Please use this identifier to cite or link to this item:
https://www.um.edu.mt/library/oar/handle/123456789/23384
Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Gualeni, Stefano | |
dc.date.accessioned | 2017-11-06T13:49:01Z | |
dc.date.available | 2017-11-06T13:49:01Z | |
dc.date.issued | 2016-12 | |
dc.identifier.citation | Gualeni, S. (2016). Self-reflexive videogames : observations and corollaries on virtual worlds as philosophical artifacts. G|A|M|E - The Italian Journal of Game Studies, 1(5). | en_GB |
dc.identifier.issn | 22807705 | |
dc.identifier.uri | https://www.um.edu.mt/library/oar//handle/123456789/23384 | |
dc.description.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 (http://evil.gua-le-ni.com), an ex-perimental 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 under-stand 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 phi-losophy’. 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. | en_GB |
dc.language.iso | en | en_GB |
dc.publisher | Game | en_GB |
dc.rights | info:eu-repo/semantics/openAccess | en_GB |
dc.subject | Philosophy | en_GB |
dc.subject | Video games | en_GB |
dc.subject | Games -- Design | en_GB |
dc.subject | Games -- Study and teaching | en_GB |
dc.subject | Modernism (Art) | en_GB |
dc.title | Self-reflexive videogames : observations and corollaries on virtual worlds as philosophical artifacts | en_GB |
dc.type | article | en_GB |
dc.rights.holder | The copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder. | en_GB |
dc.description.reviewed | peer-reviewed | en_GB |
dc.publication.title | G|A|M|E – The Italian Journal of Game Studies | en_GB |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
GUALENI_Self-reflexive videogames_paper.pdf | Main article | 623.49 kB | Adobe PDF | View/Open |
Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.