Weltentzug und Weltzerfall (world-withdrawal and world-decay): Heidegger’s notions of withdrawal from the world and the decays of worlds in the times of computer games
Publikation: Beiträge in Sammelwerken › Aufsätze in Sammelwerken › Forschung › begutachtet
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Philosophical Perspectives on Play. Hrsg. / Malcolm Maclean; Wendy Russell; Emily Ryall. London: Routledge Taylor & Francis Group, 2016. S. 152-165.
Publikation: Beiträge in Sammelwerken › Aufsätze in Sammelwerken › Forschung › begutachtet
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TY - CHAP
T1 - Weltentzug und Weltzerfall (world-withdrawal and world-decay)
T2 - Heidegger’s notions of withdrawal from the world and the decays of worlds in the times of computer games
AU - Fuchs, Mathias
N1 - Papers based on an April 2013 conference
PY - 2016/1/1
Y1 - 2016/1/1
N2 - This bookchapter investigates whether concepts of “world-withdrawal” and “world-decay” that German philosopher Martin Heidegger elaborated for traditional works of art in the 1930ies have any mileage for contemporary cultural artefacts like computer games. Heidegger’s terminology is so tempting to be applied to the player-game-world triangle as it seems to describe in a very literate way, and very close to “the things” a situation that we can observe today when a gamer puts a computer monitor on a table, watches a world in front of his eyes and notices that the world he or she is watching, has withdrawn. The world has decayed. Albert Hofstadter calls Heidegger’s method “the most concrete thinking and speaking about Being.” (Heidegger 1971: translator’s introduction on page xi) A statement such as “the work puts up a world (stellt eine Welt auf) sounds as if a simpe object - that we call world - is about to be put on its feet, or a monitor upon the table. For a gamer a world is in most cases first of all the entity of game levels in a video game and not a philosophical concept. The language of the phenomenological thinker works on two levels at the same time. It actually talks about palpable things and it talks about ideas as well.
AB - This bookchapter investigates whether concepts of “world-withdrawal” and “world-decay” that German philosopher Martin Heidegger elaborated for traditional works of art in the 1930ies have any mileage for contemporary cultural artefacts like computer games. Heidegger’s terminology is so tempting to be applied to the player-game-world triangle as it seems to describe in a very literate way, and very close to “the things” a situation that we can observe today when a gamer puts a computer monitor on a table, watches a world in front of his eyes and notices that the world he or she is watching, has withdrawn. The world has decayed. Albert Hofstadter calls Heidegger’s method “the most concrete thinking and speaking about Being.” (Heidegger 1971: translator’s introduction on page xi) A statement such as “the work puts up a world (stellt eine Welt auf) sounds as if a simpe object - that we call world - is about to be put on its feet, or a monitor upon the table. For a gamer a world is in most cases first of all the entity of game levels in a video game and not a philosophical concept. The language of the phenomenological thinker works on two levels at the same time. It actually talks about palpable things and it talks about ideas as well.
KW - Digital media
KW - video games
KW - computer games
KW - Cultural studies
KW - Philosophy
KW - Play
KW - Games
KW - Heidegger
KW - Weltentzug
KW - Weltzerfall
KW - Play Studies
UR - https://www.routledge.com/products/9781138841437
U2 - 10.4324/9781315732213
DO - 10.4324/9781315732213
M3 - Contributions to collected editions/anthologies
SN - 978-1-138-84143-7
SP - 152
EP - 165
BT - Philosophical Perspectives on Play
A2 - Maclean, Malcolm
A2 - Russell, Wendy
A2 - Ryall, Emily
PB - Routledge Taylor & Francis Group
CY - London
ER -