[-empyre-] baggage and utilitarian tools
Mathias Fuchs
mathias.fuchs at creativegames.org.uk
Thu Dec 30 22:37:58 EST 2010
I completely agree with Micha.
To consider games as "utilitarian tools" and to forget about the
historical context is as shallow a view as can be.
The historical and cultural dimension of software and hardware is most
important when the tools are announced to us as being utilitarian,
value-neutral, non-historic... That is when ideology slips in big time.
Nobody would consider a car as a mere tool to go from A to B and
everybody acknowledges the difference of a Ferrari and a Volkswagen in
regard to going from A to B. It is not only the speed and the sound, it
is the social connotations, historical framing aso. The same is of
course true for games. The question that Adorno asked in regard to music
is interesting for games as well. Why do I prefer to listen to certain
musical styles? Why do I prefer to play certain games?
An interesting inverstigation on that is by Garry Crawford and Victoria
Gosling: "Who plays?" But even in Huizinga and Caillois one can find a
lot of hints on the aspects of games beyond rules and efficiency. If one
sees "game designers fundamentally as engineers" one does not see how
games are received by the players. One does also not see that game
designers who consider themselves as mere engineers carry consiousl or
unconsciously a huge bag of historical and social framing and that they
drop elements of that into the products they create.
Mathias Fuchs
European Masters in Ludic Interfaces
http://ludicinterfaces.com
Programme Leader MA Creative Technology and MSc Creative Games
Salford University, School of Art& Design, Manchester M3 6EQ
http://creativegames.org.uk/
mobile: +44 7949 60 9893
residential address: Ratiborstrasse 18
10999 Berlin, Germany
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