Logic as a Medium

Research output: Contributions to collected editions/worksArticle in conference proceedingsResearchpeer-review

Standard

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

Research output: Contributions to collected editions/worksArticle in conference proceedingsResearchpeer-review

Harvard

Warnke, M 2010, Logic as a Medium. in S Günzel, M Liebe & D Mersch (eds), Logic and Structure of the Computer Game. DIGAREC Series, vol. 04, Universitätsverlag Potsdam, pp. 64-74, 4th Digital Games Research Center Conference - 2009, Potsdam, Germany, 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 (Eds.), Logic and Structure of the Computer Game (pp. 64-74). (DIGAREC Series; Vol. 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, editors, Logic and Structure of the Computer Game. Universitätsverlag Potsdam. 2010. p. 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 -

Documents

Links

Recently viewed

Publications

  1. De-hierarchization, trans-linearity and intersubjective participation in ethnographic research through interactive media representations: www.laviedurail.net
  2. Living at night in times of pandemic
  3. Time in Feminist Phenomenology
  4. EMA-Links
  5. Teachers’ assessment competence
  6. Measuring the Similarity of MDS Configurations
  7. Introduction
  8. Portfolio optimization in zonal energy markets
  9. CSR Leadership Study
  10. Media and Migration
  11. An Experimental Study on Corrupt Actions
  12. Handwerksreform 2004
  13. Public Value Inside:
  14. Effect of the gap width in AZ31 magnesium alloy joints obtained by friction stir welding
  15. Influence of strontium, silicon and calcium additions on the properties of the AM50 alloy
  16. Article 72 CISG
  17. Elimination des Zytostatikums Ifosfamid während der simulierten Zersetzung von Hausmüll im Labormaßstab
  18. "Performing Life"
  19. Infiltrating Artifacts
  20. Basics Kooperativer Rhetorik im Studium
  21. El sistema proporcional de composició mixta d'Alemanya
  22. Jonathan Swift, A modest proposal for preventing the children of poor people of Ireland from beeing a burden to their parents or the country, and for making them beneficial to the public
  23. Intentions to adopt photovoltaic systems depend on homeowners' expected personal gains and behavior of peers
  24. Critical reflection on knowledge and narratives of conservation agriculture
  25. Recurrent carbon labels induce bipartisan effects in environmental choices under risk
  26. Long-Range and Regional Atmospheric Transport of POPs and Implications for Global Cycling
  27. Träume
  28. It´s All in the Game!
  29. Maschine
  30. Organisational Involvement of Corporate Functions in Sustainability Management