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Emergence in video game production

Video game engines as technical individuals

Datos Bibliográficos

ID3099019
AutoresDamien Charrieras (0000-0002-2825-7612, City University of Hong Kong, autor de correspondencia), Nevena Ivanova (DeTao Roy Ascott Studio at Shanghai Institute of Visual Art, Shanghai, China)
Año2016
Volumen55
Número3
Páginas337-356
Fecha de publicación2016-09-01
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaSocial Science Information (JOURNAL)
Identificadores de la revistaISSN: 0539-0184 • E-ISSN: 1461-7412
EditorialSAGE Publications Inc (PUBLISHER)
DOI10.1177/0539018416642056
OpenAlexW2318076369
IdiomaEN
Referencias citadas12

This article is interested in the creative practices in video game production. More specifically, the research focuses on the ways in which the use of game engines - a toolkit that offers a set of functionalities to automatize the handling of a range of processes (graphics, sound, game physics, networks, artificial Intelligence) - make possible or impossible certain forms of emergences in video games production. The manipulation of objects in these game engines is done according to a certain programming paradigm. Two main programming paradigms currently govern the internal design of game engines: object-oriented/inheritance-based deep-class hierarchical design and component-based data-driven design. We will describe how different programming paradigms lend themselves to certain affordances to explore the ways in which game workers can interface with game engines. We will use the framework developed by Gilbert Simondon on the artisanal and industrial stage or mode of production. This will enable a better understanding of the technogenesis of different kinds of game engines and the ways in which they can be conceptualized as technical individuals enduring through their associated milieus. This way of describing game engines emphasizes non-anthropocentric forms of creativity and specific modalities of emergent techno-human processes that are too often underestimated in various accounts of cultural production processes

Affordance · Game art design · Game design · Game design document · Game Developer · Game development tool · Game mechanics · Game programming · Game testing · Game theory · Human–computer interaction · Metagaming · Multimedia · Non-cooperative game · Simultaneous game · Video game · Video game design · Video game development · Artificial Intelligence in Games · Computer Science · Cultural Insights and Digital Impacts · Digital Games and Media

  • The Business and Culture of Digital Games

    Aphra Kerr•The Business and Culture of…•2006

  • The Language of New Media

    Лев Манович, Lev Manovich•Canadian Journal of Communication•2002

  • Gilbert Simondon and the philosophy of the transindividual

    Muriel Combes•Gilbert Simondon and the…•2013

  • Sonic and Visual Structures

    Nicolas Schoffer•Leonardo•1985

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