User:Natasa Siencnik/notes/turkle2/
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Abstract
Sherry Turkle: Video Games and Computer Holding Power (1984). In: The New Media Reader, MIT Press, 2003.
- 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
- 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
- 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
- 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
Afterthoughts
- 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