Cited by 21Digital Games and MediaCybernetics and Technology in SocietyNarrative Theory and Analysis

The Study of Computer Games as a Second-Order Cybernetic System

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Kücklich, Julian·2002·DiGRA Digital Library

Abstract

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.

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  • Games differ from other media by being procedural, interactive systems that have some media-specific ways of meaning-making.

    “games differ from other media by being procedural, interactive systems that have some media-specific ways of meaning-making (see e.g., Bogost, 2007; Kücklich, 2002; Wardrip-Fruin, 2009).”

    From Real-time hermeneutics: meaning-making in ludonarrative digital games (2018) · cites this paper as Kücklich, 2002

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Research works printed but not linked: 16

  1. Aarseth, E. Cybertext -Perspectives on Ergodic Literature. Johns Hopkins University Press, Baltimore, 1997.
  2. Boler, John: Habits of Thought. In Studies in the Philosophy of C.S. Peirce. Edited by E.C. More and R.S. Robin. University of Massachusetts Press, Amherst, 1964.
  3. Chatman, S. Story and Discourse. Cornell University Press, Ithaca, NY, 1978.
  4. Eco, U. The Limits of Interpretation. Indiana University Press, Bloomington, 1990.
  5. Fish, S. "Interpreting the Variorum." In Critical Inquiry 2 (Spring 1976), University of Chicago Press, Chicago, 465-85.
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  7. Iser, W. The Implied Reader: Patterns of Communication in Prose Fiction from Bunyan to Beckett. Johns Hopkins University Press, Baltimore, 1974.
  8. Juul, J. "A Clash between Game and Narrative." M.A. Thesis 1998. Online document available at: http://www.jesperjuul.dk/thesis.
  9. Kücklich, J. "Literary Theory and Computer Games". In Cosign Proceedings (Amster- dam, Spetember 2001), CWI, 51-58
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  11. Laurel, B.K. Computers as Theatre. Addison-Wesley, Reading, Mass.,1991.
  12. Murray, J.H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. The Free Press, New York, 1997.
  13. Peirce, C.S. Collected Papers. Harvard University Press, Cambridge 1934-1948.
  14. Propp, V. Morphology of the Folktale. 2nd ed. Translated by Laurence Scott. University of Texas Press, Austin, 1968.
  15. Ryan, M.L. Possible Worlds, Artifi cial Intelligence, and Narrative Theory. Indiana Univer- sity Press, Bloomington and Indianapolis, 1991.
  16. Ryan, M.L. Narrative as Virtual Reality. Immersion and Interactivity in Literature and Electronic Media. Johns Hopkins University Press, Baltimore, 2001.

Authors
Kücklich, J.
Affiliations
Tampere University (FI)
Corresponding author
Kücklich, Julian
Venue
DiGRA Digital Library
Published
2002-01-01
Volume
1
ISSN
2342-9666
OpenAlex
W2096952689
Cited by
21
References
0
Citations by year
2023: 1 · 2022: 2 · 2021: 2 · 2018: 3 · 2016: 1 · 2015: 4 · 2014: 1 · 2013: 1
FWCI
0.00
Type
conference paper
Language
en
Open access
Locations
Computer Games
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Arts and Humanities › History and Philosophy of Science › Cybernetics and Technology in Society
  • Social Sciences › Arts and Humanities › Literature and Literary Theory › Narrative Theory and Analysis
Keywords
video games, second-order cybernetics, viability, constructivism, structuralist narratology, two-level model, game studies methodology

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