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DIGRA 2009 International Digital Game ResearchConference, BrunelUniversity, London, 01-04 September, 2009
Patrick J. Coppock University of Modena and Reggio Emilia, Department of Social, Cognitive and Quantitative Science, School of Communication and Business http://unimore.it http://sce.unimore.it patrick.coppock@unimore.it Research Network: game_philosophy@unimore http://game.unimore.it
My Title Videoludic Texts as Sites of Enactive Practice:  Reframing the Text-Practice Dichotomy
Two types of intentional agency in text an implicit (or model) reader inscribed in the text by its empirical author, designed to model and guide reader interactions with the text an implicit (or model) author that emerges in the course of a reading or viewing of the text as a kind of trace that embodies the particular style, voice, or persona of its author.
The Play of Intention in Text
“Open” Aesthetic  Works (cf. Eco 1984)  “Open works” are communicative strategies designed by authors with an active interpretational role for their readers in mind “An open text cannot be described as a communicative strategy if the role of its addressee (the reader in the case of verbal texts) has not been envisioned as at the moment of its generation”  “The reader as an active principle of interpretation is a part of the picture of the generative process of the text.”
FictionalPossibleWorlds Semioticsof Fiction (Eco: Lector in Fabula, 1979; I Limiti dell’Interpretazione, 1990) Fictionalpossibleworldsmaybecharacterisedas: “Small worlds”, “furnished” with actors and objects with certain “properties” “… alternative ways things might have been, not descriptions of these ways.” “… states of affairs … described in terms of the same language as their narrative object “Finite, enclosed”, “handicapped”, “parasitic on the real world”, must be “taken on trust” “Constructedbyhumanminds and hands”.
The AnthropologicalRole ofFictionalPossibleWorlds Fictionalcharacters live in a handicapped world. Whenweactuallyunderstandtheir fate, thenwe start tosuspectthatwetoo, ascitizensof the actual world, frequentlyundergoourdestiny just becausewethinkofour world in the same way asfictionalcharactersthinkoftheirown.  Fiction suggeststhatperhapsourviewof the actual world isasimperfactasthatoffictionalcharacters. Thisis the way thatsuccessfulfictionalcharactersbecomeparamountexamplesof the “real” humancondition.
Reality, Fiction and Imagination Cf. Iser Fiction (bothliterary and lying/make-believe/simulation) mediatesbetween reality and ouranthropologicalability to imagine (and re-imagine) ourselves and our relations withvarioustypesof  alterity or otherness. Fictional play spaces/textsfunction as a kindof “transitionalobject” –cf. Winnicott FictionalisingActs open up fordifferent “areasof play”, where new meanings can come intobeing
Reality, Fiction and Imagination Cf. Iser Three TypesofFictionalizingActs Selection–ofaspectsof reality to berepresented in fiction Combination– (generally in non standard ways) ofrepresentationsofaspectsof reality in fictionaltexts Self-Disclosure–impostion on readerby the text of a revelationofitsownfictiveness, forcing acknowledgementofits “as-if” character
FictionalisingActs Selectionresults in Intentionality Combinationresults in Relatednesswithin the text SelfDisclosureresults in Bracketing (suspensionofdisbelief)
FictionalisingActs and the World WORLD / BEING EmpiricalObjects/Material FormsofOtherness Human Culture Convention-Governed Cultural Representations FictionalisingActs Selection Combination Self-Disclosure
FictionalActs and the World FictionalisingActs are underliedby: Free Play –overstepswhatis and turns in the direction ofwhatisnot InstrumentalPlay –brings to light the motivationforthiswoverstepping
AmodalEnactiveExperience Alva Noë “Action and Perception” (2004)   All perceptual experience has an uneliminableamodalcomponent.   This allows us to experience concrete aspects of the physical world as co-present, in spite of the fact that some of their empirical details may be hidden from our view at any given time.
AmodalEnactiveExperience The inherent “reality” of our embodied phenomenological experience is grounded in the fact that we know from past experience we have real possibilities to use our physical agency and mobility to explore and “fill out” details of practical, spatial and other relationships between ourselves, our environment and its various objects in ways that can be interpreted by us as meaningful.
Tangible, Intangible & Mediated Cultural Artefacts
Material Cultural Artefacts
Intangible Cultural Artefacts
Mediated Cultural Artefacts
First PersonShooter
RPG SecondPerson
CharacterPortraits Freeman was born in Seattle, Washington, and from the time he was a child, he had a strong interest in theoretical physics. After seeing some teleportation experiments, teleportation and its applications became Gordon’s obsession. He eventually received his Ph.D. in theoretical physics.
SpeedRuns
EnactiveInterfaces
Player – Avatar Relations
Brain-Wave Interface
Player-Console Relations
HolisticGameplaySpace
HolisticCinematographicPlayspace
TransworldTransmediaGamespace
TransworldTransmediaGamespace
TransworldTransmediaGamespace

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Videoludic Texts as Sites of Enactive Practice: Reframing the Text-Practice Dichotomy

