{"title":"电脑游戏的认识论功能","authors":"Ocheretyany Konstantin, Kolesnikova Dariya","doi":"10.15593/PERM.KIPF/2018.2.02","DOIUrl":null,"url":null,"abstract":"This article touches on the actual problems of formation conditions of media reality and principles of its cognition. The article is aimed at investigation of epistemological function of computer games. To achieve this goal it has been solved the problems of revealing changes intro-duced by conceptual-expressive language of computer games in symbolism and logics of technical devices orienting us in the environment and in the ways of our understanding and emotional experience of space and time. As well it determines the principles of cause-and-effect relations’ construction and the ways of retrieval of the world experience.By the methods of media-philosophy playing space and time is uncovered as inter- active measuring, as solutions totality and as the universe of visible tasks and goals. It is opposed to the dictatorship of informational culture, to the impersonal space-time created by high rates of communication technologies fuzzing the totality of emotions, individual identity and corporal- ity of presence in the flow of information. Any game creates a virtual body from the available resource, namely from the affective-interactive models of involvement into activity and communication. We expect from computer games the similar effects as the ancient engineers expected from the self-moving toys, new European scientists saw in mechanical models and poets-romanticistssaw a game free from power-driven rules:through our subjection to computer games, through giving one’s body to technologies and one’s consciousness to digital interfaces we get unstaged expe- rience – something higher in its reality than everything given by everyday life, something which is such topical that it may be presented only in virtual packing. The result of research shows that in the modern “digital universe” gamer is the way of living in the world, while computer game is the source of language making possible to create and describe the experience of media reality.","PeriodicalId":270607,"journal":{"name":"BULLETIN OF PNRPU. Culture. History. Philosophy. Law","volume":"60 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"EPISTEMOLOGICAL FUNCTIONS OF COMPUTER GAMES\",\"authors\":\"Ocheretyany Konstantin, Kolesnikova Dariya\",\"doi\":\"10.15593/PERM.KIPF/2018.2.02\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This article touches on the actual problems of formation conditions of media reality and principles of its cognition. The article is aimed at investigation of epistemological function of computer games. To achieve this goal it has been solved the problems of revealing changes intro-duced by conceptual-expressive language of computer games in symbolism and logics of technical devices orienting us in the environment and in the ways of our understanding and emotional experience of space and time. As well it determines the principles of cause-and-effect relations’ construction and the ways of retrieval of the world experience.By the methods of media-philosophy playing space and time is uncovered as inter- active measuring, as solutions totality and as the universe of visible tasks and goals. It is opposed to the dictatorship of informational culture, to the impersonal space-time created by high rates of communication technologies fuzzing the totality of emotions, individual identity and corporal- ity of presence in the flow of information. Any game creates a virtual body from the available resource, namely from the affective-interactive models of involvement into activity and communication. We expect from computer games the similar effects as the ancient engineers expected from the self-moving toys, new European scientists saw in mechanical models and poets-romanticistssaw a game free from power-driven rules:through our subjection to computer games, through giving one’s body to technologies and one’s consciousness to digital interfaces we get unstaged expe- rience – something higher in its reality than everything given by everyday life, something which is such topical that it may be presented only in virtual packing. The result of research shows that in the modern “digital universe” gamer is the way of living in the world, while computer game is the source of language making possible to create and describe the experience of media reality.\",\"PeriodicalId\":270607,\"journal\":{\"name\":\"BULLETIN OF PNRPU. Culture. History. Philosophy. Law\",\"volume\":\"60 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-06-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"BULLETIN OF PNRPU. Culture. History. Philosophy. Law\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.15593/PERM.KIPF/2018.2.02\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"BULLETIN OF PNRPU. Culture. History. Philosophy. 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This article touches on the actual problems of formation conditions of media reality and principles of its cognition. The article is aimed at investigation of epistemological function of computer games. To achieve this goal it has been solved the problems of revealing changes intro-duced by conceptual-expressive language of computer games in symbolism and logics of technical devices orienting us in the environment and in the ways of our understanding and emotional experience of space and time. As well it determines the principles of cause-and-effect relations’ construction and the ways of retrieval of the world experience.By the methods of media-philosophy playing space and time is uncovered as inter- active measuring, as solutions totality and as the universe of visible tasks and goals. It is opposed to the dictatorship of informational culture, to the impersonal space-time created by high rates of communication technologies fuzzing the totality of emotions, individual identity and corporal- ity of presence in the flow of information. Any game creates a virtual body from the available resource, namely from the affective-interactive models of involvement into activity and communication. We expect from computer games the similar effects as the ancient engineers expected from the self-moving toys, new European scientists saw in mechanical models and poets-romanticistssaw a game free from power-driven rules:through our subjection to computer games, through giving one’s body to technologies and one’s consciousness to digital interfaces we get unstaged expe- rience – something higher in its reality than everything given by everyday life, something which is such topical that it may be presented only in virtual packing. The result of research shows that in the modern “digital universe” gamer is the way of living in the world, while computer game is the source of language making possible to create and describe the experience of media reality.