Publication
Title
Only a game? Player misery across game boundaries
Author
Abstract
Videogames often confront players with frustratingly difficult challenges, fearsome enemies, and tragic stories. As such, they can evoke feelings of failure, sadness, anger, and fear. Although these feelings are usually regarded as undesirable, many players seem to enjoy videogames which cause them. In this paper, I argue that player misery often originates from a fictional or lusory attitude which brackets game events from real-life, making the player’s emotions solely relevant within the game context. As they are part of the game themselves, these negative emotions can be enjoyed and easily relativized, since players can acknowledge that their cause is ‘only a game’. However, there are feelings of misery associated with the playing of videogames which are not caused by either the game’s fiction or challenge. In the last part of this paper, I describe a qualitatively different kind of player misery: one that is caused by elements that are not perceived as part of the game by the player, and is not bracketed from real life by a lusory or fictional attitude.
Language
English
Source (journal)
Journal of the philosophy of sport. - Champaign, Ill.
Publication
Abingdon : Routledge journals, taylor & francis ltd , 2019
ISSN
0094-8705
DOI
10.1080/00948705.2019.1613411
Volume/pages
46 :2 , p. 191-207
ISI
000472384100001
Full text (Publisher's DOI)
Full text (publisher's version - intranet only)
UAntwerpen
Faculty/Department
Research group
Project info
The Paradox of Interactive Fiction: A New Approach to Imaginative Participation in Light of Interactive Fiction Experiences
Publication type
Subject
Affiliation
Publications with a UAntwerp address
External links
Web of Science
Record
Identifier
Creation 07.06.2019
Last edited 24.11.2024
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