  • 1. DIGRA 2009 International Digital Game ResearchConference, BrunelUniversity, London, 01-04 September, 2009
  • 2. Patrick J. Coppock University of Modena and Reggio Emilia, Department of Social, Cognitive and Quantitative Science, School of Communication and Business http://unimore.it http://sce.unimore.it patrick.coppock@unimore.it Research Network: game_philosophy@unimore http://game.unimore.it
  • 3. My Title Videoludic Texts as Sites of Enactive Practice: Reframing the Text-Practice Dichotomy
  • 4. Two types of intentional agency in text an implicit (or model) reader inscribed in the text by its empirical author, designed to model and guide reader interactions with the text an implicit (or model) author that emerges in the course of a reading or viewing of the text as a kind of trace that embodies the particular style, voice, or persona of its author.
  • 5. The Play of Intention in Text
  • 6. “Open” Aesthetic Works (cf. Eco 1984) “Open works” are communicative strategies designed by authors with an active interpretational role for their readers in mind “An open text cannot be described as a communicative strategy if the role of its addressee (the reader in the case of verbal texts) has not been envisioned as at the moment of its generation” “The reader as an active principle of interpretation is a part of the picture of the generative process of the text.”
  • 7. FictionalPossibleWorlds Semioticsof Fiction (Eco: Lector in Fabula, 1979; I Limiti dell’Interpretazione, 1990) Fictionalpossibleworldsmaybecharacterisedas: “Small worlds”, “furnished” with actors and objects with certain “properties” “… alternative ways things might have been, not descriptions of these ways.” “… states of affairs … described in terms of the same language as their narrative object “Finite, enclosed”, “handicapped”, “parasitic on the real world”, must be “taken on trust” “Constructedbyhumanminds and hands”.
  • 8. The AnthropologicalRole ofFictionalPossibleWorlds Fictionalcharacters live in a handicapped world. Whenweactuallyunderstandtheir fate, thenwe start tosuspectthatwetoo, ascitizensof the actual world, frequentlyundergoourdestiny just becausewethinkofour world in the same way asfictionalcharactersthinkoftheirown. Fiction suggeststhatperhapsourviewof the actual world isasimperfactasthatoffictionalcharacters. Thisis the way thatsuccessfulfictionalcharactersbecomeparamountexamplesof the “real” humancondition.
  • 9. Reality, Fiction and Imagination Cf. Iser Fiction (bothliterary and lying/make-believe/simulation) mediatesbetween reality and ouranthropologicalability to imagine (and re-imagine) ourselves and our relations withvarioustypesof alterity or otherness. Fictional play spaces/textsfunction as a kindof “transitionalobject” –cf. Winnicott FictionalisingActs open up fordifferent “areasof play”, where new meanings can come intobeing
  • 10. Reality, Fiction and Imagination Cf. Iser Three TypesofFictionalizingActs Selection–ofaspectsof reality to berepresented in fiction Combination– (generally in non standard ways) ofrepresentationsofaspectsof reality in fictionaltexts Self-Disclosure–impostion on readerby the text of a revelationofitsownfictiveness, forcing acknowledgementofits “as-if” character
  • 11. FictionalisingActs Selectionresults in Intentionality Combinationresults in Relatednesswithin the text SelfDisclosureresults in Bracketing (suspensionofdisbelief)
  • 12. FictionalisingActs and the World WORLD / BEING EmpiricalObjects/Material FormsofOtherness Human Culture Convention-Governed Cultural Representations FictionalisingActs Selection Combination Self-Disclosure
  • 13. FictionalActs and the World FictionalisingActs are underliedby: Free Play –overstepswhatis and turns in the direction ofwhatisnot InstrumentalPlay –brings to light the motivationforthiswoverstepping
  • 14. AmodalEnactiveExperience Alva Noë “Action and Perception” (2004) All perceptual experience has an uneliminableamodalcomponent. This allows us to experience concrete aspects of the physical world as co-present, in spite of the fact that some of their empirical details may be hidden from our view at any given time.
  • 15. AmodalEnactiveExperience The inherent “reality” of our embodied phenomenological experience is grounded in the fact that we know from past experience we have real possibilities to use our physical agency and mobility to explore and “fill out” details of practical, spatial and other relationships between ourselves, our environment and its various objects in ways that can be interpreted by us as meaningful.
  • 16. Tangible, Intangible & Mediated Cultural Artefacts
  • 22. CharacterPortraits Freeman was born in Seattle, Washington, and from the time he was a child, he had a strong interest in theoretical physics. After seeing some teleportation experiments, teleportation and its applications became Gordon’s obsession. He eventually received his Ph.D. in theoretical physics.
  • 25. Player – Avatar Relations

Notas do Editor

  1. VIDEOLUDIC TEXTS AS SITES OF ENACTIVE PRACTICE: REFRAMING THE TEXT-PRACTICE DICHOTOMYIn classical literary theory it has been pointed out by several authors (Iser 1974, Eco, 1984) that the activity of reading fictional texts involves readers in interactions with at least two types of intentional agency embedded in the text: i)  an implicit (or model) reader inscribed in the text by the empirical author to guide reader interaction with the text, and ii) an implicit (or model) author that emerges in the course of text as a trace that embodies the style, voice, or persona of its author. Interactive ludic texts and play practices they facilitate are complex blends of tangible and non tangible cultural artefacts. Their development, distribution and fruition involves many different types of explicit and implicit author-player agency. They may also exercise considerable persuasive power. Consequently, interactive videoludic texts must be conceived of as holistic game spaces where gameplay practices become enactively entangled with many other forms of social and cultural practice. This is especially the case in online games that engage players in real-life holistic play spaces all over the world. This paper will discuss some theoretical and practical consequences of understanding videoludic practice in this way. FIRST PAPER REFERENCES: 1. Bogost, Ian, 2007, Persuasive Games. The Expressive Power of Videogames. Cambridge (MA), London: The MIT Press  2. Eco, Umberto, 1984, The Role of the Reader, Bloomington: Indiana University Press3. Iser, Wolfgang, 1974, The Implied Reader: Patterns of Communication in Prose Fiction from Bunyan to Beckett. Johns Hopkins University Press4. Noë, Alva, 2004, Action in Perception. Cambridge (MA), London: The MIT Press