dear geska,
why do we like to play with realites? humm..
it's my guess that we like to do just that because we are inevitably
surrounded by a to-be-manipulated construct dubbed "reality", and it's
positively inviting to bend the rules.
i'm calling it "construct" in the sense of the ethnomethodologists who
investigated the way reality, or what we assume to be a fixed set of
"as-is" situations - which we take for granted every single day - is
constituted. you probably know garfinkel's interventions, how he and his
students tried to dismember and rebuild trivial situations in order for
the building blocks of formal social interaction to be revealed. (yup,
sounds like the situationists..)
you could probably apply his theories to the present day and all of the
media-mediated interactions taking place- literally speaking all of
which rely on a set of rules, behaviour which is expected of you, to
uphold a coherent sense of being-placed in a wholistic environment..
going back a lot farther, why not just trace it back to the obviously
platonic? wasn't it platon who talked excessively about reality in his
famous treaty on the cave we live in, watching shadows, making assumptions?
.. you were talking about cyberpunk some time ago, and all of the issues
raised now are present there, id say- ah, just re-read your initial post--
yes, it's an intrigueing question- where do trans-real games actually
belong?
the lowest common denominator would be the intention of the player, the
controlled will to expose himself to different (created by whatever)
rules mingling together. where does that intention come from?
i have yet to see a critical practice emerging from all of this, though.
aren't these games (ok, prob. over-generalizing here..) a symptom of the
exact thing they're trying to undermine?
put another way, isn't the entertainment-industry the main driving force
behind all of this? i'd really love to hear about games proving me
totally wrong!
max
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