Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts

G.A.M.E. - The Italian Journal of Game Studies 5 (1) (2016)
  Copy   BIBTEX

Abstract

Self-reflexive videogames are videogames designed to materialize critical and/or satirical perspectives on the ways in which videogames themselves are designed, played, sold, manipulated, experienced, and understood as social objects. This essay focuses on the use of virtual worlds as mediators, and in particular on the use of videogames to guide and encourage reflections on technical, interactive, and thematic conventions in videogame design and development. Structurally, it is composed of two interconnected parts: 1) In the first part of this essay, I will discuss NECESSARY EVIL (Gualeni et al., 2013), an experimental videogame that I designed as a self-reflexive virtual artifact. With the objective of clarifying the philosophical aspirations of self-reflexive videogames – and in order to understand how those aspirations can be practically pursued – I will dissect and examine the design decisions that contributed to the qualities of NECESSARY EVIL as an example of “playable philosophy”. 2) Taking off from the perspectives on self-reflexive videogames offered in the first part of the essay, the second half will focus on virtual worlds as viable mediators of philosophical thought more in general. In this section, I will argue that, both through the practice of game design and through the interactive experiences of virtual worlds, twenty-first century philosophers have the possibility to challenge the often-unquestioned understanding of written discourse as the only context in which philosophical thought can emerge and be developed.

Other Versions

No versions found

Links

PhilArchive

External links

Setup an account with your affiliations in order to access resources via your University's proxy server

Through your library

Similar books and articles

Videogames and Fiction.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 34–60.
The art of videogames.Grant Tavinor - 2009 - Malden, MA: Wiley-Blackwell.
Breaking the Fourth Wall in Videogames.Nele Van de Mosselaer - 2022 - In Enrico Terrone & Vera Tripodi (eds.), Being and Value in Technology. Palgrave Macmillan. pp. 163–186.
De-Roling from Experiences and Identities in Virtual Worlds.Stefano Gualeni - 2017 - Journal of Virtual Worlds Research 10 (2).
Videogames and agency.Bettina Bódi - 2022 - New York, NY: Routledge.
Fact, Fiction and Virtual Worlds.Alexandre Declos - 2020 - In R. Pouivet & V. Granata (eds.), Epistemology of Aesthetics. Rennes, France: Presses Universitaires de Rennes. pp. 195-219.
A new virtual ethics: interconnectedness and interrelationality in videogames.René Reinhold Schallegger - 2024 - Jefferson, North Carolina: McFarland & Company, Inc. Publishers.
What Are Videogames Anyway?Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 15–33.

Analytics

Added to PP
2019-05-22

Downloads
484 (#58,563)

6 months
104 (#58,300)

Historical graph of downloads
How can I increase my downloads?

Author's Profile

Stefano Gualeni
University of Malta

Citations of this work

Philosophical Games.Stefano Gualeni - 2022 - The Encyclopedia of Ludic Terms.
Ludic Unreliability and Deceptive Game Design.Stefano Gualeni & Nele Van de Mosselaer - 2021 - Journal of the Philosophy of Games 3 (1):1-22.

Add more citations

References found in this work

No references found.

Add more references