Aspects of Playing a Computer Game
Usage of any IT artifact such as a computer game or emailer, or of any information system, is seen by Dooyeweerd not primarily as a technical or skilled activity but as multi-aspectual lifeworld. Take the example of playing a good computer game, we have the following aspects (regrouped with the qualifying aspect of games, the aesthetic, first, followed by aspects on which the aesthetic depends for enjoyment of the game, then those post-aesthetic aspects that give a certain overall style to our playing, and lastly the aspects that merely support the others):
- Aesthetic aspect (harmony, surprise, fun): The game itself is fun, full of surprises and jokes. It hangs together, each level being a coherent whole but also the set of levels form a whole. Also, the graphics and background music or other sounds are well-designed visually and musically, everything contributing significantly to the style of the game.
- Sensitive aspect (feeling and response): Our sight, vision and motor control are all crucial to playing the game. In harder levels, things might be hidden. The game plays on our feelings.
- Analytical aspect (distinction): We can only play well if we distinguish what is important from what is not, and in some games it is part of the game to find out what is what. In many games there is an element of working out puzzles.
- Formative aspect (instrumental and creative power): Most games have goals that must be achieved (e.g. quests). We must often formulate strategy for playing.
- Lingual aspect (symbolic communication): What we see on screen carries meaning, as do our commands to the software. It is common practice in serious game-playing to make notes. In addition, we discuss the game with our fellows, either present or at another time.
- Social aspect (social interaction): We discuss the game with our friends, and often they watch us play, offering advice, beliefs and other comments.
- Economic aspect (frugal use of resources): In many games we have limited resources like money or armour, and in some there is a time limit. Many games involve barter or exchange of what we have collected.
- Juridical aspect (what is due (rights, responsibility)): We respect copyright (or not).
- Ethical aspect (self-giving love): We play
- Pistic aspect (faith, vision, commitment):
- Quantitative aspect (amount): Within the arena of the game, we are constantly watching our levels of strength, vitality, amount of ammunition left, etc.
- Spatial aspect (continuous extension): Within the arena of the game, we look in certain directions and take up space. Outside the game, our computer takes up desk space.
- Kinematic aspect (flowing movement): We move within the game's arena. Outside, our hands move as they control the mouse or joystick.
- Physical aspect (energy, matter): We cannot (usually) move through walls, within the game's arena. Outside it, we exert force on the mouse or joystick.
- Biotic aspect (life functions): Within the game's arena, life ebbs away or is replenished by food etc. Outside, our on-going breathing, digestion, etc. contributes to living which enables us to play.
This page provides examples illustrating various things within The Dooyeweerd Pages, which explain, explore and discuss Dooyeweerd's interesting philosophy. Email questions or comments would be welcome.
Copyright (c) 2004 Andrew Basden.
Number of visitors to these pages: . Written on the Amiga and Protext.
Created: 3 December 2004