Hitting the “play” button: the aesthetic values of videogame experience

Autori

  • Nuno Fonseca Universidade Nova de Lisboa

DOI:

https://doi.org/10.13130/2039-9251/7424

Abstract

In just a few decades, there's been the birth and fast rise of a recreational activity that implies the interaction between one or multiple players with electronic devices, normally, known as videogames. Being a very complex process and a multi-sensorial practice, playing with videogames produces intense and fulfilling experiences for all those who engage in such activity. Here, I intend to show how those experiences entail relevant aesthetic – and also cognitive and ethical – values for philosophical discussion.

Riferimenti bibliografici

AARSETH, Espen J., Cybertext: Perspectives on Ergodic Literature, The John Hopkins University Press, Baltimore-London 1997.

ADAMS, Ernest, Fundamentals of Game Design, Second edition, New Riders/Pearson Education Inc, Berkeley 2010.

CAILLOIS, Roger, Man, Play, and Games (1961), translated by Meyer Barash, University of Illinois Press, Urbana and Chicago 2001.

CHION, Michel, Audio-Vision: Sound on screen (1990), translated by Claudia Gorbmann with a foreword by Walter Murch, Columbia University Press, New York 1994.

CLARKE, Andy, MITCHELL Grethe, Videogames and Art, Intellect Books, Bristol, UK-Chicago 2007.

HOLMES, Tiffany, “Arcade Classics Span Art? Current Trends in the Art Game Genre”, at the Digital Arts and Culture (DAC) International Conference, Melbourne 2003. Available at http://hypertext.rmit.edu.au/dac/papers/Holmes.pdf, retrieved the 31st March 2016.

HUIZINGA, Johan, Homo Ludens: A Study of the Play-Element in Culture (1944/1949), Routledge & Kegan Paul, London 1980.

KANT, Immanuel, Critique of the Power of Judgement (1790), edited by P. Guyer and translated by P. Guyer and E. Matthews, The Cambridge Edition of the Works of Immanuel Kant, Cambridge University Press, Cambridge 2000.

JANSSON, Mathias, “Videogame appropriation in contemporary art. Super Mario” at Furtherfield’s website, 2nd March 2011, available at http://furtherfield.org/articles/videogame-appropriation-contemporary-art-super-mario, retrieved the 31st March 2016.

LOPES, Dominic M., A Philosophy of Computer Art, Routledge, Oxon-New York 2010.

MAYRA, Frans, An Introduction to Game Studies: Games and Culture, London: SAGE Publications, London 2008.

McGONIGAL, Jane, Reality is Broken. Why Videogames Make Us Better and How They Can Change the World, The Penguin Press, New York 2011.

MELISSINOS, Chris, O’ROURKE Patrick, The Art of Video Games: From Pac-Man to Mass Effect, Welcome Books, New York 2012.

NEWMAN, James, Videogames (Routledge Introductions), Taylor & Francis, London-New York 2004.

PERRON, Bernard, WOLF Mark J.P. (eds.), The Video Game Theory Reader, Routledge, Oxon 2003.

–, The Video Game Theory Reader 2, Routledge, Oxon 2009.

RAESSENS, Joost, “Playful Identities, or the Ludification of Culture”, Games and Culture, 1, 1 (2006), pp. 52-57.

ROHRER, Jason, “What I was trying to do with Passage” in Jason Rohrer’s webpage, November 2007, available at http://hcsoftware.sourceforge.net/passage/statement.html, retrieved the 31st March 2016.

RUTKOFF, Aaron, “The Game of Life” in The Wall Street Journal, 28 January 2008, available at http://www.wsj.com/news/articles/SB120034796455789469, retrieved the 31st March 2016.

SAGENG, John Richard, FOSSHEIM Hallvard, LARSEN ‎Tarjei Mandt (ed. by), The Philosophy of Computer Games, Philosophy of Engineering and Techonology 7, Springer Science + Business Media B. V, Dordrecht 2012.

SALEN, Katie, ZIMMERMAN Eric, Rules of Play: Game Design Fundamentals, The MIT Press, Cambridge, MA & London 2003.

SICART, Miguel, The Ethics of Computer Games, The MIT Press, Cambridge, MA & London 2009.

SUITS, Bernard, The Grasshopper: Games, life and utopia, University of Toronto Press, Toronto-Buffalo-London 1978.

TAVINOR, Grant, The Art of Videogames, Wiley-Blackwell, Chichester 2009.

##submission.downloads##

Pubblicato

2016-07-30

Fascicolo

Sezione

Varia