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.

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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

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article

Playable Concepts? For a Critique of Videogame Reason

Giacomo Pezzano
2 citations
Open Philosophy
Digital Games and Media
8.40
article

Playable Concepts? For a Critique of Videogame Reason

Giacomo Pezzano
article en
2 citations

Abstract

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.

Open PhilosophyVol. 8(1)
University of Turin (IT)
Compagnia di San Paolo, European Commission
Openalex Percentile: Top 4%
Digital Games and Media
8.40
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Playable Concepts? For a Critique of Videogame Reason — Giacomo Pezzano · Open Philosophy (2025) | TGRS Research Map | TGRS