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Videogames as a Philosophical Hermeneutics Problem

Student: Zveryanov Stanislav

Supervisor: Kirill K. Martynov

Faculty: Faculty of Humanities

Educational Programme: Philosophy (Bachelor)

Final Grade: 7

Year of Graduation: 2019

In this research paper, we review the methodology of philosophical hermeneutics as it is applied to Game Studies field. The object of the study is the texts of philosophical hermeneutic scholars like Hans-Georg Gadamer, Martin Heidegger, Friedrich Jauss and Walter Benjamin. We count conflicts that arise on the basis of a misunderstanding between developers and games as wel . Work suggests a framework of modern researchers of Game Studies - Ian Bogost, Espen Aarseth, Gonzalo Frasca and others. They study the relationship between meaning-generation and ludocriticism in video games. Two goals are formulated: to create a system of meaning-genereation in video games, and to explain how exactly the meaning is being explicited in cybertext, unlike traditional mediums: literature, theater and cinema. Following Marshall McLuhan, we consider any cultural artifact only within the medium. The works of Michael Nietzsche help us to determine the space of the play activity more accurately, and in the matter of deciphering the meanings our main support is Roland Barth. We conclude that cybertext is more complicated case of understanding plain text. Now, in order to understand a text, apart from the “converging horizons of the scriptor and the recipient”, we need to take the procedural and rhetorical context and immersiveness into account. . In this paper, we modestly reveal the influence of ideology on the interpretation of the meaning inherent in cybertext - we would like to continue research towards this direction.

Full text (added May 22, 2019)

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