Institute of Digital Games – University of Malta
|Research interests relevant to game philosophy||
My work takes place in the intersection between continental philosophy and the design of virtual worlds. Given the practical and interdisciplinary focus of my research – and depending on the topics and the resources at hand – my output takes the form of academic texts and/or of interactive digital experiences. Being both a philosopher who designs videogames and a game designer who is passionate about philosophy, I study virtual worlds in their role as mediators of thought: as interactive, artificial environments where philosophical ideas, world-views, and thought-experiments can be explored, manipulated, and communicated objectively.
In my 2015 book, Virtual Worlds as Philosophical Tools (Palgrave), I recognize computers as gateways to experience alternative possibilities of being and as instruments to (re)design ourselves and our culture. My contributions to the edited volumes Experience Machines: Philosophy in Virtual Worlds (Rowman & Littlefield, 2017) and Towards a Philosophy of Digital Media (Palgrave, 2018), focus on the existential effects and possibilities disclosed by virtual technologies.
|Publications and presentations relevant to game philosophy||
– Gualeni, S. (2018) “A Philosophy of ‘DOING’ in the digital”. In Romele, A. and Terrone, E. (eds.), Towards a Philosophy of Digital Media, pp. 225-255. Basingstoke (UK): Palgrave Macmillan, Cham.
– Westerlaken, M. & Gualeni, S. 2017. 'A DIALOGUE CONCERNING ‘DOING PHILOSOPHY WITH AND WITHIN COMPUTER GAMES’ – or: Twenty rainy minutes in Krakow.' Proceedings of the 2017 Philosophy of Computer Games Conference
– Gualeni, S. 2017. VIRTUAL WELTSCHMERZ – things to keep in mind while building experience machines and other tragic technologies. Book chapter in Silcox, M. (ed.), Experience Machines: The Philosophy of Virtual Worlds. London (UK): Rowman and Littlefield International.
– Gualeni, S. 2016. The Experience Machine: Existential Reflections of Virtual Worlds. Journal of Virtual World Research, Vol. 9, n. 3. ISSN: 1941-8477
– Gualeni, S. 2016. Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts. G|A|M|E – The Italian Journal of Game Studies, Vol. 1, n. 5. ISSN: 2280-7705
– Westerlaken, M.; Gualeni, S. 2016. Situated Knowledges through Game Design: A Transformative Exercise with Ants. Proceedings of the Philosophy of Computer Games Conference. Valletta, Malta, November 1-4, 2016.
– Gualeni, S. 2015. Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer. Basingstoke (UK): Palgrave Macmillan
– Gualeni, S. 2015. 'Self-transformation through Game Design'. Paper presented at the 2015 Philosophy of Computer Games conference, held at the BTK University of Art and Design of Berlin, Germany, October 14-17, 2015.
– Gualeni, S. 2015. Playing with Puzzling Philosophical Problems. Book chapter in Zagalo, N. and Branco, P. (eds.), Creativity in the Digital Age. Part of the Springer Series on Cultural Computing. XIV. 59-74. London (UK): Springer-Verlag.
– Gualeni, S. The Philosophy of Computer Games Conference 2014, 'Freer Than We Think: Game Design as a Liberation Practice', The Philosophy of Computer Games Conference. Bilgi University of Istanbul, Turkey, November 13-16, 2014.
– Gualeni, S. 2014, "Augmented Ontologies; or, How to Philosophize with a Digital Hammer", Springer's Philosophy of Technology, vol. 27, no. 2, pp. 177-199.
– Westerlaken, M. & Gualeni, S. The Philosophy of Computer Games 2014, 'Felino: The Philosophical Practice of Making an Interspecies Video Game', The Philosophy of Computer Games. Bilgi University of Istanbul, Turkey, November 13-16, 2014.
– Gualeni, S. 2011 Philosophy of Computer Games Conference, 'What is it Like to Be a (Digital) Bat?', Proceedings of the 2011 Philosophy of Computer Games Conference.
Philosophy of Technology, Heidegger, Existentialism, Virtual Worlds research, Game Design
Game Design, Philosophy of Technology, Existentialism, Virtual Worlds Research