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The image of the other in computer games

Bibliographic Data

ID13123172
AuthorsСергеевич-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)
Year2017
Volume33
Issue2
Publication date2017-01-01
Open AccessYes
TypeARTICLE
VenueVestnik of Saint Petersburg University Philosophy and Conflict Studies (JOURNAL)
Journal identifiersISSN: 2541-9382 • E-ISSN: 2542-2278
PublisherSaint Petersburg State University (PUBLISHER • RU)
DOI10.21638/11701/spbu17.2017.212
OpenAlexW4242058676
LanguageEN
Citations received3
References cited1

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

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  • The image of the other in computer games

    Open Access•Сергеевич-Геймдизайнер Сергей, Alina Latypova et al.•Vestnik of Saint Petersburg…•2017

  • The image of the other in computer games

    Open Access•Сергеевич-Геймдизайнер Сергей, Alina Latypova et al.•Vestnik of Saint Petersburg…•2017

Citations per year0.33
Citation span2017 - 2026 (10)
Highly citedNo

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