Videogames and Computer Holding Power Sherry Turkle – Referencing The New Media Reader, Wardrip-Fruin & Montfort
Original Publication of this Work: Turkle, Sherry. The Second Self: Computers and the Human Spirit. 64-92. New York: Simon & Schuster. 1984. This chapter is based on over one hundred hours of field research and on interviews (ranging from one to four hours) with 30 game players. Other Books by Turkle.
Protest against videogames carries a message about how people feel about computers in general. … Only one other gift of science has been so universally recognized as marking a new era of human life. That was atomic energy.
[re: community opinion when game arcade asks for licence.] “Let’s look at this thing more closely.” It feels like a chance to buy time against more than a videogame. It feels like a chance to buy time against a new way of life.
Videogames are a window onto a new kind on intimacy with machines that is characteristic of the nascent computer culture.
For children, rules driving the videogames become “the secrets.”
Videogames offer a chance to live in simulated, rule-governed worlds.
Games as “child culture” (appreciation of logic of simulation) bridge into larger computer culture beyond.
There is a danger of infatuation with simulated worlds – for many people what is being pursued in a videogame is not just a score, but an altered state … Mediation With Macho … Cheaper than psychoanalysis.
Space Invaders “ Pong was a novelty but it set the stage for the arrival of Space Invaders – the game that launched the videogame culture.” “Culture” being the attitudes, beliefs, and behavior that are characteristic of a particular social group or organization. Pong