Computer game: formation of new cognitive tools




Obolkina, Svetlana Viktorovna
PhD in Philosophy, Research Fellow, Educational Department of Philosophy, Institute of Philosophy and Law of the Ural Branch of the Russian Academy of Sciences, Ekaterinburg, Russia
Obol2007@mail.ru


Abstract
The phenomenon of computer games and its interdisciplinary analysis (game studios) provide rich opportunities for humanitarian research today. Based on the established domestic tradition of understanding ontology as conditions for the intelligibility of experience, the author offers an analysis of computer games as a special type of text. Cybertexts can offer both the reproduction of the basic structures of experience, and the "scrapping", "making strange" ("weird effect") of these structures. Cybertexts that tell about "impossible worlds" open up wide opportunities for increasing the conditions for understanding experience and thereby act as the basis for the formation of new cognitive tools. Based on the concepts of the presentative language (non-discursive sign systems), digital imagery as such, and specific game design products, the author suggests considering the ontological and cognitive resources of four-dimensional spatial visualizations.

Keywords: computer game, ontology, ontological turn, game studies, cybertext, four-dimensional space, virtus, virtuoso gamer, visual experience, "weird effect"