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A Study on the Philosophical Perspective of Digital Game’s Identity through Korean Knowledge Classification

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Despite the growth of games in industry and academic fields, there are few studies on the digital game's disciplinary identity. In this research, characteristics and knowledge relation of digital game in knowledge classification system were analyzed with the identity perspective using Aristotle's notion of human life. As a result, there were no diverse digital game concepts in various knowledge classification systems, such as the object of criticism, electronic play, and cultural products. However, different ideas can be concluded as a kind of Poiesis, which means "a life that makes" in Aristotle's notion of human life and knowledge. Including relation of other entity in same knowledge classification level, digital game's identity can be not only Poiesis but Praxis, which interpreted as "a life of doing/to do/to act," which means considering what is good to be able to live as a human. The changed concept of criticism and play activity is regarded as not Poiesis but Praxis in today. Accordingly, digital games' identity is thus far recognized as somewhere between Poiesis and Praxis. This study's results can be used to develop academic research identity for game and convergence content curriculum design. This study analyzed only South Korean cases; further studies on other countries' subjects are required to generalize the results.

Abstract

Despite the growth of games in industry and academic fields, there are few studies on the digital game's disciplinary identity. In this research, characteristics and knowledge relation of digital game in knowledge classification system were analyzed with the identity perspective using Aristotle's notion of human life. As a result, there were no diverse digital game concepts in various knowledge classification systems, such as the object of criticism, electronic play, and cultural products. However, different ideas can be concluded as a kind of Poiesis, which means "a life that makes" in Aristotle's notion of human life and knowledge. Including relation of other entity in same knowledge classification level, digital game's identity can be not only Poiesis but Praxis, which interpreted as "a life of doing/to do/to act," which means considering what is good to be able to live as a human. The changed concept of criticism and play activity is regarded as not Poiesis but Praxis in today. Accordingly, digital games' identity is thus far recognized as somewhere between Poiesis and Praxis. This study's results can be used to develop academic research identity for game and convergence content curriculum design. This study analyzed only South Korean cases; further studies on other countries' subjects are required to generalize the results.

참고문헌 (24)

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