Playable Concepts? For a Critique of Videogame Reason
Abstract The text discusses under which conditions video games can philosophize by outlining a “Critique of Videogame Reason.” Section 1 introduces the idea that academic research, especially in philosophy, uncritically assumes that writing is the most effective way of expressing and communicating ideas. Section 2 (“Transcendental Aesthetic”) discusses the representational status of video games, claiming that they amplify and stimulate a sensorimotor way of “seeing.” Section 3 (“Transcendental Analytic”) argues that for a videogame knowledge and thinking to be possible, there must be a “gamish” mindset in which writing and reading are not just confined to the act of putting words in lines, but also entail the design of sets of actions. Section 4 (“Transcendental Dialectic”) advocates for a medial progressivist approach revolving around an expansive view of philosophical practice, claiming that a videogame philosophy must be able to provide at least three sui generis performances: enlightening the multi-modal, sensorimotor dimension that also characterizes the most amodal, linguistic concepts; building and supporting “emersive” experiences capable of taking specific advantage of the power of immersivity; and taking part in and fostering an explicitly dialogical interchange among scholars and researchers. Section 5 (Conclusion) envisages a more liberal and inclusive future for philosophical practice.
Authors
- Giacomo Pezzano (ORCID: https://orcid.org/0000-0002-3947-1198)
Institutions
- University of Turin (IT)
Publication Details
- Journal
- Open Philosophy
- Published
- 2025-01-01
- DOI
- https://doi.org/10.1515/opphil-2024-0057
- Citations
- 2
- Primary Topic
- Digital Games and Media
- Type
- article
- Field-Weighted Citation Impact
- 8.40
Funders
- Compagnia di San Paolo
- European Commission