In this paper, Peter Buse discusses how our culture has become increasingly more dependent upon technology throughout the years, stating that we are living in a "cybernetic age". All one must do is observe the children of today and their adept skill at playing video games, and computers. He uses elements from David Porush's book the Soft Machine: Cybernetic Fiction, in order to support his theory that within video games, there is a struggle between man and technology for dominance.
Buse goes on to discuss Video Game narrative, and its ability to immerse the player to the point of obsession. His views are not too kind, as he claims that video games are based on belligerence, and they teach through a process of negative reinforcement, considering they are for the most part, based upon competition and combat. He also declares them to be almost chauvinistic in that they primarily show what he describes as a "worst case scenario of patriarchal gender relations" (pg 166) and that they do not ever possess a narrative. Buse even goes as far as to equate video games with cocaine, considering that they can appear to be addictive.
While this article does not have anything to do with video game or computer copyright issues, it does serve as an example of the way in people of different field must strive to interpret them. Buse's discussion of technology and the way in which it causes immersion is also of importance to my paper. The idea that video games are becoming increasingly more interactive begs the question of whether or not technology will progress to a point where interactivity within the game will demand copyright protection.
Buse goes on to discuss Video Game narrative, and its ability to immerse the player to the point of obsession. His views are not too kind, as he claims that video games are based on belligerence, and they teach through a process of negative reinforcement, considering they are for the most part, based upon competition and combat. He also declares them to be almost chauvinistic in that they primarily show what he describes as a "worst case scenario of patriarchal gender relations" (pg 166) and that they do not ever possess a narrative. Buse even goes as far as to equate video games with cocaine, considering that they can appear to be addictive.
While this article does not have anything to do with video game or computer copyright issues, it does serve as an example of the way in people of different field must strive to interpret them. Buse's discussion of technology and the way in which it causes immersion is also of importance to my paper. The idea that video games are becoming increasingly more interactive begs the question of whether or not technology will progress to a point where interactivity within the game will demand copyright protection.
belongs to The Influence of Video Games on Copyright Decisions project
tagged kiddie_cocaine technology video_game_addiction video_games by mymorg ...on 28-NOV-06
tagged kiddie_cocaine technology video_game_addiction video_games by mymorg ...on 28-NOV-06


