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

Cited by Lee Sonogan

Elo, IQ and the Practical Benefits of Video Games – The E-Chronicles

Abstract by Veli-Matti Karhulahti

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.

Publication: Media, Cultue & Society (Peer-Reviewed Journal)

Pub Date: March 13, 2020 Doi: https://doi.org/10.1177/0163443720907010

Keywords: cross-cultural concepts, definitions, games, meaning, philosophy, social pragmatism

https://journals.sagepub.com/doi/full/10.1177/0163443720907010 (Plenty more sections and references in this research article)

https://ungroovygords.com/

https://entertainmentcultureonline.com/

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