Logic as a Medium
Publikation: Beiträge in Sammelwerken › Aufsätze in Konferenzbänden › Forschung › begutachtet
Standard
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 Sammelwerken › Aufsätze in Konferenzbänden › Forschung › begutachtet
Harvard
APA
Vancouver
Bibtex
}
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 -