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.
Playable Concepts? For a Critique of Videogame Reason
Pezzano, Giacomo
2025-01-01
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.| File | Dimensione | Formato | |
|---|---|---|---|
|
10.1515_opphil-2024-0057.pdf
Accesso aperto
Tipo di file:
PDF EDITORIALE
Dimensione
666.15 kB
Formato
Adobe PDF
|
666.15 kB | Adobe PDF | Visualizza/Apri |
I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.



