Action as the basis for an aesthetics of ludic Ssbjectivity

Detalhes bibliográficos
Autor(a) principal: Vella, Daniel
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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spelling 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
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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
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