CYBERSPACE OF DIGITAL GAMES AS A “LIVING SPACE” OF HUMAN AND EXPERIENTIAL PRODUCT (ON CHARACTERISTICS AND VALUE OF (CYBER) EXPERIENCE) Cover Image

CYBERSPACE OF DIGITAL GAMES AS A “LIVING SPACE” OF HUMAN AND EXPERIENTIAL PRODUCT (ON CHARACTERISTICS AND VALUE OF (CYBER) EXPERIENCE)
CYBERSPACE OF DIGITAL GAMES AS A “LIVING SPACE” OF HUMAN AND EXPERIENTIAL PRODUCT (ON CHARACTERISTICS AND VALUE OF (CYBER) EXPERIENCE)

Author(s): Sabína Gáliková Tolnaiová
Subject(s): Philosophy, Social Sciences, Media studies, Special Branches of Philosophy
Published by: Univerzita sv. Cyrila a Metoda v Trnave, Fakulta masmediálnej komunikácie
Keywords: (cyber)experience; cyberspace; digital game; experiential production; virtual reality;

Summary/Abstract: Digital games, or their cyberspace, are becoming a new “living space” of modern human. It is a “virtual” environment in which the essence of human experience is transformed. “Virtualisation” brings “freshness” and “uniqueness” of virtual worlds of digital games. Along with specific features of these graphical and auditory worlds comes also a broad extent of subjective sharing. It is imagination and experiencing of the mostly “artificial” (cyber)experience of relative “freeing” from the flow of (physical) time, including relative unbodied form or “different body form” of the subject. They are determined by the so-called Presence and Immersion. Experiential production addresses digital games to the consumer– “guest” basing on personal aspect. In a spirit of phenomenology, experience seen in the context of digital games is understood as a subjective, individual-based temporary process. Also as experience that is in correlation to experience brought by human life. Seen from the point of cultural and social expectations, the key is in its potential to permit meaningful experience, significant in human life and positively influencing quality of human life. Nowadays we reflect attractivity and asset, but also risks and negative features, certain “price” that humans pays for their attachment to the cyberspace of digital games. A new evaluation does not lead to denial of (cyber)experience, but finds the importance of its complementarity. It is important to learn how to live in both the “natural” and “virtual” reality; this needs to be understood also as a moral challenge. We may take it as a pro-active step if the question of what constitutes “the good” of experience in context of digital games is indeed approached in experiential production.

  • Issue Year: 3/2015
  • Issue No: 1/1
  • Page Range: 458-472
  • Page Count: 15
  • Language: English