Simulation og computerspil

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Transcript Simulation og computerspil

Simulation og computerspil 2014
Selv-referentialitet og computerspil
Bo Kampmann Walther
20.10.2014
Agenda
• 1] Gadamers spil-begreb (testet op imod
”vores”)
• ØVELSE
• 2] Computerspil som selv-referentielle,
systemiske, rekursive systemer
• ØVELSE
• 3] INDLEDENDE SNAK OM EKSAMENSOPGAVER
(”papers”)
Hans-Georg Gadamer
Gadamers spil-begreb
"If we examine how the word "play" is used and concentrate on
its so-called metaphorical senses, we find talk of the play of light,
the play of the waves, the play of gears and parts of machinery,
the interplay of limbs, the play of forces, the play of gnats , even
a play on words. In each case what is intended is to- and-fro
movement that is not tied to any goal that would bring it to an
end. [...] The movement of playing has no goal that brings it to
an; rather, it renews itself in constant repetition. The movement
backward and forward is obviously so central to the definition of
play that it makes no difference who or what performs this
movement. The movement of play as such has, as it were, no
substrate. It is the game that is played - it is irrelevant whether
or not there is a subjct who plays it. The play is the movement as
such." (TM, p.103).
Ontologi …?
• Spil beskriver ikke længere et velafgrænset
objekt. Spil beskriver heller ikke et subjekts
bevidsthedstilstand i erkendelsesakten. Spil
refererer derimod til en bevægelse.
– Ikke: Spillet har en ontologisk status, der kan
begribes i sig selv
– Ikke: Spillet er kun spil, når det spilles
– Men: spillet spiller sig
– (en slags flydende besjæling)
Øvelse …
• No goal …?
• Taler Gadamer om ”play” eller ”games”
(playing eller gaming)?
• Paidea eller ludus …?
Regel-baserede interaktionssystemer
• Drawing on economic game theory we can
define games as complex, rule- based
interaction systems consisting of three key
mechanisms:
– absolute rules,
– contingent strategies, and
– possible interaction patterns.
definitioner
Parameter space
• The formal organization of games can be regarded as a
parameter space. In this space the current state of the
game counts as a point and ultimately a dimension in
the parameter space. A played game has therefore n
possible state dimensions. In Tic-Tac-Toe, for instance,
the nine squares constitute the game’s parameter
space and thus the possibility domain for the
arrangement of the board pieces. The rules of the
game define the possible edges in the space
connecting states. Rules define the possible game
whereas a particular game is a path through the state
space.
rekursivitet
• Computerized ‘game’ recursivity implies an automatic,
cybernetic process in which only a finite number of
input events are accepted as base for possible output
functions. The dynamic system therefore presupposes
a trivial relation between the initial possibility space
and the information (or output) shown to the player in
a given game state.
• Hermeneutic ‘fiction’ recursivity implies a non-trivial
process in which an infinite number of input events
(that together form the possibility space of
referentiality) can be potentially linked to a likewise
infinite number of output functions (that are the selfreferential signs).
Mellem rules og player
Recursivity – feed back loop memory
system
Interaction patterns // system
Selv-referentialitet ??
• All digital games are naturally cybernetic, selfreferential systems (Kücklich 2003),
• whereas all non-digital media, including
fiction and cinema, is basically semantic,
referential systems that can be perceived as
self-referential entities.