Reality bytes. Hybrid inter-faces, hybrid selves.
Over the past 20 years, computer games have become a very integral part of consumptive practices, acting as a guide to mediate multiple selves. This sets the context for this paper, a philosophical inquiry into the creation and mediation of 'selves' through the consumption of Japanese computer games...
| Publicado en: | Acta Orientalia Vilnensia Vol. 9; no. 1; pp. 85 - 105 |
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| Formato: | Artículo |
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Vilnius University
2008
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=48079753&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 48079753 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 16482662 3FNM jtl: Acta Orientalia Vilnensia issn: 16482662 maglogo: N pubinfo: dt: 2008 vid: 9 iid: 1 pid: 16037 pub: Vilnius University artinfo: ui: 48079753 10.15388/aov.2008.1.3719 ppf: 85 ppct: 20 formats: fmt: @attributes: type: P size: 1.1MB tig: atl: Reality bytes. Hybrid inter-faces, hybrid selves. aug: au: Lopez, Mario affil: AssistantProfessor, Center for Southeast Asian Studies, Kyoto University su: Computer interfaces Computers Video games Technological innovations Japan sug: subj: Japan Computer interfaces Computers Video games Technological innovations ab: Over the past 20 years, computer games have become a very integral part of consumptive practices, acting as a guide to mediate multiple selves. This sets the context for this paper, a philosophical inquiry into the creation and mediation of 'selves' through the consumption of Japanese computer games, taking a detailed look at some of the symbolic and semiotic structures that permeate game structures. Games placed in the realm of human creativity and normative freedoms are as argued in this paper, a subtle form of the Deleuzian concept of assemblage. This paper argues that the 'self' as seen through computer games manifest multiple 'selves' that highlight the fluidity of identities which are being fabricated, disseminated and transmitted from Japan. Through an analysis of a number of Japanese games popular in Japan and actively consumed abroad, this paper examines an underlying grammar that transcribes the self and how social relations are reworked through technological enquiry. This paper further highlights how computer-dominated social practices that have heavily flowed from Japan have introduced very specific ontological ways of seeing the world to a whole generation of games players residing in other geographical spheres. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y custom: Copyright of Acta Orientalia Vilnensia is the property of Vilnius University and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. item: Acta Orientalia Vilnensia holder: Vilnius University dt: @attributes: year: 2008 holdings: @attributes: islocal: N |
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