COMPUTER GAMES AS PHENOMENON OF MODERN CULTURE: AN INTERDISCIPLINARY STUDY | Humanitarian Informatics. 2007. № 3.

COMPUTER GAMES AS PHENOMENON OF MODERN CULTURE: AN INTERDISCIPLINARY STUDY

Author presents historical, philosophical, cultural, aesthetical and ethical consideration of computer games as an important element of modern popular culture. Computer games are defined as techno-art hybrid and placed in the world of play and essential human playfulness in its social and entertaining aspects. Cultural and artistic roots of video games are explored. Author attempts to identify the virtual Other in e-game experience. Aesthetical issues of e-games narratives and visuality are discussed. Ethical controversies in the way e-games can affect player are approached.

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Galkin D.V.
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References

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 COMPUTER GAMES AS PHENOMENON OF MODERN CULTURE: AN INTERDISCIPLINARY STUDY | Humanitarian Informatics. 2007. № 3.

COMPUTER GAMES AS PHENOMENON OF MODERN CULTURE: AN INTERDISCIPLINARY STUDY | Humanitarian Informatics. 2007. № 3.