The Object Gives Rise to Thought: Hermeneutics of Objects in Disco Elysium

Michał Kłosiński
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引用次数: 1

Abstract

Abstract The article presents an analysis and interpretation of Disco Elysium, an award-winning videogame published by ZA/UM studio in 2019. The main problem explored in the research concerns the ontological basis upon which the game builds the complex personality of its protagonist and his relationship with the storyworld. The main theoretical works utilized in the analysis and interpretation are Object-Oriented Ontology by Graham Harman and Existence and Hermeneutics by Paul Ricoeur. My thesis is that Disco Elysium presents time, events and history as the effects of various tensions between the protagonist and the objects. In doing so, the game offers a non-anthropocentric perspective on human being and gives rise to questions about objects as a basis for rethinking the human condition. The article concludes with the formulation of a possible new hermeneutical approach founded on Object-Oriented Ontology.
客体产生思想:《迪斯科极乐世界》中的客体解释学
本文对ZA/UM工作室于2019年发行的获奖电子游戏《Disco Elysium》进行了分析与解读。该研究探讨的主要问题是游戏构建主角复杂个性及其与故事世界关系的本体论基础。分析和解释的主要理论著作是格雷厄姆·哈曼的《面向对象的本体论》和保罗·里科尔的《存在与解释学》。我的论点是,《Disco Elysium》将时间、事件和历史呈现为主角和对象之间各种紧张关系的结果。在此过程中,游戏提供了一种非人类中心主义的人类视角,并提出了关于物体的问题,作为重新思考人类状况的基础。文章最后提出了一种基于面向对象本体的可能的新的解释学方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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