videogames and computer holding power, sherry turkle
Post on 22-Oct-2014
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From a Montana Tech New Media Design class lecture.TRANSCRIPT
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Videogames and Computer Holding Power
Sherry Turkle
– Referencing The New Media Reader, Wardrip-Fruin & Montfort
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Original Publication of this Work:
Turkle, Sherry. The Second Self: Computers and the Human Spirit. 64-92. New York: Simon & Schuster. 1984.This chapter is based on over one hundred hours of field research and on interviews (ranging from one to four hours) with 30 game players.
Other Books by Turkle.
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1984 pop culture and technology trivia• Aids Virus identified by French Immunologist
• The first Apple Macintosh goes on sale
• Sony and Philips introduce the first commercial CD Players
• Sony makes the first 3 1/2" computer disk
• 1984 Videogame titles
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Turkle, Context and Backstory
• Turkle received a joint doctorate in sociology and personality psychology from Harvard University and is a licensed clinical psychologist.
• Approached computing from the discipline of psychoanalysis ie how the computer enables people to enact personae that are different from the ones they use in non-computing situations.
• Turkle was adamant that games can provide ways to take on different roles that are important to us psychologically.
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Gist and Research Design• Previous chapter was about the child as philosopher – Piaget’s theory
of childrens’ emergence causality, life, and consciousness.
• The gist of this chapter follows up her discoveries re computer holding power of games and the heart of computer culture is “constructed, rule governed worlds.”
• This chapter is based on over one hundred hours of field research and on interviews (ranging from one to four hours) with 30 game players.
• Chapter that follows deals with children making their own games.
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Asteroids …
Asteroids is a video arcade game released in 1979 by Atari Inc. It was one of the most popular and influential games of the Golden Age of Arcade Games.
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A New Way of Life• Protest against videogames carries a message about how people feel
about computers in general. … Only one other gift of science has been so universally recognized as marking a new era of human life. That was atomic energy.
• [re: community opinion when game arcade asks for licence.] “Let’s look at this thing more closely.” It feels like a chance to buy time against more than a videogame. It feels like a chance to buy time against a new way of life.
• Videogames are a window onto a new kind on intimacy with machines that is characteristic of the nascent computer culture.
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Embodiment• The holding power of videogames, their almost hypnotic
fascination, is “computer holding power.”
• Videogames are something you do to your head, a world that you enter … something you “become.”
• In interviews and when describing gameplay, children will express it as “You are Pac-Man.”
• Players describe the (ingame) experience of being with one as less like talking with a person and more like inhabiting someone else’s mind. Conversation > Fusion. In PacMan, you are the mouth.
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Rules are the Secrets.
• For children, rules driving the videogames become “the secrets.”
• Videogames offer a chance to live in simulated, rule-governed worlds.
• Games as “child culture” (appreciation of logic of simulation) bridge into larger computer culture beyond.
• There is a danger of infatuation with simulated worlds – for many people what is being pursued in a videogame is not just a score, but an altered state … Mediation With Macho … Cheaper than psychoanalysis.
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Space Invaders
“Pong was a novelty but it set the stage for the arrival of Space Invaders – the game that launched the videogame culture.” “Culture” being the attitudes, beliefs, and behavior that are characteristic of a particular social group or organization.
Pong
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Your thoughts, Your Links
Sherry Turkle on Colbert Report
Affects of Videogames on People.
Game Building Software
Alice
Cube 2: Saurbraten
Game Maker