{"title":"先进的空间性","authors":"Ulrich Gehmann, M. Reiche","doi":"10.4018/ijacdt.2013010105","DOIUrl":null,"url":null,"abstract":"ion of an ‘original’ reality rich in variety was transformed, via an abstract model, into a new reality – the space of the world is flow, structured flow according to functions, and it became not only an augementation device for a primordial reality already existing, but the reality, the world perceived as relevant. It started with the appliance of cybernetic models to shape the most diverse real issues, it continued to unfold with processes described in Manuel Castells’ Information Society with its “abstract instrumentalism”[3, p.3], and it now ended with the type of game we want to describe. What does this all mean? It means that we cannot understand the phenomena outlined in the examination to come without considering the historical context inside which they had evolved. Moreover, it means that the attempt to “augment” an existing reality, to meliorate it towards something perceived as better or (at least) more feasible has a long tradition inside our cultural sphere; in pursue of a myth of progress, the given reality has to be transformed (augmented), it is not allowed to stay as it is, for the respective time being, but has to be constantly improved, reworked. In its essence, it is a utopian approach in its literal meaning – the topos of the existing isn’t enough, we have to establish models for a better reality by abstracting from the existing, and the abstraction – the augmented version of the being as a model – has to be then, has to become reality. This is the overall move the following findings ground upon. Goal of this paper is to give a deeper understanding of the ability of the game to re-render the user’s perception of the city he lives in, as a concrete entity, and the implications this might have for the way he interacts with the places he visits. And aligned to it, our goal is to show that the actual destruction of space through augmenting it is not an isolated phenomenon restricted to “some” games but a general tendency of the historical epoch we live in. So, we want to show how the phenomena of games issued here are embedded in this general tendency, them being just one apex (amongst others) of this tendency. Gamifying Reality Let’s start with games. To explore the consequences of the game design of one popular example of a location-based game (Foursquare) to the perception of reality, we have to limit this perception of reality to the perception of place and space in general. It is about the implications regarding the perception of uniqueness of a place, making the latter to the entity it (originally, and genuinely) is, in having its own history and location in space; for instance, when you take the market place of an old town, embodying a specific, unique, and hence, individual place inside the frames of its surroundings of the town space it is located in. Our thesis is that this uniqueness, a necessary precondition for being a place and a space as well, is destroyed by the game, and therefore, that an anthropological basic condition for orienting oneself gets destroyed altogether. This might have far-reaching consequences for perceiving not only one’s environment, but for perceiving oneself as well. Exemplifying Foursquare is justified by both the popularity of the game [4] and the very simple game rules it uses. Foursquare, in general, is a prototype of a special kind of location-based game, the geosocial game, which by the term implies that it deals with location and social interaction. Goal of the game is to provide a mechanism to share information about the places one visits – to be more specific: to share the message about the fact of visiting a specific place – and the experiences at these places with the peer group in a playful manner. Foursquare therefore can be seen as a digital diary (a life log [5]) of all visited locations and as a geographically bound undirected communication channel to your peer group and the rest of the user base. Therefore, Foursquare can be seen as an augmentation of reality as it enhances the reality with (not obvious) information about the place. It means that it “enhances” the genuine, i. e. original place with characteristics not intrinsically belonging to that place and by that, turns the place in question into something different, 8 more pages are available in the full version of this document, which may be purchased using the \"Add to Cart\" button on the product's webpage: www.igi-global.com/article/advancedspatialities/85523?camid=4v1 This title is available in InfoSci-Journals, InfoSci-Journal Disciplines Communications and Social Science. Recommend this product to your librarian: www.igi-global.com/e-resources/libraryrecommendation/?id=2","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"39 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Advanced Spatialities\",\"authors\":\"Ulrich Gehmann, M. Reiche\",\"doi\":\"10.4018/ijacdt.2013010105\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"ion of an ‘original’ reality rich in variety was transformed, via an abstract model, into a new reality – the space of the world is flow, structured flow according to functions, and it became not only an augementation device for a primordial reality already existing, but the reality, the