - Mersch, Dieter

PB - Universitätsverlag Potsdam

T2 - 4th Digital Games Research Center Conference - 2009

Y2 - 6 November 2009 through 7 November 2009

ER -

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