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Emotions In Play : On the constitution of emotion in solitary computer game play
| Content Provider | Semantic Scholar |
|---|---|
| Author | Leino, Olli Tapio |
| Copyright Year | 2010 |
| Abstract | Computer games contribute to their players’ emotions in diverse ways, ranging from sheer exhilaration to anger and disillusion. Our ability to enjoy computer game play that involves genuine intense emotions which in other contexts would be easily deemed as “negative” suggests that there is something in the ways in which we make sense of computer games that separates gameplay from other activities we engage in. Focusing on single-player computer games and situating within the emerging field of computer game studies, this dissertation starts from the assumption that emotions are always already intertwined with the experience of play and proceeds to describe, not any idiosyncratic emotional experience, but the means by which games can ensure their contents to be involved in players’ emotions. Emotions are taken as intentional, as always about something. From this premise follows that to understand an emotion it is necessary to understand the reasons the subject has for relating to the object of the emotion in the particular way. Building on game studies, existential phenomenology, and philosophy of technology, this dissertation postulates a first-person perspective from which to describe solitary computer game play and the emotions it involves in terms of their experienced significance. From describing the freedoms and responsibilities imposed by the materiality of the computer game artefact on its voluntary player, the gameplay condition emerges as an intersubjective baseline for the players’ judgements about events, objects, and states of affairs in the game, potentially surfacing as emotions. Rather than being explained in terms of their rules, computer games appear as technological artefacts which simultaneously extend the concrete limitations against which their human players are free to realize their projects, and shape the ways in which human mind can be directed at aspects of the world. However, this can go on only as long as long as the player fulfils the requirements of which the gameplay condition comprises. Based on this condition, game artefacts can be described as standing out from among all other technological artefacts which co-shape human intentionality. By the conduct of emotional investment, the dissertation describes how voluntary players can end up experiencing emotions about aspects which would most likely seem trivial from a non-player’s perspective. Finally, the dissertation postulates an experiential ontology of computer game content, distinguishing between game content that is undeniable: crucial in terms of fulfilling the gameplay condition, and deniable: game content whose taking seriously is mostly voluntary. Thus, undeniable game content can be safely assumed as being involved in the emotions’ of all players. |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | http://www.itu.dk/en/Forskning/Phd-uddannelsen/PhD-Defences/~/media/4F830FB2D733480CB04557782743CA5C.ashx |
| Alternate Webpage(s) | https://en.itu.dk/~/media/en/research/phd-programme/phd-defences/2010/olli-thesispdf.pdf?la=en |
| Language | English |
| Access Restriction | Open |
| Subject Keyword | Assumed Baseline (configuration management) Emotions First-person (video games) Intentionality Intersubjectivity Judgment Materiality (digital text) Mind Morphologic artifacts Ontology PC game Physical object Requirement Rule (guideline) Singular Visual artifact contents - HtmlLinkType responsibility |
| Content Type | Text |
| Resource Type | Article |