Poiesis and Imagination in the aesthetic Experience: The Moment of Grace in Computer Game Play

Authors

  • Dominic Arsenault Université de Montréal
  • Maude Bonenfant Université de Montréal

DOI:

https://doi.org/10.19132/1807-8583201946.215-227

Keywords:

Aesthetics. Games. Poiesis.

Abstract

What is the nature of a video game player's experience? Experiencing a computer game is a functional experience, adapted to its function as a computer game. This function is defined by the sum of the properties that produce the meaning of a computer game experience, distinct from other experiences of human existence: the player attributes this particular meaning to his experience rather than another. The properties of this experience can be divided according to its many dimensions, such as technique (têkhné), ethics (ethos), aesthetics (aisthêtikos), etc., and are responsible for the richness and complexity of the human experience. These dimensions can not be visualized separately from their combined effects and they function as an inseparable whole that defines the meaning of life. However, for the needs of our demonstration, we will focus on a study of the aesthetic dimension of the game player experience to show how it unfolds, regardless of the diversity of the games played, whether they are Super Mario Bros. (Nintendo), Mount and Musket: Battalion (independent) or Trauma (Krystian Majewski).

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Author Biographies

Dominic Arsenault, Université de Montréal

Professor Associado do Departamento de História da Arte e Estudos Cinematográficos

Maude Bonenfant, Université de Montréal

Professora do Departamento de Comunicação Social e Pública

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Published

2019-07-24

How to Cite

Arsenault, D., and M. Bonenfant. “Poiesis and Imagination in the Aesthetic Experience: The Moment of Grace in Computer Game Play”. Intexto, no. 46, July 2019, pp. 215-27, doi:10.19132/1807-8583201946.215-227.