玩痛苦的艺术:Adorno在游戏设计中的美学理论

Benjamin Hanussek
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引用次数: 0

摘要

关于游戏是否是艺术的讨论已经持续了几十年,但并未达成共识。本文认为,游戏的本体论地位与电子游戏中审美体验的感知和发展无关。相反地,我们应该将游戏设计视为根据既定美学理论传达艺术体验的成熟阶段。本文介绍了阿多诺的美学理论,并强调了其在游戏《论文》、《取悦》和《观察者》中的反映。然后描述了如何将它们合成为作者的游戏《苦恼》中的关键玩法体验。后者可以被视为游戏研究方法的一个例子,其中游戏的美学潜力是通过创造而不是分析来探索的。可以说,这揭示了游戏和艺术的认识论方法的重要性,而不是主流的本体论方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Playing distressed art: Adorno’s aesthetic theory in game design
The discussion on games as (not) art has been raging for decades without reaching a consensus. It is argued here that the ontological status of games is irrelevant for the perception and development of aesthetic experiences in videogames. Instead, game design should be regarded as ripe to convey the experience of art according  to established aesthetic theories. The essay presents Adorno’s aesthetic theory and highlights its reflections in the games Papers, Please and Observer. It then describes how they were synthesized into a  critical gameplay experience in the author’s game Distressed. The latter may be regarded as an example of a method in game studies in which the aesthetic potential of games is explored by creation rather than analysis. Arguably, this reveals the importance of epistemological approaches  towards games and art instead of the predominant ontological ones.
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