COMPUTER GAMES AS THE SUBJECT OF PHILOSOPHICAL ANALYSIS
Abstract
Th e article puts forward the thesis that the game is a defi nite prerequisite knowledge, the level at which the subjects invest their eff ort to the original defi nition of the world. Th us, the game forms the primary level of putting sense for the objects of the world, the level of primary orientation in the world. Modern computer games allow us to navigate the new world of machines and technologies, providing new opportunities for personal identity. Th e article shows the assumption that in computer games the real bet is the new form of personal identity of the gamer. Th e game provides a prize in the form of a temporary freedom of identity, or rather the will-to-identity, and t the same time the danger of loss of identity, and the possibility of converting the latter, providing it with new semantic features. Refs 4.
Keywords:
computer games, surface, event, identity, prize, subject, non-human, machine, plasticity
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Articles of "Vestnik of Saint Petersburg University. Philosophy and Conflict Studies" are open access distributed under the terms of the License Agreement with Saint Petersburg State University, which permits to the authors unrestricted distribution and self-archiving free of charge.