Logic as a Medium
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Authors
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.
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.
Original language | English |
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Title of host publication | Logic and Structure of the Computer Game |
Editors | Stephan Günzel, Michael Liebe, Dieter Mersch |
Number of pages | 11 |
Publisher | Universitätsverlag Potsdam |
Publication date | 2010 |
Pages | 64-74 |
ISBN (print) | 978-3-86956-064-9 |
Publication status | Published - 2010 |
Event | 4th Digital Games Research Center Conference - 2009: ?Logic and Structure of the Computer Game? - Potsdam, Germany Duration: 06.11.2009 → 07.11.2009 Conference number: 04 http://www.digarec.de/conference/ |
- Cultural Informatics
- Cultural studies