Article: Playing intelligence: On representations and uses of artificial intelligence in videogames
Abstract
Computer games take up and extend traditional discourses on technology and artificial intelligence (AI). Moreover, representations of AI in computer games include not only narrative aspects but game mechanics as well. This contribution focuses on what distinguishes this kind of AI representation from other medial forms, and on how different types of AI representation can be identified within the computer games field. Overall, representations of AI make visible specific aspects and ideologies implied by the gameplay. From this perspective, it is outlined how these representations work either as support for fantasies of self-empowerment or as an emphasis on medial determination; moreover, cultural functions and meanings provided in this context are highlighted.
Preferred Citation
BibTex
Hennig, Martin: Playing intelligence: On representations and uses of artificial intelligence in videogames. In: NECSUS_European Journal of Media Studies, Jg. 9 (2020-07-06), Nr. 1, S. 151-171. DOI: http://dx.doi.org/10.25969/mediarep/14328.
@ARTICLE{Hennig2020-07-06,
author = {Hennig, Martin},
title = {Playing intelligence: On representations and uses of artificial intelligence in videogames},
year = 2020-07-06,
doi = "\url{http://dx.doi.org/10.25969/mediarep/14328}",
volume = 9,
address = {Amsterdam},
journal = {NECSUS_European Journal of Media Studies},
number = 1,
pages = {151--171},
}
author = {Hennig, Martin},
title = {Playing intelligence: On representations and uses of artificial intelligence in videogames},
year = 2020-07-06,
doi = "\url{http://dx.doi.org/10.25969/mediarep/14328}",
volume = 9,
address = {Amsterdam},
journal = {NECSUS_European Journal of Media Studies},
number = 1,
pages = {151--171},
}
As long as there is no further specification, the item is under the following license: Creative Commons - Namensnennung - Nicht kommerziell - Keine Bearbeitungen