|
Tavinor, Grant (2009). The Art of Videogames. Chichester: Wiley-Blackwell. Tavinor looks at games using tool-set from the analytical philosophy of art,using especially the philosophy of fiction. As the book is drawing on analytical philosophy, the discussion of the definition of videogame is inevitable. Fortunately, Tavinor does not just start a definition project, but discuss the different kinds of definitions and their uses. Definition offered is well-developed, but it trust the idea of intended use that makes skeptical (this is not fully though-out, but a hunch). A big part of the book deals with games as fiction and character-based games. Again, the treatment of fiction start with a closer look of concepts used in game research. Aarseth’s argument that functional game objects are virtual, not fictional, is rejected. Tavinor present a compelling argument why the game objects are fictional and videogames are usually virtual fictions (I have criticized Aarserth’s fictional–virtual–real dichotomy earlier, see http://mlab.taik.fi/~plankosk/blog/?p=6). After that Tavinor discusses what kind of fiction games are using Walton1 theory as a stepping stone:
Tavinor also discusses narrative in, emotions in, and ethics of videogames, as well as games as art. Tavinor’s emotion theory seems rather close to what I have proposed in my paper Goals, Affects, Empathy in Games. Tavinor writes:
I partly agree with this, but I see that BigDaddy can be frightening, because it threatens the players real goals at the same time BigDaddy fictionally threatens the player-character. This is a book worth of reading. The arguments are well-presented, and hopefully we will see this same kind of rigor in argumentation more in game research. References
One Response to “The Art of Videogames (Grant Tavinor)” |
December 20th, 2009 at 13:55 (UTC)
I agree with points by MR. Tavinor , this books seems to be quite insightful in human psychology.