Training for the Military? Some Historical Considerations Towards a Media Philosophical Computer Game Philosophy

Doug Stark
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Abstract

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. 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. The first section of the essay reconstructs parts of this history, drawing primarily on Claus Pias’s computer game genealogy: Computer Game Worlds (2017). 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 second section considers the lasting implications of the computer game’s historical a priori vis-à-vis their propensity to train their users. It engages with Patrick Crogan’s argument in Gameplay Mode (2011) that computer games are the “reproduction rather than simply the ‘product’ of […] Cold War mentality” and foregrounds his claims as important considerations for any attempt to think media philosophically with and through the medium (2011, p.105). That said, the essay concludes recouping the computer game by way of the very training function it appears condemnable for. Drawing on Mark Hansen (2000), my contention is that Pias and Crogan place in relief what I figure as a creative consequence of computer game play with implications for media philosophy: brokering our corporeal, pre-reflective adaptation to and, thus, agency within our contemporary lifeworld. It is by virtue of, not in spite of, computer games cybernetically working on us that they potentiate ways of thinking about and living in digital culture. 
军事训练?对媒介哲学电脑游戏哲学的一些历史思考
这是对电脑游戏的媒体哲学评价,因为媒体哲学研究的是媒体如何产生思维模式——与电脑游戏的遗产作斗争。具体来说,这篇文章解决了电脑游戏与军事和工业的历史交织所引起的一个问题:这些控制论机器在多大程度上被它们的技术认知条件过度决定,继续延续它们所衍生的思维方式。本文的第一部分重建了这段历史的一部分,主要借鉴了Claus Pias的电脑游戏谱系:computer game Worlds(2017)。它特别关注时间关键型动作游戏的历史如何揭示它们与玩家前反射知觉和感觉运动能力的密切关系和隐性优化。第二部分考虑了电脑游戏的历史先验对-à-vis他们训练用户的倾向的持久影响。它结合了Patrick Crogan在《Gameplay Mode》(2011)中的观点,即电脑游戏是“冷战思维的复制,而不是简单的‘产品’”,并将他的观点作为任何尝试通过媒体哲学思考媒体的重要考虑因素(2011,第105页)。话虽如此,这篇文章的结论是,通过训练功能来弥补电脑游戏,它似乎应该受到谴责。借鉴Mark Hansen(2000)的观点,我的观点是Pias和Crogan将我认为的电脑游戏的创造性结果与媒体哲学的含义联系在一起:中介我们对当代生活世界的肉体的、前反思的适应和代理。正是由于电脑游戏在控制论上影响着我们,而不是尽管如此,它们才增强了我们思考和生活在数字文化中的方式。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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