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Who are we in simulated worlds? Will experiencing worlds that are
not 'actual' change our ways of structuring thought? Can virtual
worlds open up new possibilities to philosophize? Virtual Worlds as
Philosophical Tools tries to answer these questions from a
perspective that combines philosophy of technology with videogame
design.
The book has an original and unorthodox format: between its two
covers, the readers finds a substantial work of fiction (a
philosophical sci-fi novella), three theoretical texts that
reference and comment on that fiction (three academic essays), and
a meta-reflexive afterword by the author. From a variety of angles
and modes of presentation, the book reflects upon the rare and
largely overlooked literary trope of ‘unhappening’ (an
unnatural trope akin to that of time travel). The central narrative
concern of the novella The Clouds is a special kind of simulated
world – one that can be edited and rolled back along its timeline
by its enigmatic creators. Questions concerning the mediatic form
of philosophy and the philosophical value of fiction are of primary
importance for this book. It is extremely rare for academic
endeavors dealing with these themes to also include complete works
of fiction that exemplify and criticize unusual ways of presenting
philosophical contents. Offering ideas and perspectives in a
variety of formats (a fiction, a reflexive piece, and three
academic essays), this book demonstrates that there is a wider
expressive horizon available to academic philosophy. It also makes
those points more accessible and appealing for the readers, who can
simply read a philosophical novella and stop there, or decide to
complete and deepen their understanding of the themes in question
through other and more conventional channels.
The history of European videogames has so far been overshadowed by
the global impact of the Japanese and North American industries.
However, European game development studios have played a major role
in videogame history, and many prominent videogames in popular
culture, such as Grand Theft Auto, Tomb Raider, Alone in the Dark,
and The Witcher, were made in Europe. This book proposes an inquiry
into European videogames, including both analyses of transnational
aspects of European production and close readings of national
specificities. It offers a kaleidoscope of European videogame
culture, focusing on the analysis of European works and creators
but also addressing contextual aspects and placing videogames
within a wider sociocultural and philosophical ground. The aim of
this collective work is to contribute to the creation of a, until
now, almost non-existent yet necessary academic endeavour: a story
and critical exploration of the works, authors, styles, and
cultures of the European videogame.
This book explores what it means to exist in virtual worlds.
Chiefly drawing on the philosophical traditions of existentialism,
it articulates the idea that - by means of our technical equipment
and coordinated practices - human beings disclose contexts or
worlds in which they can perceive, feel, act, and think. More
specifically, this book discusses how virtual worlds allow human
beings to take new perspectives on their values and beliefs, and
explore previously unexperienced ways of being. Virtual
Existentialism will be useful for scholars working in the fields of
philosophy, anthropology, media studies, and digital game studies.
What roles do imaginary games have in story-telling? Why do fiction
authors outline the rules of a game that the audience will never
play? Combining perspectives from philosophy, literary theory and
game studies, this book provides the first in-depth investigation
into the significance of fictional games within fictional worlds.
Drawing from contemporary cinema and literature, from The Hunger
Games to the science fiction of Iain M. Banks, Stefano Gualeni and
Riccardo Fassone introduce five key functions that different types
of imaginary games have in worldbuilding. First, fictional games
can emphasize the dominant values and ideologies of the fictional
society they belong to. Second, some imaginary games function in
fictional worlds as critical, utopian tools, inspiring shifts in
the thinking and political orientation of the fictional characters.
Third, a few fictional games are conducive to the transcendence of
a particular form of being, such as the overcoming of human
corporeality. Fourth, imaginary games within works of fiction can
deceptively blur the boundaries between the contingency of play and
the irrevocable seriousness of "real life", either camouflaging
life as a game or disguising a game as something with more
permanent consequences. And fifth, they can function as
meta-reflexive tools, suggesting critical and/or satirical
perspectives on how actual games are designed, played, sold,
manipulated, experienced, understood and utilized as part of our
culture. With illustrations in every chapter bringing the imaginary
games to life, Gualeni and Fassone creatively inspire us to
consider fictional games anew: not as moments of playful reprieve
in a storyline, but as significant and multi-layered expressive
devices.
This book explores what it means to exist in virtual worlds.
Chiefly drawing on the philosophical traditions of existentialism,
it articulates the idea that - by means of our technical equipment
and coordinated practices - human beings disclose contexts or
worlds in which they can perceive, feel, act, and think. More
specifically, this book discusses how virtual worlds allow human
beings to take new perspectives on their values and beliefs, and
explore previously unexperienced ways of being. Virtual
Existentialism will be useful for scholars working in the fields of
philosophy, anthropology, media studies, and digital game studies.
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