The Study of Computer Games as a Second-Order Cybernetic System
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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
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Real-time hermeneutics: meaning-making in ludonarrative digital games
Arjoranta, J. (2018) · doi:10.31237/osf.io/uep74 · Cited by 21 · see citing works
- 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
- gold
- doi.org
- 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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