Computer game as a pragmatic concept: ideas, meanings, and culture

dc.contributor.authorVeli-Matti Karhulahti
dc.contributor.organizationfi=median, musiikin ja taiteen tutkimus|en=Art History, Musicology and Media Studies|
dc.contributor.organization-code1.2.246.10.2458963.20.53191015055
dc.converis.publication-id46087366
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/46087366
dc.date.accessioned2022-10-28T13:30:00Z
dc.date.available2022-10-28T13:30:00Z
dc.description.abstract<div><div><div><p>This article discusses the ‘computer game’ as a pragmatic concept. A dual nature of the computer game as both a pragmatic idea and a pragmatic meaning is introduced. Practical meanings of the computer game correspond with the concrete effects that engaging with computer games produces in an individual. Practical ideas of the computer game correspond with the subjectively constituted conceptual families concerning the computer game’s assumed practical meaning. Individual computer games can be considered flat or round depending on the range of their practical meanings. Thus, the article contributes to the study of cultural objects by offering a framework for examining the evolution and existence of such objects as cross-cultural practical entities – less in terms of communication, media, and materiality, and more in terms of concrete actions and events that individuals across societies commence and conceptualize.</p></div></div></div>
dc.identifier.jour-issn0163-4437
dc.identifier.olddbid182515
dc.identifier.oldhandle10024/165609
dc.identifier.urihttps://www.utupub.fi/handle/11111/39704
dc.identifier.urnURN:NBN:fi-fe2022021519209
dc.language.isoen
dc.okm.affiliatedauthorKarhulahti, Matti
dc.okm.discipline5141 Sociologyen_GB
dc.okm.discipline515 Psychologyen_GB
dc.okm.discipline518 Media and communicationsen_GB
dc.okm.discipline519 Social and economic geographyen_GB
dc.okm.discipline611 Philosophyen_GB
dc.okm.discipline616 Other humanitiesen_GB
dc.okm.discipline5141 Sosiologiafi_FI
dc.okm.discipline515 Psykologiafi_FI
dc.okm.discipline518 Media- ja viestintätieteetfi_FI
dc.okm.discipline519 Yhteiskuntamaantiede, talousmaantiedefi_FI
dc.okm.discipline611 Filosofiafi_FI
dc.okm.discipline616 Muut humanistiset tieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisher.countryUnited Kingdomen_GB
dc.publisher.countryBritanniafi_FI
dc.publisher.country-codeGB
dc.relation.doi10.1177/0163443720907010
dc.relation.ispartofjournalMedia, Culture and Society
dc.relation.issue3
dc.relation.volume42
dc.source.identifierhttps://www.utupub.fi/handle/10024/165609
dc.titleComputer game as a pragmatic concept: ideas, meanings, and culture
dc.year.issued2020

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