Seminar: Existence and Emotion in Play

Skjermbilde-2018-05-03-kl.-17.56.17This game studies oriented seminar from the Games and Transgressive Aesthetics project should surely be of interest to many game philosophers as well. Full program is available on their website. The seminar is held on May 25. From the description of the seminar:

Games have a long tradition of dealing with myths and monsters, thereby tapping into topics that are associated with how we as humans understand ourselves and our role in the world. At the same time, as games are maturing as medium, there are still challenges relating to how existential and profound topics can be implemented into games in an experientially interesting way. 

This seminar concerns games and play that tap into such issues, covering the design of games that tap into the mythical and the existential. Further, the seminar will look at the emotional impact that games can have upon us, from the awe and terror brought forward by monster play, to the emotional response that players have when encountering uncomfortable and provocative game content. The seminar also asks what we can learn from live-action role-playing games concerning how to create emotional impact and immersion in games.

Redirecting attention from how games move us emotionally to how they move the boundaries between play and gambling, the seminar will end with a presentation on loot boxes as a form of transgressive game design.

Announce Your Publications on Gamephilosophy.org!

downloadjournalsYou may have noticed that we have semi-regular announcement of new publications on gamephilosophy.org. I would like to encourage all members to submit posts about those of their publications that are of relevance to other game philosophers.

Such posts mean that others see what is going on in the field of game philosophy. It is also very useful to the author.  These posts get quite a lot of hits, and are an easy way to make people aware of your work. The posts are automatically posted to the Facebook page for the initiative, to a Twitter feed, and also sent out the subscribers on an email list.

We normally aim to announce recent papers, but many members haven’t announced any of their papers yet. So please make a post, even if the paper was published some while ago.

This is how you do it: When you log in to the system, you simply click on the +sign in the top bar, which under “post” gives you a form where you can enter text for the post. Describe the content of the article and add a picture, for example of the cover of the journal in question. Google also has a search option for images with open licences. The title should with a description of the document type, like “Journal Paper: “ or “Book: “. Make one post for each publication. The post will be sent to me for moderation.

Note that you can also post about events and other relevant news in the same fashion.

If you are working with issues related to the philosophy of games, you are very welcome to have a member profile. Just send me an email at j dot r dot sageng * gamephilosophy dot org. with a few words about your background. I may make a new post about this later on. I don’t really have much time to work on these sorts of things, but I do what I can.

John R. Sageng

Journal Article: Playing for Social Equality

ppea_17_1.coverI discovered this recently published paper by Lasse Nielsen, which should be of interest to ethics oriented game philosophers.

The abstract:

This article claims that the protection of children’s capability for play is a central social-political goal. It provides the following three-premise argument in defense of this claim: (i) we have strong and wide-ranging normative reasons to be concerned with clusters of social deficiency; (ii) particular fertile functionings play a key role for tackling clusters of social deficiency; and finally (iii) the capability for childhood play is a crucial, ontogenetic prerequisite for the development of those particular fertile functionings. Thus, in so far as we consider it a central political goal to tackle social deficiency, we should be concerned with protection of childhood play capability. This conclusion raises new insights on the importance – for global development policy as well as for welfare states’ aim to secure social justice – of protecting children’s capability to engage in playful activities.

C. Thi Nguyen is Program Committee Leader for PCG2018

thiWe are very happy to announce that Thi Nguyen from Utah Valley University has accepted the the role of program committee leader for the next PCG conference.  He will be the first US program committee leader for the PCG conference series. Thi is already a member of the steering group for the game philosophy network.

The next conference is due to be held in Copenhagen at ITU in August. It is planned to be a part of a unique collaboration scheme which involves participants in other areas in the study of games.

The program committee will be constituted shortly and it will start to work on the next call for papers. More info about the conference and the larger collaboration scheme will soon follow.

 

 

Book: The Aesthetics of Videogames

51TXy-vm4VL._SX322_BO1,204,203,200_An important book on the aesthetics of computer games will soon be out, edited by Jon Robson and Grant Tavinor.  From the description:

“This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.”

 

PCG2017 Workshop: New Game Definitions

 

28. November 2017

Krakow, Gołębia 16 street, room 42

385940773_1280x720The aim of the workshop is to survey different options for answering the questions “What is a game?” and “What is a computer game?” and to get a feel for future directions that reflections on these questions may take. While keeping an eye on conventional notions such as voluntary goals, play and make-believe, the workshop will explore unconventional notions like artifact roles, status functions and new roles for play. The workshop will also discuss  foundational issues for the project of defining games, such as definition types, essences, family resemblances or nominalism. The workshop is intended as a preparatory meeting, so please contact the organizers if you would like to participate in future events.

