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Feeling good about myself : real-time hermeneutics and its consequences
hermeneutics
video games
Ricoeur
Autor podpisany: Tomasz Z. Majkowski
Questions concerning the way in which digital games produce meaning and the possibility that their reconfigurability influences the process of interpretation have been debated since the very beginning of contemporary game studies. Based on general agreement between scholars, two areas of inquiry have been distinguished: the story produced by a game, and game mechanics, or rather all the information necessary to operate within them. The so-called "Game vs. Story division" has been analysed from multiple perspectives and theoretical standpoints. Among the scholars adopting the hermeneutical angle, there seems to be a consensus regarding the two distinct interpretative processes that occur while a game is played, although they do not agree about which should be considered the primary one. Scholars arguing for the unique character of digital games tend to focus on the interpretation created while the game is played that relates to aspects of gameplay. They stress the importance of so-called "real-time hermeneutics", as this is unprecedented in other media. In turn, researchers questioning the specificity of games as a medium claim that a proper interpretation should concern itself with the stories produced through playing, rendering such interpretation similar to every other hermeneutical process. Therefore, the process of understanding a game could be explained within the existing hermeneutical framework without any need to introduce media-specific interventions. In this paper, I will investigate the process of understanding video games, following the detailed, step-by-step description of interpretation provided by Paul Ricoeur in his American lectures. In doing so, I will supplement the concept of "real life hermeneutics" by narrowing the gap between interpreting game stories and gameplay situations. While such a perspective will bring me closer to a stance which denies any specificity to video games (at least regarding interpretation), I will also describe the key difference between understanding a video game and a traditional text, and briefly point towards its possible consequences, building upon Charles Taylor’s concept of ethics of authenticity.
dc.abstract.en | Questions concerning the way in which digital games produce meaning and the possibility that their reconfigurability influences the process of interpretation have been debated since the very beginning of contemporary game studies. Based on general agreement between scholars, two areas of inquiry have been distinguished: the story produced by a game, and game mechanics, or rather all the information necessary to operate within them. The so-called "Game vs. Story division" has been analysed from multiple perspectives and theoretical standpoints. Among the scholars adopting the hermeneutical angle, there seems to be a consensus regarding the two distinct interpretative processes that occur while a game is played, although they do not agree about which should be considered the primary one. Scholars arguing for the unique character of digital games tend to focus on the interpretation created while the game is played that relates to aspects of gameplay. They stress the importance of so-called "real-time hermeneutics", as this is unprecedented in other media. In turn, researchers questioning the specificity of games as a medium claim that a proper interpretation should concern itself with the stories produced through playing, rendering such interpretation similar to every other hermeneutical process. Therefore, the process of understanding a game could be explained within the existing hermeneutical framework without any need to introduce media-specific interventions. In this paper, I will investigate the process of understanding video games, following the detailed, step-by-step description of interpretation provided by Paul Ricoeur in his American lectures. In doing so, I will supplement the concept of "real life hermeneutics" by narrowing the gap between interpreting game stories and gameplay situations. While such a perspective will bring me closer to a stance which denies any specificity to video games (at least regarding interpretation), I will also describe the key difference between understanding a video game and a traditional text, and briefly point towards its possible consequences, building upon Charles Taylor’s concept of ethics of authenticity. | pl |
dc.affiliation | Wydział Polonistyki : Katedra Antropologii Literatury i Badań Kulturowych | pl |
dc.contributor.author | Majkowski, Tomasz - 147028 | pl |
dc.date.accession | 2018-09-03 | pl |
dc.date.accessioned | 2018-09-05T11:15:28Z | |
dc.date.available | 2018-09-05T11:15:28Z | |
dc.date.issued | 2017 | pl |
dc.date.openaccess | 0 | |
dc.description.accesstime | w momencie opublikowania | |
dc.description.additional | Autor podpisany: Tomasz Z. Majkowski | pl |
dc.description.number | 2 | pl |
dc.description.physical | 1-16 | pl |
dc.description.publication | 1,25 | pl |
dc.description.version | ostateczna wersja wydawcy | |
dc.description.volume | 2 | pl |
dc.identifier.eissn | 2451-5116 | pl |
dc.identifier.project | ROD UJ / OP | pl |
dc.identifier.uri | https://ruj.uj.edu.pl/xmlui/handle/item/56633 | |
dc.identifier.weblink | http://transmissions.edu.pl/feeling-good-about-myself-real-time-hermeneutics-and-its-consequences/ | pl |
dc.language | eng | pl |
dc.language.container | eng | pl |
dc.rights | Udzielam licencji. Uznanie autorstwa 3.0 Polska | * |
dc.rights.licence | CC-BY | |
dc.rights.uri | http://creativecommons.org/licenses/by/3.0/pl/legalcode | * |
dc.share.type | otwarte repozytorium | |
dc.subject.en | hermeneutics | pl |
dc.subject.en | video games | pl |
dc.subject.en | Ricoeur | pl |
dc.subtype | Article | pl |
dc.title | Feeling good about myself : real-time hermeneutics and its consequences | pl |
dc.title.journal | TransMissions | pl |
dc.title.volume | Game Studies at the crossroads | pl |
dc.type | JournalArticle | pl |
dspace.entity.type | Publication |