The image of the other in computer games
Bibliographic Data
| ID | 13123172 |
|---|---|
| Authors | Сергеевич-Геймдизайнер Сергей (corresponding author), Alina Latypova (St Petersburg University), Aleksandr Lenkevich (St Petersburg University), Konstantin Ocheretyannyi (St Petersburg University), Margarita M Skomorokh (St Petersburg University) |
| Year | 2017 |
| Volume | 33 |
| Issue | 2 |
| Publication date | 2017-01-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Vestnik of Saint Petersburg University Philosophy and Conflict Studies (JOURNAL) |
| Journal identifiers | ISSN: 2541-9382 • E-ISSN: 2542-2278 |
| Publisher | Saint Petersburg State University (PUBLISHER • RU) |
| DOI | 10.21638/11701/spbu17.2017.212 |
| OpenAlex | W4242058676 |
| Language | EN |
| Citations received | 3 |
| References cited | 1 |
The article covers one of the topics explored by the researchers of the Laboratory of Computer Games \nResearch — the image of the Other (Alien, Different, Enemy, etc.) in computer games. Being a new \nform of aesthetic, cultural, social, and communicative experience, computer games are beginning to \ninfluence our everyday practices. Many of the processes in social life (production, labour, education, \nrest, communication) become mediated and playful. Game mechanics are used in non-game contexts \n(this process is called “gamification”), and due to this procedure, the experience of computer games is \ntransmitted to the areas that are considered to entirely lack playfulness: war, pain, violence, corporeal \nfeelings. All in all, nowadays many social relationships are formed by the game. For instance, the space \nof MMORPG often becomes a laboratory, where social skills are perfected, the first encounter with \nthe other occurs, and the contours of new intersubjectivity are set. In games humans are even more \nunprotected than on the stage, in a reality-show, or on the battlefield because they cannot hide themselves \nbehind the mask and have to open their face in front of the other to make the game happen. \nTo begin the game, we let the Other (even if objectified in the form of rules) occupy our being. The \narticle considers the examples of how the image of the Other is constructed in games, how the game \nspace, the media field of the game, engenders certain ethical norms and ways of gaming behaviour. \nThe way we look at each other is is determined by media, and in this sense, the game becomes more \ninfluential. This fact cannot be ignored by the social sciences, especially by those who explore media \nreality. Refs 33
Computer graphics (images · Computer vision · Image (mathematics · Computer Science · Digital Games and Media · Artificial Intelligence
| Citations per year | 0.33 |
|---|---|
| Citation span | 2017 - 2026 (10) |
| Highly cited | No |