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2018, Conference: Clash of Realities, Cologne
The talk focuses on describing how the utopian impulse manifests itself in both the game industry and design as well as video games--specifically the genres of the video game utopia and dystopia (and their sub-genres). It will illuminate the diversity of these genres in the negotiation of hope and scrutinise how utopian and dystopian games involve players in it. This typology will thus explore the potentiality of sub-genres like the ‘classical utopia’ (which details the potentiality of a near perfect future to criticise our current present); the ‘critical utopia’ (which explores cautious and more difficult, uncertain ways towards Utopia); the ‘classical dystopia’ (which involves players in nightmarish gameworlds in which hope is negotiated only in the player’s imagination); the ‘critical dystopia’ (where players are confronted with the task to work towards Utopia within a nightmarish gameworld, but where failure to attain it remains a constant companion; and the ‘anti-utopia’ (a genre that can only reluctantly be included in the utopian spectrum, for it works against the utopian impulse and towards a solidification of the status quo).
Transcript, Bielefeld (Studies of Digital Media Culture), 2018
My aim in this book is to scrutinise the video game dystopia as a genre and to analyse the player’s aesthetic response to its nightmarish gameworlds. I am thereby arguing the video game dystopia describes a new strategic enterprise of the utopian philosophy. By sending players on a journey through hell but retaining a hopeful (utopian) core, it involves them in a playful trial action (or test run) in which they may test, track, and explore in detail an estranged gameworld and an alternative societal model through imaginative and ergodic means. This venture into the fictional reality of dystopia shows potential to warn players about negative trends within empirical reality and to explore emancipatory routes that may transform the gameworld—and, in the long run, their empirical surroundings. To describe this aesthetic response to playing dystopia (and the resulting ethical incentive to gradually change the world), I analyse the tripartite dialectic between empirical player, dystopian game, and culture (empirical world). Thereby, I am heavily influenced by theories of aesthetic response form representational art and literature (specifically Kendell Walton’s and Wolfgang Iser’s) and make abundant use of the concept of the implied player. This conceptual player is described in a non-personified way as the affordance and appeal structure of a game (and as a system of perspectives that constitute the game) that involves the empirical player in a creative negotiation of its bounds through play. The benefits of such a study are first of all the establishment of a framework to categorise and describe the video game dystopia as a genre—the results of which are of additional importance to utopian studies in a transmedial environment. Moreover, by describing the act of playing dystopia from a phenomenological point of view, which is nonetheless anchored in structuralism and narratology, the book expands its horizon to create a coherent theory of aesthetic response for video game narratives. Such deliberations involve a discussion of fictionality, which I will describe as upholding a specific, aggravated relation (referentiality) between the fictional and empirical world, and the experience of meaning in games. As such, I regard video games as multi-faceted phenomena and as hybrids between many things, the predominant form of which intermingles the qualities of traditional games and (participatory) narratives to involve the player in diverse ways. This conception of games and play construes the meaning-making process as an interaction between different elements (culture, player, game), while rejecting linear approaches to it.
The main theme of my article is the relationship between virtual worlds of video games and the concept of utopia. I aim to present a wide variety of different definitions and theories of utopia, which seem indispensable in order to further the relationship between video game and virtual reality research and the multitude of utopian studies discourses. The thesis starts with a short recollection of Alexander Galloway's thesis on video games and utopias from his article on World of Warcraft which I am trying to supplement with some of the most interesting contemporary utopian studies research. The core of the article focuses on sketching an alternative proposal which includes a variety of definitions of utopia and utopianism. My aim is to introduce precise and useful notions which could be further utilized in game analysis and game research.
Dystopia, Science Fiction, Post-Apocalypse Classics – New Tendencies – Model Interpretations
working paper Regardless of their status as works of art or merely entertainment, video games are mainstream children/teenagers/young adults’ pop-culture texts that are here to stay. Therefore it seems only reasonable to ask about the games’ cultural or, more specifically, axiological contents. This paper will present findings of posing such a question, namely a case study of recently (2011) published video game ‘Deus Ex: Human Revolution’. A part of a Ph.D. project, this analysis will not only try to present the mentioned topic, but also argue that SF video games can pose philosophically viable questions in the enhancement debate.
End-Game: Apocalyptic Video Games, Contemporary Society, and Digital Media Culture, edited by Lorenzo DiTommaso, James Crossley, Alastair Lockhart and Rachel Wagner, Berlin, Boston: De Gruyter., 2024
The modernist belief in a progressive increase in productive forces and energies has congealed into a static view of the future as dystopia.
2019
This paper discusses the contemporary relevance of video games within the larger context of an increasingly technologyoriented societies. The argument proposed is that an optimistic view of the future as imagined by transhumanism could lead to an anticipation of radical goals like prolonged lifespan and immortality which, at present, remain unattainable, thereby creating a disconnect between expectations and outcomes. This paper argues that video games act as platforms for subconscious attempts at subverting this disconnect by providing players with the opportunity to create and/or inhabit game avatars. The existence of players within virtual game worlds as avatars is compared to the act of creating horcruxes in the fictional world of J. K. Rowling’s Harry Potter series where horcrux is a contraption that helps overcome death. By comparing the notion of horcrux to the habitation of game avatars, this paper argues that a video game is a potential site for the manifestation of figurat...
Transnarrative and transmedial imaginary worlds span across multiple interactive and static media such as books, television, film and video games, and require methods of world-building in order to create an authentic and coherent experience for the viewer. The aesthetic depiction of the environment is a predominant means of world-building in contemporary single player role-playing games (RPGs) and is heavily influenced by architectural design. Despite this, the role of architecture in shaping imaginary game worlds remains a largely unexplored field. In this report we aim to discuss the architecture of the fictional city of Dunwall, which is the setting of first-person RPG Dishonored, and the effect that this architecture has on the experience of the player as they progress through the game. Dunwall has been chosen as it depicts a dystopian architecture which draws heavily upon real world precedents and players are able to explore these environments in detail. We assert that Dishonored is a noteworthy example of how architecture in video games can transcend a traditional role of static backdrop in order to function as an integral aspect of the game, significantly enhancing the player experience. Consequently, we assert that this highlights the ability of meticulously designed game architecture to improve world-building and player experience across all video games.
Benjamin Beil, Gundolf S. Freyermuth, Hanns Christian Schmidt (Eds.): Playing Utopia: Futures in Digital Games (pp. 9–66). Bielefeld: transcript Verlag, 2019
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