 

Program

 

10.00 Introduction

Sebastian Möring and John R. Sageng

 

11.00 On Defining  

Anita Leirfall

 

11.30 The Wittgensteinian Thesis on Defining and Game Definitions 

Oliver Laas

 

12.00 The Game as the Partner in Play: A Posthuman Approach to the  Definition of the Video Game Object

Justyna Janik

 

12.30 Games as Status Functions

John R. Sageng

 

13.00. Lunch

 

14.00  How to Compare Game Definitions

Pawel Grabarczyk

 

14.30 Self-playing games: Rethinking the State of Digital Play

Sonia Fizek

 

15.00 On the Technological Specificity of Playable Artifacts

Olli Leino

 

15.30 Common discussion

 

Discussion forum: https://www.reddit.com/r/PhilosophyofGames/

Organizers: Sebastian Möring and John R. Sageng

Game: Something Something Soup Something

Stefano Gualeni has made a philosophical game that has received a great deal of interest. There is a recent article about it at Kotaku.

somethingsomethingStefano writes “Something Something Soup Something is my latest attempt at ‘playable philosophy’.  The game, if we agree to call it such, can be freely played on (or downloaded from) the official website: soup.gua-le-ni.com

It was developed at the Institute of Digital Games (University of Malta) with the support of Maltco Lotteries.

I and the rest of the developers prefer to think of it as an interactive thought experiment: a piece of technology that discloses situations and presents notions in ways that are interactive and negotiable (and maybe even playful).

Something Something Soup Something it is designed to reveal, through its gameplay, that even a familiar, ordinary concept like ‘soup’ is vague, shifting, and impossible to define exhaustively. It is also designed to stimulate reflection on the possibility to analytically define what a game is: does the presence of several ‘ludological ingredients’ warrant its definition as a video game? What if only a part of it could be formally recognized as a video game? Is it even wise or productive to strive for a complete theoretical understanding of concepts like ‘soup’ or ‘game’?”

Game duration: about 6 minutes.

Something Something Soup Something was developed in collaboration with:

Isabelle Kniestedt – Art, programming
Johnathan Harrington – Field research and additional design
Marcello Gomez Maureira – Web-design and additional programming
Riccardo Fassone – Music and sound effects
Jasper Schellekens – Narrator, research support

Book: Experience Machines – The Philosophy of Virtual Worlds

5855043af5ba74113c8a1ef1Mark Silcox is publishing an edited book with contributions that relate to Nozick’s experience machine argument as applied to virtual worlds. The book is highly relevant to the philosophy of computer games, and it has contributions from several members of the Game Philosophy Network. The ToC is available in the preview on the publishers site.   From the description:

“In his classic work Anarchy, State and Utopia, Robert Nozick asked his readers to imagine being permanently plugged into a ‘machine that would give you any experience you desired’. He speculated that, in spite of the many obvious attractions of such a prospect, most people would choose against passing the rest of their lives under the influence of this type of invention. Nozick thought (and many have since agreed) that this simple thought experiment had profound implications for how we think about ethics, political justice, and the significance of technology in our everyday lives. 

Nozick’s argument was made in 1974, about a decade before the personal computer revolution in Europe and North America. Since then, opportunities for the citizens of industrialized societies to experience virtual worlds and simulated environments have multiplied to an extent that no philosopher could have predicted. The authors in this volume re-evaluate the merits of Nozick’s argument, and use it as a jumping–off point for the philosophical examination of subsequent developments in culture and technology, including a variety of experience-altering cybernetic technologies such as computer games, social media networks, HCI devices, and neuro-prostheses.”

Journal of the Philosophy of Games is Open for General Submissions

greencover3onlinefirstcoverminimizedWe now open Journal of the Philosophy of Games (JPG) for general submissions, and welcome philosophers, game theorists and scholars in other fields of studies to submit papers for the regular issues.

JPG explores philosophical questions about the general nature of games and gameplay and about their interrelation with technology, art, communication and social interaction. More information about the submissions and the author guidelines is found at the journal website.

We welcome submissions of regular articles, discussion notes and book reviews. Please contact the editorial board to ascertain that a book review will fit the journal profile.

Submissions may be submitted via the submission system on the journal website, and will receive double-blind peer review from renowned scholars in philosophy and game studies.

The Journal of the Philosophy of Games (JPG) is now publishing the first manuscripts in our “Online First Issue“, which will be converted into a regular issue by the end of the year.

We aim to have the papers indexed in the major relevant library indexing databases.

JPG is an open-access publication hosted by the University of Oslo, Norway.

“Online First Issue” of Journal of the Philosophy of Games

greencover3onlinefirstcoverminimizedJournal of the Philosophy of Games now has its first publications available in the Online First Issue. We will publish the accepted papers as they become available in this issue, which will be converted to one or two regular issues by the end of the year.

Our first article is titled “The Incompatibility of Games and Artworks” and is written by Brock Rough. The paper is utilizing a definition of games derived from Bernard Suits to argue that for an artist to intend something as a game is to intend essential constitutive conditions that precludes it from being both a game and an artwork.

We also publish a book review of Stefano Gualeni’s book “Virtual Worlds as Philosophical Tools” written by Jonne Arjonta. Gualeni’s book explores the topic of how computer games can be used for philosophical reflection. Arjonta provides an overview of its main points of discussion as well as critical notes on its approach to the topic.