world perceived as relevant. It started with the appliance of cybernetic models to shape the most diverse real issues, it continued to unfold with processes described in Manuel Castells’ Information Society with its “abstract instrumentalism”[3, p.3], and it now ended with the type of game we want to describe. What does this all mean? It means that we cannot understand the phenomena outlined in the examination to come without considering the historical context inside which they had evolved. Moreover, it means that the attempt to “augment” an existing reality, to meliorate it towards something perceived as better or (at least) more feasible has a long tradition inside our cultural sphere; in pursue of a myth of progress, the given reality has to be transformed (augmented), it is not allowed to stay as it is, for the respective time being, but has to be constantly improved, reworked. In its essence, it is a utopian approach in its literal meaning – the topos of the existing isn’t enough, we have to establish models for a better reality by abstracting from the existing, and the abstraction – the augmented version of the being as a model – has to be then, has to become reality. This is the overall move the following findings ground upon. Goal of this paper is to give a deeper understanding of the ability of the game to re-render the user’s perception of the city he lives in, as a concrete entity, and the implications this might have for the way he interacts with the places he visits. And aligned to it, our goal is to show that the actual destruction of space through augmenting it is not an isolated phenomenon restricted to “some” games but a general tendency of the historical epoch we live in. So, we want to show how the phenomena of games issued here are embedded in this general tendency, them being just one apex (amongst others) of this tendency. Gamifying Reality Let’s start with games. To explore the consequences of the game design of one popular example of a location-based game (Foursquare) to the perception of reality, we have to limit this perception of reality to the perception of place and space in general. It is about the implications regarding the perception of uniqueness of a place, making the latter to the entity it (originally, and genuinely) is, in having its own history and location in space; for instance, when you take the market place of an old town, embodying a specific, unique, and hence, individual place inside the frames of its surroundings of the town space it is located in. Our thesis is that this uniqueness, a necessary precondition for being a place and a space as well, is destroyed by the game, and therefore, that an anthropological basic condition for orienting oneself gets destroyed altogether. This might have far-reaching consequences for perceiving not only one’s environment, but for perceiving oneself as well. Exemplifying Foursquare is justified by both the popularity of the game [4] and the very simple game rules it uses. Foursquare, in general, is a prototype of a special kind of location-based game, the geosocial game, which by the term implies that it deals with location and social interaction. Goal of the game is to provide a mechanism to share information about the places one visits – to be more specific: to share the message about the fact of visiting a specific place – and the experiences at these places with the peer group in a playful manner. Foursquare therefore can be seen as a digital diary (a life log [5]) of all visited locations and as a geographically bound undirected communication channel to your peer group and the rest of the user base. Therefore, Foursquare can be seen as an augmentation of reality as it enhances the reality with (not obvious) information about the place. It means that it “enhances” the genuine, i. e. original place with characteristics not intrinsically belonging to that place and by that, turns the place in question into something different, 8 more pages are available in the full version of this document, which may be purchased using the \\\"Add to Cart\\\" button on the product's webpage: www.igi-global.com/article/advancedspatialities/85523?camid=4v1 This title is available in InfoSci-Journals, InfoSci-Journal Disciplines Communications and Social Science. Recommend this product to your librarian: www.igi-global.com/e-resources/libraryrecommendation/?id=2\",\"PeriodicalId\":181387,\"journal\":{\"name\":\"Int. J. Art Cult. Des. 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引用次数: 1
摘要
丰富多样的“原始”现实通过一个抽象的模型被转化为一个新的现实——世界的空间是流动的,根据功能结构的流动,它不仅成为已经存在的原始现实的增强装置,而且成为现实,被视为相关的世界。它开始于运用控制论模型来塑造最多样化的现实问题,它继续以Manuel Castells的“抽象工具主义”(“abstract instrumentalism”)所描述的过程展开,现在以我们想要描述的游戏类型结束。这一切意味着什么?这意味着,如果不考虑它们形成的历史背景,我们就无法理解即将到来的考试中概述的现象。此外,这意味着在我们的文化领域中,试图“增强”现有的现实,将其改善为被认为更好或(至少)更可行的东西的尝试具有悠久的传统;为了追求进步的神话,给定的现实必须被改造(增强),它不允许保持原样,在各自的时间内,但必须不断改进,重新设计。从本质上讲,它是一种乌托邦式的方法,从字面意义上讲,现有的主题是不够的,我们必须通过从现有的抽象中建立一个更好的现实模型,而抽象-作为模型的存在的增强版本-必须成为现实。这是以下研究结果所依据的总体变化。本文的目标是让玩家更深入地了解游戏重新呈现用户对其所居住的城市的感知的能力,以及这可能对用户与所访问的地方的互动方式产生的影响。与此相一致的是,我们的目标是表明,通过扩大空间而造成的实际破坏并非局限于“某些”游戏的孤立现象,而是我们所处的历史时代的普遍趋势。所以,我们想要展示这里发行的游戏现象是如何嵌入到这一普遍趋势中,它们只是这一趋势的一个顶点。让我们从游戏开始。为了探究基于地理位置的游戏(游戏邦注:如Foursquare)的设计对现实感的影响,我们必须将现实感限制在对地点和空间的感知上。它是关于对一个地方的独特性的感知的影响,使后者成为它(最初的,真正的)实体,在空间中拥有自己的历史和位置;例如,当你在一个老城的市场中,在它所处的城镇空间的环境框架中体现出一个特定的、独特的、因此是独立的地方。我们的论点是,这种独特性,作为一个地方和一个空间的必要先决条件,被游戏摧毁了,因此,人类自我定位的基本条件被彻底摧毁了。这不仅会对感知环境,也会对感知自己产生深远的影响。这款游戏的受欢迎程度[4]和它使用的非常简单的游戏规则都证明了Foursquare的合理性。总的来说,Foursquare是一种特殊的基于位置的游戏的原型,即地理社交游戏,顾名思义,它涉及位置和社交互动。游戏的目的是提供一种机制来分享一个人访问过的地方的信息——更具体地说:分享关于访问某个特定地方的事实的信息——以及以一种有趣的方式与同伴群体分享在这些地方的经历。因此,Foursquare可以被视为所有访问过的地点的数字日记(生活日志[5]),以及与你的同伴群体和其他用户群之间地理上受限的非定向通信渠道。因此,Foursquare可以被看作是现实的增强,因为它用(不明显的)关于地点的信息增强了现实。这意味着它“增强”了正品,即具有本质上不属于该地点的特征的原始地点,从而将该地点变成了不同的东西,本文档的完整版本中还有8个页面,可以使用产品网页上的“添加到购物车”按钮购买:www.igi-global.com/article/advancedspatialities/85523?camid=4v1此标题可在InfoSci-Journals, InfoSci-Journal discipline Communications and Social Science中找到。向您的图书管理员推荐此产品:www.igi-global.com/e-resources/libraryrecommendation/?id=2
