![]() ![]() ![]() It pays particular attention to how the prehistory of time-critical action games reveals their close relationship with and tacit optimization of player pre-reflective perceptual and sensorimotor capacities. The first section of the essay reconstructs parts of this history, drawing primarily on Claus Pias’s computer game genealogy: Computer Game Worlds (2017). Specifically, the essay addresses an issue raised by attention to the computer game’s historical intertwinement with the military and industry: the extent to which these cybernetic machines, overdetermined by their techno-epistemic conditions, continue to perpetuate the ways of thinking from which they derived. It behoves a media philosophical appraisal of the computer game - invested as media philosophy is in how media engender modalities of thought - to grapple with the computer game’s heritage. ![]()
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February 2023
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