2019
DOI: 10.1177/1354856519880789
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Playing it Cool: Considering McLuhan’s Hot and Cool taxonomy for Game Studies

Abstract: While Marshall McLuhan is often acknowledged as an influential theorist for Game Studies, there is very little work currently available that directly attempts to apply McLuhan’s theoretical framework and terminology. This article, therefore, provides an overview, interrogation and application of McLuhan’s taxonomy of Hot and Cool media to digital games. McLuhan describes Hot media as ‘high fidelity’ and ‘low participation’, while Cool media are conversely ‘high participation’ and ‘low fidelity’. The article su… Show more

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Cited by 2 publications
(2 citation statements)
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“…Still, in every case, and in particular the game controller or the game interface, the contact remains mediated. As we have argued elsewhere (Conway and Ouellette 2019), it is incredibly important in the contemporary video chat world to remember that when we hold a Google Hangout, a Webex, Zoom, FaceTime or Skype conversation, we are not talking to another person. We are talking to a device.…”
Section: Ai and Affective Intentionalitymentioning
confidence: 99%
See 1 more Smart Citation
“…Still, in every case, and in particular the game controller or the game interface, the contact remains mediated. As we have argued elsewhere (Conway and Ouellette 2019), it is incredibly important in the contemporary video chat world to remember that when we hold a Google Hangout, a Webex, Zoom, FaceTime or Skype conversation, we are not talking to another person. We are talking to a device.…”
Section: Ai and Affective Intentionalitymentioning
confidence: 99%
“…This is the very contingency of McLuhan's distinction between hot and cool media, one that we think is not only the key to any future AI engine, it is also the key to any future game design heuristic, for such a heuristic will recognize the ways that games are hot media that become cool and vice versa. Instead of the military-industrial model on which the current game system, the AI system, and the games used to calibrate the AI are based, we would call, as we elaborate in detail elsewhere (Conway and Ouellette 2019), for a design heuristic that can account for affective intentionality. This is especially important at the moments when the reception of the media reverses-for example, from low participation to high and back again-for these are the instances when emotions are most likely to shift to more aroused states: happiness, frustration, anger, etc., or satisfaction, anticipation, boredom, etc.…”
Section: Feel For You: Conclusionmentioning
confidence: 99%