<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>game philosophy | studio any</title><link>https://studioany-test.netlify.app/tag/game-philosophy/</link><atom:link href="https://studioany-test.netlify.app/tag/game-philosophy/index.xml" rel="self" type="application/rss+xml"/><description>game philosophy</description><generator>Wowchemy (https://wowchemy.com)</generator><language>en-us</language><lastBuildDate>Tue, 29 Aug 2023 09:00:00 +0000</lastBuildDate><image><url>https://studioany-test.netlify.app/media/icon_hu4964246c05a61ea2dde1a8350b549fed_585_512x512_fill_lanczos_center_3.png</url><title>game philosophy</title><link>https://studioany-test.netlify.app/tag/game-philosophy/</link></image><item><title>From player representation to enactive presence: The case of "boomer shooters"</title><link>https://studioany-test.netlify.app/event/from-player-representation-to-enactive-presence-the-case-of-boomer-shooters/</link><pubDate>Tue, 29 Aug 2023 09:00:00 +0000</pubDate><guid>https://studioany-test.netlify.app/event/from-player-representation-to-enactive-presence-the-case-of-boomer-shooters/</guid><description>&lt;h2 id="presentation-abstract">Presentation abstract&lt;/h2>
&lt;blockquote>
&lt;p>Just forget it. You know they are demons; we know they are demons; we both want to shoot them in the face. Let&amp;rsquo;s just go (&lt;a href="https://www.youtube.com/watch?v=vsoVQWnSOfM" target="_blank" rel="noopener">Hugo Martin 2016&lt;/a>).&lt;/p>
&lt;/blockquote>
&lt;p>The videogame medium generated novel forms of storytelling and character representation, matters that were discussed in length in the context of game studies. This proposal, concerns a persistent and sizeable part of videogames that offer neither stories, nor player-character representations per se. Just action journeys. Such game experiences often evade analytical lenses due to difficulties of accounting for nothing but moment-to-moment action in virtual space.&lt;/p>
&lt;p>These cases are not about how the protagonist is represented (who is usually silent) nor a storyline (which often is a necessary wrapper around a sequence of predictably escalating challenges). What they celebrate instead are affective non-verbal aesthetics of virtual enaction.A prevalent example of this type is the ‘&lt;a href="https://www.youtube.com/watch?v=dXCOKpJcYZU" target="_blank" rel="noopener">boomer/movement shooter&lt;/a>’ genre, a resurgence of the co-called ‘old school,’ ‘mindless’ first-person shooters, which was kickstarted with the modern reboot of Doom (id Software) in 2016.&lt;br>
Games of this genre often display contempt toward high brow or consistent narratives. Here, any potential or necessary injection of story elements is rather utilitarian, serving as pacing break, setting up the gameworld, and empowering the player, often toward the ridiculous.&lt;/p>
&lt;p>&amp;ldquo;Just forget it [&amp;hellip;] Let&amp;rsquo;s just go,&amp;rdquo; Doom director Hugo Martin remarked on its ridiculous staging. Whether, Nazis, demons, aliens or other necessary evils, what these games suggest is a mode of representation through identification with what the protagonist &lt;em>can practically do&lt;/em> in the gameworld, and less than, or even against notions such as who they are, or why they do. They boil down to enactive representation: the mastery of actions like jumping, dashing, sliding and shooting, which define and set apart the protagonist in both worlds &amp;ndash; what Martin termed &amp;lsquo;Doom dance.&amp;rsquo;&lt;/p>
&lt;hr>
&lt;h2 id="workshop-programme">Workshop programme&lt;/h2>
&lt;h4 id="tuesday-august-29">&lt;strong>Tuesday August 29&lt;/strong>&lt;/h4>
&lt;p>09.30 Registration and Introductions&lt;/p>
&lt;p>10.00-11.30   &lt;strong>Representation, Imagination and Fiction&lt;/strong>&lt;/p>
&lt;p>Stacie Friend&lt;/p>
&lt;p>&lt;em>11.30-13.00&lt;/em>  Lunch break&lt;/p>
&lt;p>13.00-13.45   &lt;strong>Representations of the Immaterial Through Player as a Prop in Video Games&lt;/strong>&lt;/p>
&lt;p>Maciej Jemioł&lt;/p>
&lt;p>13.45-14.30  &lt;strong>From Player Representation to Enactive Presence: The Case of ‘Boomer Shooters’&lt;/strong>&lt;/p>
&lt;p>Constantinos Mitiadis&lt;/p>
&lt;p>14.30-15.15  &lt;strong>The Game of Video Game Objects&lt;/strong>&lt;/p>
&lt;p>Jesper Juul&lt;/p>
&lt;p>&lt;em>15.15-15.45&lt;/em>  Coffee break&lt;/p>
&lt;p>15.45-16.30  &lt;strong>The Epistemic Power of Perception In Virtual Worlds and Virtual Games&lt;/strong>&lt;/p>
&lt;p>Joseph Larse&lt;/p>
&lt;p>16.30-17.15   &lt;strong>Ludofictionality&lt;/strong>&lt;/p>
&lt;p>John Sageng&lt;/p>
&lt;p>17.15-18.00  &lt;strong>SNES is my Co-Author??? Authorship, Videogames, and Generative Glitches&lt;/strong>&lt;/p>
&lt;p>Nathan Wildman&lt;/p>
&lt;p>20.15  Conference dinner at “Madklubben”, St. Kongensgade 66&lt;/p>
&lt;h2 id="wednesday-august-30">&lt;strong>Wednesday August 30&lt;/strong>&lt;/h2>
&lt;p>09.30-11.00  &lt;strong>Cybersemantics&lt;/strong>&lt;/p>
&lt;p>Peter Pagin&lt;/p>
&lt;p>11.00-11.45 –  &lt;strong>Diegetic versus Deictic Fiction&lt;/strong>&lt;/p>
&lt;p>Rune Klevjer&lt;/p>
&lt;p>11.45-13.00  Lunch break&lt;/p>
&lt;p>13.00-13.45  &lt;strong>Perceiving Represented Gameworlds: Actual, Fictional, and Imaginative Perceptions&lt;/strong>&lt;/p>
&lt;p>Nele van der Mossalen &lt;/p>
&lt;p>13.45-14.30  &lt;strong>The Challenge of Genius Loci and Spatial Representation in Virtual Worlds&lt;/strong>&lt;/p>
&lt;p>Daniele Monaco &lt;/p>
&lt;p>14.30-15.15 &lt;strong>Reasoning in Computerized and Non-Computerized Games&lt;/strong>&lt;/p>
&lt;p>Ida Jorgensen&lt;/p>
&lt;p>15.15-15.45  Coffee break&lt;/p>
&lt;p>15.45-16.30  &lt;strong>Against Metaphysical Interpretations of VR&lt;/strong>&lt;/p>
&lt;p>Grant Tavinor&lt;/p>
&lt;p>16.30-17.15 &lt;strong>Why VR Does Not Involve Picture Perception – a Gibsonian Account&lt;/strong>&lt;/p>
&lt;p>Edward Baggs, Paweł Grabarczyk and Zuzanna Rucińska&lt;/p>
&lt;p>17.15-18.00 – &lt;strong>Veridical Representation through Exaggeration in “Hans Christian and I”&lt;/strong>&lt;/p>
&lt;p>Dooley Murphy&lt;/p></description></item></channel></rss>