Playable Concepts? For a Critique of Videogame Reason

Open Philosophy 8 (1):35-44 (2025)
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Abstract

The text discusses under which conditions video games can philosophize by outlining a “Critique of Videogame Reason.” Section 1 introduces the idea that academic research, especially in philosophy, uncritically assumes that writing is the most effective way of expressing and communicating ideas. Section 2 (“Transcendental Aesthetic”) discusses the representational status of video games, claiming that they amplify and stimulate a sensorimotor way of “seeing.” Section 3 (“Transcendental Analytic”) argues that for a videogame knowledge and thinking to be possible, there must be a “gamish” mindset in which writing and reading are not just confined to the act of putting words in lines, but also entail the design of sets of actions. Section 4 (“Transcendental Dialectic”) advocates for a medial progressivist approach revolving around an expansive view of philosophical practice, claiming that a videogame philosophy must be able to provide at least three sui generis performances: enlightening the multi-modal, sensorimotor dimension that also characterizes the most amodal, linguistic concepts; building and supporting “emersive” experiences capable of taking specific advantage of the power of immersivity; and taking part in and fostering an explicitly dialogical interchange among scholars and researchers. Section 5 (Conclusion) envisages a more liberal and inclusive future for philosophical practice.

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2025-04-04

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References found in this work

Metaphors we live by.George Lakoff & Mark Johnson - 1980 - Chicago: University of Chicago Press. Edited by Mark Johnson.
Games: Agency as Art.C. Thi Nguyen - 2020 - New York: Oxford University Press.
Metaphors We Live By.George Lakoff & Mark Johnson - 1980 - Ethics 93 (3):619-621.

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