Claus Pias: A Media Archaeology of Computer Games

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claus Pias a media archaeology of computer games Sebastian Deterding MAGIC Lab, Rochester Institute of Technology DiGRA 2013, Atlanta, August 28, 2013 cb

description

Presented as part of of J. Stenros, O. Sotamaa, B. Perron, S. Deterding & S. P. Walz: The Game Studies Language Exchange Program: Uncovering Hidden Gems of European Game and Play Research. Peer-reviewed panel, DiGRA 2013, August 28, 2013, Atlanta, GA, USA.

Transcript of Claus Pias: A Media Archaeology of Computer Games

Page 1: Claus Pias: A Media Archaeology of Computer Games

claus Piasa media archaeology of computer gamesSebastian DeterdingMAGIC Lab, Rochester Institute of TechnologyDiGRA 2013, Atlanta, August 28, 2013

cb

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claus pias

* 1967

Professor, media theory and history; director, Center for Digital Cultures, Leuphana University Lüneburg

Dissertation at Bauhaus University Weimar under Joseph Vogl

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michel foucaultArchaeology of Knowledge

marshall mcluhanMedium Theory

friedrich kittler(War) media technologies as conditions of possibility for historical forms of knowing

media history, made in germany

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an archaeology of cybernetics

• Cybernetics/simulation/computation is the episteme of our age, computers are its media-technical condition of possibility

• Information processing is the main object, output, boundary, starting point of knowing today

• Information processing = cosm0s = thinking = meaning: a soul-less, body-less machine

• As cybernetics waned as a philosophy in the 1970s, it became naturalised as CS

• Cybernetics must ignore the analog and materiality4

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an archaeology of cybernetics

• McLuhan understood media as extensions of man

• Cybernetics understands computers as »human-extended machines« (Licklider): flattens thinking/acting, man/machine, mind/matter

• Computer games exemplify the cybernetic conditions of possibility of knowing

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2002 2011

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computer spiel welten

• Why are computer games (the way they are)?

• What are the historical (discursive, technical) conditions of possibility for computer games to emerge?

• How do they in turn condition the forms of knowing possible in and with computer games?

• 3 discursive fields and cases show the homology of computer games and cybernetics: action/SAGE, adventure/Internet, simulation/war games

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actionAttentive time-critical selection of optimal actions

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action

• Time-critical choice of predefined actions: Taylorist scientific management

• Machine-tracking of human action in numbers: experimental psychology, WWI Army Mental Tests

• Training and control of users: behaviorism

• Real-time interaction with GUI invisibilizing rules: Computerisation of flight simulation training

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adventureReasoned decision-critical choice of optimal routes

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arpanet

colossal cave

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adventure

• World as mapping of node relations: relational databases

• History as routing through and changing of nodes: graph theory as used in telephone routing algorithms

• Decision-making as memory-less result of current node state

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simulationPatient configuration-critical choice of optimal possible set

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simulation

• Numerical modelling of decision-making: mathematic game theory

• Translation of reality into probability distributions: WWII operations research

• Model-based exploration of possible futures: war games

• Object-oriented programming: SIMULA

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why care?

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»You are all just replicating the cybernetic episteme of our age.

What are your blind spots and limits of knowing?«

historicizing proceduralism

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