Unlike in the past, when computer games were considered as a low culture and a 'dissipating habit,' it is now a form of culture which exerts a considerable influence on both economic and social spheres. However, academic approaches on computer games, ...
Unlike in the past, when computer games were considered as a low culture and a 'dissipating habit,' it is now a form of culture which exerts a considerable influence on both economic and social spheres. However, academic approaches on computer games, unlike in films, are scarce, and recent studies on computer games are limited to specific forms and merely focus on their negative impact on society. Therefore this study aims to understand the characteristics of computer games as a form of media and to establish a neutral view on this subject.
As research tool, based on knowledge of the new media and computer games, gathers unique features of the games, and goes on to deduce three characteristics of computer games as a form of media, which are; mutual-influence, user-centered, and functional spatiality, which are verified through selection of research samples. The specific questions asked in this study are as follows. First, how do the various elements of computer games influence one another and how are they different from other forms of media? Second, what changes has occurred in its user-centered orientation and what is the relationship between the games and their users? Third, how is the concept of space defined in computer games and what impact does it have on the games?
The first issue of mutual interrelationship of the games indicates its connection with other forms of culture. A computer not only borrows forms and contents from existing cultural forms such as novels and motion pictures, as discussed in re-mediation theory, but also features technical aspects in which a user such as HCI are able to control the machine. This aspect reflects the physical terms of a computer which needs to be controlled and checked by its user. Also, that computer games originates from non-epic plays means that fundamentally, computer games have a different history compared to other epic forms such as movies and novels. Such co-existence of relevance with other cultural forms and its unique characteristics make computer games a difficult and complex object for a scholarly scrutiny. However, it is this complexity which makes computer games more dependent on the roles and behaviors of the user, which becomes more evident in the mixing process of the user's behaviors.
The second issue of the user-centered nature in computer games indicates that, in the relationship between computer games and men, not only does the media influence its user, but a reverse phenomenon, in which the user controls and manipulates the media, can occur. This phenomenon is a general aspect of the new media, known as mutual influence, in which not only the range of the user's role is expanded, but also that the user can go on to create a new form of media for himself altogether. This is because a computer game has a 'program' which can control and manipulate, through a hardware called computer, and this allows the user, as a manufacturer, to exert controls and manipulate the media. This is very meaningful in that, unlike the concept of user as a passive recipient of existing culture in the past, it elevates him into the level of creating a new form of cultural form. Thus the user does not have to take the range of choices found within a game for granted but can alter and complement if he chooses. What is more, such act does not stop at his individual self expression but can be actively shared and transmitted through the Internet. This confirms that the changeable feature of the new media will not only induce individual participation but can also be actively manufactured by an individual.
The third issue of this paper, the functional spatiality of computer games, divorce the computer games from other forms of media that exists only as simple background or basic concept, since a computer space exists thoroughly functionally in its sphere. As technology evolves, the space for a computer game is constructing a virtual reality, which has always existed for a functional reason only, and through that functional space including space navigation and reconstruction of structural space, a computer game can offer entertainment and method for process to its users. Moreover, such functional space is dependent on the user's behavior, which render more power of control to the users.
A computer game, therefore, is not a one-sided and fixed media that enforces its users to accept its form, but exists as space in which the user can exert his power to alter and complement its form actively. The resulting complexity can sometimes act against a clear appreciation of its identity. However, it is totally up to the user and the scholar to manage it and to gain an academic understanding of computer games.