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dc.contributor.authorHanussek, Benjamin
dc.date.accessioned2023-02-13T09:17:44Z
dc.date.available2023-02-13T09:17:44Z
dc.date.issued2022-08-09
dc.identifier.issn2391-8551
dc.identifier.urihttp://hdl.handle.net/11089/45934
dc.description.abstractThe discussion on games as (not) art has been raging for decades without reaching a consensus. It is argued here that the ontological status of games is irrelevant for the perception and development of aesthetic experiences in videogames. Instead, game design should be regarded as ripe to convey the experience of art according  to established aesthetic theories. The essay presents Adorno’s aesthetic theory and highlights its reflections in the games Papers, Please and Observer. It then describes how they were synthesized into a  critical gameplay experience in the author’s game Distressed. The latter may be regarded as an example of a method in game studies in which the aesthetic potential of games is explored by creation rather than analysis. Arguably, this reveals the importance of epistemological approaches  towards games and art instead of the predominant ontological ones.en
dc.language.isoen
dc.publisherWydawnictwo Uniwersytetu Łódzkiegopl
dc.relation.ispartofseriesReplay. The Polish Journal of Game Studies;1en
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.subjectgames as arten
dc.subjectgame studiesen
dc.subjectAdornoen
dc.subjectaesthetic theoryen
dc.subjectcritical theoryen
dc.subjectDistresseden
dc.titlePlaying distressed art: Adorno’s aesthetic theory in game designen
dc.typeArticle
dc.page.number83-97
dc.contributor.authorAffiliationPolish-Japanese Academy of Information Technologyen
dc.identifier.eissn2449-8394
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dc.contributor.authorEmailbhanussek@pjwstk.edu.pl
dc.identifier.doi10.18778/2391-8551.08.04
dc.relation.volume8


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