User:Natasa Siencnik/notes/turkle2/

From XPUB & Lens-Based wiki

Abstract

Sherry Turkle: Video Games and Computer Holding Power (1984). In: The New Media Reader, MIT Press, 2003.

  1. Case Study Asteroids
    • girl playing Asteroids in a café in NY Little Italy
    • movement of fingers compaired with staccato in music
    • she is anoyed, complains but still keeps playing every day
    • she is more "possessed" by the game than enjoying it
    • children in a driven, addictive relationship to the machine
  2. Video Games on the Market
    • by 1982 more money spent on video games than movies / records
    • peak of excitement about the games passeed with ntheir novelty
    • but video games have become part of the cultural landscape
  3. Protests against Video Games
    • carries a message how people feel about computers in general
    • computers became a crucial part of everyday life
    • people have are ambivalent about growing computer presence
    • people like new conveniences (bank tellers, supermarkt)
    • children take the technology for granted, as a fact of life
    • new kind of generation gap between parents and children
  4. Myth of Mindless Addiction
    • video games as a window onto new kind of intimacy with machines
    • thos who fear the games often compare them to television
    • game players more likely compare it with sports, sex, meditation
    • television is something you watch, video games something you do
    • video games are interactive computer microworlds


Discussion

  • builds an argument / context on the first page (addiction)
  • difference between watching tv and playing video games
  • tv is something you watch, video games are something you do
  • being locked out of video games > not able to change them anymore
  • 1980s users and programmers are still closer together
  • discussions after loss of modernism > talking about a cadavar
  • promise of game that never ends / promise of perfection
  • writing video games > new relations to narratives
  • holding power > less negative connotation than addiction
  • eroticism > inability to obtain something, not achievable
  • complexity where the games are situated (arcade > home > internet)