The article analyzes the phenomenon of computer games, usually seen as a by-product of digital reality. From the point of view of social institutions formed in the digital era, a computer game is devoid of those utilitarian aspects that are necessary for understanding the social pragmatics of digital reality: digital law, digital economy, digital society. Computer games promise nothing but a waste of time, capturing attention and total involvement. However, it is precisely these aspects that become significant for understanding digital reality, because the conceptual and expressive resource of the game is used in the production of our devices, improvised gadgets, which, acting as traps for attention, determine the experience of the world available to us. Since today everything that exists must exist in the network and in digital, and in order to remain conscious it must attract attention, the study of the conceptual and expressive resource of the game becomes the key to understanding new modes of existence that are adequate to digital reality. The possibility of such penetration and understanding from the inside is provided by the experience of studying the phenomenon of a computer game - a phenomenon in which the characteristic features of digital reality are captured in a single focus.
|Translated title of the contribution||COMPUTER GAMES: FORMS OF DIGITAL EXPERIENCE|
|Publication status||Published - 1 Nov 2019|
Scopus subject areas
- Arts and Humanities(all)