Action as the basis for an aesthetics of ludic Ssbjectivity
Autor(a) principal: | |
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Data de Publicação: | 2019 |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Intexto (Porto Alegre) |
Texto Completo: | https://seer.ufrgs.br/index.php/intexto/article/view/92769 |
Resumo: | The relevance of recognizing the sense of agency as being fundamental to the player’s experience of engaging with the gameworld has often been pointed out. In this paper, I wish to examine the idea of action being constitutive of the player’s in-game self, that is, the sense of who she is in relation to the gameworld. To this end, the observation concentrates on games in which the player is embodied in the gameworld in the form of a single playable figure, establishing an embodied ludic subject-position from which the player acts out a ludic subjectivity. In order to ground the analysis into the enactment of ludic subjectivity, the first step focuses on the conceptuality of the relation between action and the subject. The identification of a conceptual schema within which to tackle this question paved the way to approaches to action both within the tradition of analytic philosophy and within continental philosophy. Following this path, the paper makes the case that the experiential structure of digital gameplay, organized around the interplay between a perspective internal to the gameworld – that of the ludic subject-position – and a distanced, external perspective, allows for the player’s enactment of ludic subjectivity to itself be brought into view, structuring an aesthetics of ludic subjectivity that is inseparable from – and, indeed, consequent to, the player’s taking-action in the gameworld. |
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Action as the basis for an aesthetics of ludic SsbjectivityAção como base para uma estética da subjetividade lúdicaAção. Estética. Subjetividade Lúdica. ThiefThe Dark Project.Action. Aesthetics. Ludic Subjectivity. ThiefThe Dark Project.The relevance of recognizing the sense of agency as being fundamental to the player’s experience of engaging with the gameworld has often been pointed out. In this paper, I wish to examine the idea of action being constitutive of the player’s in-game self, that is, the sense of who she is in relation to the gameworld. To this end, the observation concentrates on games in which the player is embodied in the gameworld in the form of a single playable figure, establishing an embodied ludic subject-position from which the player acts out a ludic subjectivity. In order to ground the analysis into the enactment of ludic subjectivity, the first step focuses on the conceptuality of the relation between action and the subject. The identification of a conceptual schema within which to tackle this question paved the way to approaches to action both within the tradition of analytic philosophy and within continental philosophy. Following this path, the paper makes the case that the experiential structure of digital gameplay, organized around the interplay between a perspective internal to the gameworld – that of the ludic subject-position – and a distanced, external perspective, allows for the player’s enactment of ludic subjectivity to itself be brought into view, structuring an aesthetics of ludic subjectivity that is inseparable from – and, indeed, consequent to, the player’s taking-action in the gameworld.A relevância de reconhecer o senso de agência como sendo fundamental para a experiência da jogadora ao se engajar com o mundo do jogo já foi apresentada com frequência. Neste artigo, eu gostaria de examinar a ideia de que a ação constitui o eu próprio da jogadora, isto é, o senso de quem ela é em relação ao mundo do jogo. Para este fim, a observação concentra-se em jogos nos quais a jogadora se incorpora ao mundo do jogo na forma de uma única figura jogável, estabelecendo uma posição-subjetiva lúdica incorporada na qual ela aciona a subjetividade lúdica. O primeiro passo para fundamentar a análise dessa atualização da subjetividade lúdica foca na conceituação da relação entre ação e sujeito. A identificação de um esquema conceitual para atacar esta questão pavimentou o caminho para abordagens da ação por ambas as tradições da filosofia, analítica e continental. Ao seguir esse direcionamento, o artigo argumenta que a estrutura experimental do gameplay de jogos digitais se organiza em torno da interação entre a perspectiva interna do mundo do jogo – aquela da posição-subjetiva lúdica – e uma perspectiva externa, distanciada, permitindo que a atualização da subjetividade lúdica da jogadora torne-se visível e estruturando uma estética da subjetividade lúdica que é inseparável – e, de fato, consequente à tomada de ações que a jogadora exerce no mundo do jogo.Universidade Federal do Rio Grande do Sul2019-07-24info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://seer.ufrgs.br/index.php/intexto/article/view/9276910.19132/1807-8583201946.82-98Intexto; n. 46, Special Edition Games and Philosophy; 82-98Intexto; n. 46, Edição Especial Games e Filosofia; 82-98Intexto; n. 46, Edição Especial Games e Filosofia; 82-98Intexto; n. 46, Edição Especial Games e Filosofia; 82-98Intexto; n. 46, Edição Especial Games e Filosofia; 82-981807-8583reponame:Intexto (Porto Alegre)instname:Universidade Federal do Rio Grande do Sul (UFRGS)instacron:UFRGSporhttps://seer.ufrgs.br/index.php/intexto/article/view/92769/52989Copyright (c) 2019 Daniel Vellahttps://creativecommons.org/licenses/by-nc/4.0info:eu-repo/semantics/openAccessVella, Daniel2023-03-02T15:29:32Zoai:seer.ufrgs.br:article/92769Revistahttp://seer.ufrgs.br/intextoONGhttp://seer.ufrgs.br/intexto/oai||intexto@ufrgs.br1807-85831807-8583opendoar:2023-03-02T15:29:32Intexto (Porto Alegre) - Universidade Federal do Rio Grande do Sul (UFRGS)false |
