The Study of Computer Games as a Second-Order Cybernetic System
Keywords:
computer games, literary studies, cybernetic system, semiotics, aestheticsAbstract
The following paper is part of a larger analytical study of various contexts of computer games. Here, I elaborate on the method on which I base my study of the semiotic process constituted by playing a computer game. This method is derived from a critique of earlier approaches to the fi eld from the perspective of literary and media studies. While most of these approaches employ a two- level model with undeniable roots in structuralist narratology, the model suggested here is based on the constructivist concept of viability. This presupposes a change of perspective from “naïve objectivity” to informed subjectivity.Downloads
Published
2002-01-01
Bibtex
@Conference{digra18, title ="The Study of Computer Games as a Second-Order Cybernetic System", year = "2002", author = "Kücklich, Julian", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/18}", booktitle = "Computer Games and Digital Cultures Conference Proceedings"}
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Papers
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