And here's another announcement concerning our Prof. Stefano Gualeni. Due to his work at the intersections between philosophy and game studies, our resident Associate Professor in Game Design was invited to be a speaker for the upcoming "2nd Annual Undergraduate Philosophy Conference", organized at New York University (United States).
The event will be streamed, and the ZOOM link to the public event will be accessible on the homepage of the conference soon: https://www.nyuaupc.org.
Stefano will be presenting some thoughts, ideas, and future directions for research connected to his upcoming new book (written with Riccardo Fassone, University of Turin) in a 40-min. talk titled On Fictional Games.
ABSTRACT: Up until now, philosophical perspectives on games (digital or otherwise) exclusively focused on interactive artefacts that take part in the activity of play. Unlike those kinds of games, fictional games cannot actually be – or at least were not originally meant to be – played. They are ludic artefacts that are conceptualized as part of fictional worlds and are meant to trigger the imagination of the fiction appreciator. Our 2022 book (forthcoming for Bloomsbury, with Riccardo Fassone) titled Fictional Games is an initial exploration of that largely uncharted scholarly theme. It is also an occasion for rethinking how we approach and understand games in general. In this talk, I will present some salient philosophical and expressive uses for imaginary, unplayable games.
The talk whole event will be be streaming live, with Stefano's talk being on April the 30th.
We will provide the zoom link here, too :D
Videogames are one of the key forms in today’s cultural landscape, taking their place alongside more established forms like theatre, film, TV, literature and performance art. Their impact is something we take seriously at the Institute of Digital Games. The Digital Humanities Research Group explore and study what games are, what they do, and how we experience them. Current research threads include tracking and mapping the differences in representation between traditional fiction and virtual reality, the player-avatar relationship in games, architecture and the built environment in game worlds, music and musicking practices in games, and the use of videogames as philosophical tools.
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