Datorspēļu, kā tehnoloģiska artefakta, analīze mūsdienu fenomenoloģiskās pieejas tehnoloģijai ietvaros.
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Latvijas Universitāte
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Abstract
Šis maģistra darbs ir fenomenoloģiskas ievirzes pētījums, kurā, pirmo reizi akadēmiskajā
vidē, tiek veikta padziļināta un plaša datorspēles kā individuāla tehnoloģiska artefakta
analīze tehnoloģiju fenomenoloģijas diskursa ietvaros. Darbā, izmantojot mūsdienu
datorspēļu pētnieku, īpaši Filipa D. Dīna un Espena Ārseta izstrādes un salīdzinot tās ar
savietojamiem mūsdienu tehnoloģiju fenomenologu uzskatiem, īpaši izceļot Albertu
Borgmanu, kā arī ar empīriskiem faktiem, tiek pievērsta uzmanība datorspēļu neatkarīgajām
īpašībām, datorspēļu lomai informācijas tehnoloģiju jomā, to unikālajām pieredzējuma
formām un mijiedarbībai ar sabiedrību, aplūkojot datorspēļu tehnoētisko problemātiku. Tiek
skaidrots spēlējamības jēdziens un izcelta tā nozīme, datorspēles kā mākslas darba uztverē
un pieredzējumā.
This master's thesis is a phenomenologically oriented study of video games as an individual technological artefact, analyzed using the phenomenological approach to technology. By using the work of contemporary video game researchers, especially Phillip D. Dean and Espen Aarseth and comparing it with empirical facts and the views of compatible contemporary technological phenomenologists, from whom extra attention is given to Albert Borgmann, this work, being the first of its kind in this field of study, deals with the independent properties of video games, the role of video games in the field of information technology, the unique forms in which we encounter and experience them and their interactions with society through technoethics. This work also explains the gameplay term and highlights its importance in percieving and experiencing video games as an art form.
This master's thesis is a phenomenologically oriented study of video games as an individual technological artefact, analyzed using the phenomenological approach to technology. By using the work of contemporary video game researchers, especially Phillip D. Dean and Espen Aarseth and comparing it with empirical facts and the views of compatible contemporary technological phenomenologists, from whom extra attention is given to Albert Borgmann, this work, being the first of its kind in this field of study, deals with the independent properties of video games, the role of video games in the field of information technology, the unique forms in which we encounter and experience them and their interactions with society through technoethics. This work also explains the gameplay term and highlights its importance in percieving and experiencing video games as an art form.