dc.title.none.fl_str_mv |
Action as the basis for an aesthetics of ludic Ssbjectivity Ação como base para uma estética da subjetividade lúdica |
title |
Action as the basis for an aesthetics of ludic Ssbjectivity |
spellingShingle |
Action as the basis for an aesthetics of ludic Ssbjectivity Vella, Daniel Ação. Estética. Subjetividade Lúdica. Thief The Dark Project. Action. Aesthetics. Ludic Subjectivity. Thief The Dark Project. |
title_short |
Action as the basis for an aesthetics of ludic Ssbjectivity |
title_full |
Action as the basis for an aesthetics of ludic Ssbjectivity |
title_fullStr |
Action as the basis for an aesthetics of ludic Ssbjectivity |
title_full_unstemmed |
Action as the basis for an aesthetics of ludic Ssbjectivity |
title_sort |
Action as the basis for an aesthetics of ludic Ssbjectivity |
author |
Vella, Daniel |
author_facet |
Vella, Daniel |
author_role |
author |
dc.contributor.author.fl_str_mv |
Vella, Daniel |
dc.subject.por.fl_str_mv |
Ação. Estética. Subjetividade Lúdica. Thief The Dark Project. Action. Aesthetics. Ludic Subjectivity. Thief The Dark Project. |
topic |
Ação. Estética. Subjetividade Lúdica. Thief The Dark Project. Action. Aesthetics. Ludic Subjectivity. Thief The Dark Project. |
description |
The relevance of recognizing the sense of agency as being fundamental to the player’s experience of engaging with the gameworld has often been pointed out. In this paper, I wish to examine the idea of action being constitutive of the player’s in-game self, that is, the sense of who she is in relation to the gameworld. To this end, the observation concentrates on games in which the player is embodied in the gameworld in the form of a single playable figure, establishing an embodied ludic subject-position from which the player acts out a ludic subjectivity. In order to ground the analysis into the enactment of ludic subjectivity, the first step focuses on the conceptuality of the relation between action and the subject. The identification of a conceptual schema within which to tackle this question paved the way to approaches to action both within the tradition of analytic philosophy and within continental philosophy. Following this path, the paper makes the case that the experiential structure of digital gameplay, organized around the interplay between a perspective internal to the gameworld – that of the ludic subject-position – and a distanced, external perspective, allows for the player’s enactment of ludic subjectivity to itself be brought into view, structuring an aesthetics of ludic subjectivity that is inseparable from – and, indeed, consequent to, the player’s taking-action in the gameworld. |
publishDate |
2019 |
dc.date.none.fl_str_mv |
2019-07-24 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://seer.ufrgs.br/index.php/intexto/article/view/92769 10.19132/1807-8583201946.82-98 |
url |
https://seer.ufrgs.br/index.php/intexto/article/view/92769 |
identifier_str_mv |
10.19132/1807-8583201946.82-98 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://seer.ufrgs.br/index.php/intexto/article/view/92769/52989 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2019 Daniel Vella https://creativecommons.org/licenses/by-nc/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2019 Daniel Vella https://creativecommons.org/licenses/by-nc/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Universidade Federal do Rio Grande do Sul |
publisher.none.fl_str_mv |
Universidade Federal do Rio Grande do Sul |
dc.source.none.fl_str_mv |
Intexto; n. 46, Special Edition Games and Philosophy; 82-98 Intexto; n. 46, Edição Especial Games e Filosofia; 82-98 Intexto; n. 46, Edição Especial Games e Filosofia; 82-98 Intexto; n. 46, Edição Especial Games e Filosofia; 82-98 Intexto; n. 46, Edição Especial Games e Filosofia; 82-98 1807-8583 reponame:Intexto (Porto Alegre) instname:Universidade Federal do Rio Grande do Sul (UFRGS) instacron:UFRGS |
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Universidade Federal do Rio Grande do Sul (UFRGS) |
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UFRGS |
institution |
UFRGS |
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Intexto (Porto Alegre) |
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Intexto (Porto Alegre) |
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Intexto (Porto Alegre) - Universidade Federal do Rio Grande do Sul (UFRGS) |
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