ion of an ‘original’ reality rich in variety was transformed, via an abstract model, into a new reality – the space of the world is flow, structured flow according to functions, and it became not only an augementation device for a primordial reality already existing, but the reality, the world perceived as relevant. It started with the appliance of cybernetic models to shape the most diverse real issues, it continued to unfold with processes described in Manuel Castells’ Information Society with its “abstract instrumentalism”[3, p.3], and it now ended with the type of game we want to describe. What does this all mean? It means that we cannot understand the phenomena outlined in the examination to come without considering the historical context inside which they had evolved. Moreover, it means that the attempt to “augment” an existing reality, to meliorate it towards something perceived as better or (at least) more feasible has a long tradition inside our cultural sphere; in pursue of a myth of progress, the given reality has to be transformed (augmented), it is not allowed to stay as it is, for the respective time being, but has to be constantly improved, reworked. In its essence, it is a utopian approach in its literal meaning – the topos of the existing isn’t enough, we have to establish models for a better reality by abstracting from the existing, and the abstraction – the augmented version of the being as a model – has to be then, has to become reality. This is the overall move the following findings ground upon. Goal of this paper is to give a deeper understanding of the ability of the game to re-render the user’s perception of the city he lives in, as a concrete entity, and the implications this might have for the way he interacts with the places he visits. And aligned to it, our goal is to show that the actual destruction of space through augmenting it is not an isolated phenomenon restricted to “some” games but a general tendency of the historical epoch we live in. So, we want to show how the phenomena of games issued here are embedded in this general tendency, them being just one apex (amongst others) of this tendency. Gamifying Reality Let’s start with games. To explore the consequences of the game design of one popular example of a location-based game (Foursquare) to the perception of reality, we have to limit this perception of reality to the perception of place and space in general. It is about the implications regarding the perception of uniqueness of a place, making the latter to the entity it (originally, and genuinely) is, in having its own history and location in space; for instance, when you take the market place of an old town, embodying a specific, unique, and hence, individual place inside the frames of its surroundings of the town space it is located in. Our thesis is that this uniqueness, a necessary precondition for being a place and a space as well, is destroyed by the game, and therefore, that an anthropological basic condition for orienting oneself gets destroyed altogether. This might have far-reaching consequences for perceiving not only one’s environment, but for perceiving oneself as well. Exemplifying Foursquare is justified by both the popularity of the game [4] and the very simple game rules it uses. Foursquare, in general, is a prototype of a special kind of location-based game, the geosocial game, which by the term implies that it deals with location and social interaction. Goal of the game is to provide a mechanism to share information about the places one visits – to be more specific: to share the message about the fact of visiting a specific place – and the experiences at these places with the peer group in a playful manner. Foursquare therefore can be seen as a digital diary (a life log [5]) of all visited locations and as a geographically bound undirected communication channel to your peer group and the rest of the user base. Therefore, Foursquare can be seen as an augmentation of reality as it enhances the reality with (not obvious) information about the place. It means that it “enhances” the genuine, i. e. original place with characteristics not intrinsically belonging to that place and by that, turns the place in question into something different, 8 more pages are available in the full version of this document, which may be purchased using the "Add to Cart" button on the product's webpage: www.igi-global.com/article/advancedspatialities/85523?camid=4v1 This title is available in InfoSci-Journals, InfoSci-Journal Disciplines Communications and Social Science. Recommend this product to your librarian: www.igi-global.com/e-resources/libraryrecommendation/?id=2