Feeling good about myself : real-time hermeneutics and its consequences

2017
journal article
article
dc.abstract.enQuestions 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.affiliationWydział Polonistyki : Katedra Antropologii Literatury i Badań Kulturowychpl
dc.contributor.authorMajkowski, Tomasz - 147028 pl
dc.date.accession2018-09-03pl
dc.date.accessioned2018-09-05T11:15:28Z
dc.date.available2018-09-05T11:15:28Z
dc.date.issued2017pl
dc.date.openaccess0
dc.description.accesstimew momencie opublikowania
dc.description.additionalAutor podpisany: Tomasz Z. Majkowskipl
dc.description.number2pl
dc.description.physical1-16pl
dc.description.publication1,25pl
dc.description.versionostateczna wersja wydawcy
dc.description.volume2pl
dc.identifier.eissn2451-5116pl
dc.identifier.projectROD UJ / OPpl
dc.identifier.urihttps://ruj.uj.edu.pl/xmlui/handle/item/56633
dc.identifier.weblinkhttp://transmissions.edu.pl/feeling-good-about-myself-real-time-hermeneutics-and-its-consequences/pl
dc.languageengpl
dc.language.containerengpl
dc.rightsUdzielam licencji. Uznanie autorstwa 3.0 Polska*
dc.rights.licenceCC-BY
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/pl/legalcode*
dc.share.typeotwarte repozytorium
dc.subject.enhermeneuticspl
dc.subject.envideo gamespl
dc.subject.enRicoeurpl
dc.subtypeArticlepl
dc.titleFeeling good about myself : real-time hermeneutics and its consequencespl
dc.title.journalTransMissionspl
dc.title.volumeGame Studies at the crossroadspl
dc.typeJournalArticlepl
dspace.entity.typePublication
dc.abstract.enpl
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.affiliationpl
Wydział Polonistyki : Katedra Antropologii Literatury i Badań Kulturowych
dc.contributor.authorpl
Majkowski, Tomasz - 147028
dc.date.accessionpl
2018-09-03
dc.date.accessioned
2018-09-05T11:15:28Z
dc.date.available
2018-09-05T11:15:28Z
dc.date.issuedpl
2017
dc.date.openaccess
0
dc.description.accesstime
w momencie opublikowania
dc.description.additionalpl
Autor podpisany: Tomasz Z. Majkowski
dc.description.numberpl
2
dc.description.physicalpl
1-16
dc.description.publicationpl
1,25
dc.description.version
ostateczna wersja wydawcy
dc.description.volumepl
2
dc.identifier.eissnpl
2451-5116
dc.identifier.projectpl
ROD UJ / OP
dc.identifier.uri
https://ruj.uj.edu.pl/xmlui/handle/item/56633
dc.identifier.weblinkpl
http://transmissions.edu.pl/feeling-good-about-myself-real-time-hermeneutics-and-its-consequences/
dc.languagepl
eng
dc.language.containerpl
eng
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.enpl
hermeneutics
dc.subject.enpl
video games
dc.subject.enpl
Ricoeur
dc.subtypepl
Article
dc.titlepl
Feeling good about myself : real-time hermeneutics and its consequences
dc.title.journalpl
TransMissions
dc.title.volumepl
Game Studies at the crossroads
dc.typepl
JournalArticle
dspace.entity.type
Publication
Affiliations

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