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The Study of Computer Games as a Second-Order Cybernetic System

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Authors: Kücklich Julian
Source: Computer Games and Digital Cultures Conference Proceedings
Tampere: Tampere University Press, June, 2002
Pages: 11
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Abstract:

The following paper is part of a larger analytical study of various contexts of computer games. Here, I elaborate on the method on which I base my study of the semiotic process constituted by playing a computer game. This method is derived from a critique of earlier approaches to the field from the perspective of literary and media studies. While most of these approaches employ a twolevel model with undeniable roots in structuralist narratology, the model suggested here is based on the constructivist concept of viability. This presupposes a change of perspective from "naïve objectivity" to informed subjectivity.

Keywords: Computer games, literary studies, cybernetic system, semiotics, aesthetics