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Computer game as a pragmatic concept: ideas, meanings, and culture
Author(s) -
Karhulahti Veli-Matti
Publication year - 2020
Publication title -
media, culture and society
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.673
H-Index - 69
eISSN - 1460-3675
pISSN - 0163-4437
DOI - 10.1177/0163443720907010
Subject(s) - meaning (existential) , computer game , metagaming , game mechanics , computer science , materiality (auditing) , epistemology , language game , human–computer interaction , game theory , sequential game , aesthetics , multimedia , simultaneous game , mathematics , mathematical economics , philosophy
This article discusses the ‘computer game’ as a pragmatic concept. A dual nature of the computer game as both a pragmatic idea and a pragmatic meaning is introduced. Practical meanings of the computer game correspond with the concrete effects that engaging with computer games produces in an individual. Practical ideas of the computer game correspond with the subjectively constituted conceptual families concerning the computer game’s assumed practical meaning. Individual computer games can be considered flat or round depending on the range of their practical meanings. Thus, the article contributes to the study of cultural objects by offering a framework for examining the evolution and existence of such objects as cross-cultural practical entities – less in terms of communication, media, and materiality, and more in terms of concrete actions and events that individuals across societies commence and conceptualize.

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