Research goals

 

My research in communications began with study of the evolution of home computer networks as personal bulletin boards and commercial services during the early 1980s.  Those studies (1984-90) isolated the peculiar phenomena of play as a driving force behind many activities conducted over computer networks -- activities adapted for group and commercial goals only after their origin in individual play.

I then sought to analyze in more detail technological forms specifically designed to elicit play:  computer bulletin boards promoting hacking activities and computer games.  These structural studies (early 1990s) led me to conceive human play as a cognitive and symbolic act fundamental to the human representational process.

I have since become less interested in describing the manner in which specific hardware and software toys reflect human cognitive play and more interested in developing a generic semiotic model -- or models -- of that play.  My more recent papers and work attempt to unify existing theories of play within a semiotic framework.  These attempts draw heavily on the work of earlier semioticians, as well as representational theories of mind, and concepts and ideas within evolutionary biology.

These questions interest me:


* What are the mechanics of human cognitive play? Can these mechanics be modeled?
* What are the outcomes of cognitive play? To what extent are these random?
* What is the evolutionary function of cognitive play? Is it, in other words, a good thing?

I give my best answers to these questions in The Nature of Computer Games: Play as Semiosis (2003), published as a part of the Digital Formations (Peter Lang) series.  This book describes a universal mechanic of cognitive play and lies counter to those cultural studies that subsume the study of games and play within the study of society.  I argue that the most fundamental qualities of human cognitive play originate in natural causes beyond influence of social discourse.

Recently, I have completed an extension to The Nature of Computer Games that describes and analyzes the aesthetic pleasures of video game play with reference to early 20th-century formalist models of literature.  This book, Play Redux, promotes a formalist model of computer games that is in sharp opposition to the notion that games studies are rightfully a variant of cultural studies.  Play Redux is currently in press and will hopefully be available by early 2010.

 

Studies and analyses of digital media, games, and play

 

 

Related articles

   and a short story

   and a long thread

 

  • Myers, D. et al. (2008).  The sad and curious case of Twixt.
  • Myers, D. (2007).  Fantasy football. Dictionary of American History, Dynamic Reference edition. New York: Charles Scribner's.
  • Myers, D. (2004).  The Internet.  Encyclopedia of recreation and leisure studies. New York: Charles Scribner's.
  • Myers, D. (2004).  Fantasy sports.  Encyclopedia of recreation and leisure studies. New York: Charles Scribner's.
  • Myers, D. (2001).  A pox on all compromises: Reply to Craig (1999). Communication Theory, 11, 231-240. [DRAFT avl on request]
  • Myers, D. (1987).  Fat womanWriter's Digest Writing Competition Award -- Short fiction.