Thesis Eleven 89 (1):74-93 (2007)
Abstract |
This article argues that the computer game can be a locus of aesthetic form in contemporary culture. The context for understanding this claim is the decline of the artwork as bearer of form in the late 20th century, as this was understood by Adorno. Form is the enigmatic other of instrumental reason that emerges spontaneously in creative works and, in the modern era, is defined as that which makes them captivating and enigmatic yet resistant to analytic understanding. Clarification of the ways in which form is at work in game play is sought from aesthetic theory (Kant), ludology (or theory of games), and the idea of a neo-baroque entertainment culture (Ndalianis). Kant emphasized the role of play in the constitution of imaginary realms associated with aesthetic pleasure. Ludology takes play as an anthropological given differentiated historically by the development of game structures. Neo-baroque theory postulates a labyrinthine, complex and de-centred entertainment culture, largely shaped by computing as a cultural practice. The article synthesizes insights from these perspectives and, drawing on ideas from Adorno and Benjamin, argues that computer games can occupy an oppositional or critical role within contemporary aesthetics and culture. Reflection on the constitutive processes of computer game play discloses a new place for instrumental reason within aesthetic experience, as the dialectic of form and analysis migrates from traditional art materials to digital electronics
|
Keywords | No keywords specified (fix it) |
Categories | (categorize this paper) |
DOI | 10.1177/0725513607076134 |
Options |
![]() ![]() ![]() ![]() |
Download options
References found in this work BETA
Aesthetic Theory.Theodor W. Adorno, Gretel Adorno, Rolf Tiedemann & C. Lenhardt - 1986 - Journal of Philosophy 83 (12):732-741.
The Origin of German Tragic Drama.Walter Benjamin - 1978 - Journal of Aesthetics and Art Criticism 37 (1):103-104.
View all 9 references / Add more references
Citations of this work BETA
Mimesis as Mediation: A Dialectical Conception of the Videogame Interface.Benjamin Nicoll - 2016 - Thesis Eleven 137 (1):22-38.
Mimesis as Mediation: A Dialectical Conception of the Videogame Interface.Benjamin Nicoll - 2016 - Thesis Eleven 137 (1):22-38.
Similar books and articles
Introduction to the Special Issue on the Philosophy of Computer Games.Patrick John Coppock, Graeme Kirkpatrick, Olli Tapio Leino & Anita Leirfall - 2014 - Philosophy and Technology 27 (2):151-157.
Powerplay — Power, Violence and Gender in Video Games.Gitte Jantzen & Jans F. Jensen - 1993 - AI and Society 7 (4):368-385.
The Roles of Stories in Applying Game Theory.Till Grüne‐Yanoff & Paul Schweinzer - 2008 - Journal of Economic Methodology 15 (2):131-146.
Game-Theoretic Axioms for Local Rationality and Bounded Knowledge.Gian Aldo Antonelli & Cristina Bicchieri - 1995 - Journal of Logic, Language and Information 4 (2):145-167.
Reducible and Nonsensical Uses of Game Theory.Boudewijn de Bruin - 2008 - Philosophy of the Social Sciences 38 (2):247-266.
The Banality of Simulated Evil: Designing Ethical Gameplay. [REVIEW]Miguel Sicart - 2009 - Ethics and Information Technology 11 (3):191-202.
Resolving the Trust Predicament: A Quantum Game-Theoretic Approach. [REVIEW]Badredine Arfi - 2005 - Theory and Decision 59 (2):127-174.
Analytics
Added to PP index
2013-12-01
Total views
79 ( #128,368 of 2,420,816 )
Recent downloads (6 months)
4 ( #192,268 of 2,420,816 )
2013-12-01
Total views
79 ( #128,368 of 2,420,816 )
Recent downloads (6 months)
4 ( #192,268 of 2,420,816 )
How can I increase my downloads?
Downloads