The Aesthetics of Videogames This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and they have recently attracted much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. T he Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form. Jon Robson is Teaching Associate at the University of Nottingham, UK. He is the co-editor of A esthetics and the Sciences of the Mind and co-author of A Critical Introduction to the Metaphysics of Time. He has contributed to the Routledge Companion to Comics . Grant Tavinor is Senior Lecturer in Philosophy at Lincoln University, New Zealand. He is the author of T he Art of Videogames and has contributed essays to The Routledge Companion to Games Studies and The Routledge Companion to Aesthetics . Routledge Research in Aesthetics 1 Michael Fried and Philosophy Modernism, Intention, and Theatricality Edited by Mathew Abbott 2 The Aesthetics of Videogames Edited by Jon Robson and Grant Tavinor For more information about this series, please visit: www.routledge.com The Aesthetics of Videogames Edited by Jon Robson and Grant Tavinor First published 2018 by Routledge 711 Third Avenue, New York, NY 10017 and by Routledge 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Routledge is an imprint of the Taylor & Francis Group, an informa business © 2018 Taylor & Francis The right of the editors to be identified as the authors of the editorial material, and of the authors for their individual chapters, has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilized in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Library of Congress Cataloging-in-Publication Data Names: Robson, Jon, editor. | Tavinor, Grant, editor. Title: The aesthetics of videogames / edited by Jon Robson and Grant Tavinor. Description: New York : Routledge, 2018. | Series: Routledge research in aesthetics ; 2 | Includes bibliographical references and index. Identifiers: LCCN 2017061297 | ISBN 9781138629585 (hardback : alk. paper) Subjects: LCSH: Video games—Philosophy. Classification: LCC GV1469.3 .A29 2018 | DDC 794.8—dc23 LC record available at https://lccn.loc.gov/2017061297 ISBN: 978-1-138-62958-5 (hbk) ISBN: 978-1-315-21037-7 (ebk) Typeset in Sabon by Apex CoVantage, LLC Contents Acknowledgments vii 1 Introduction 1 JON ROBSON AND GRANT TAVINOR 2 Ontology and Transmedial Games 9 CHRISTOPHER BARTEL 3 Videogames as Neither Video nor Games: A Negative Ontology 24 BROCK ROUGH 4 Videogame Ontology, Constitutive Rules, and Algorithms 42 SHELBY MOSER 5 Appreciating Videogames 60 ZACH JURGENSEN 6 The Beautiful Gamer? On the Aesthetics of Videogame Performances 78 JON ROBSON 7 Videogames and Creativity 95 AARON MESKIN 8 Interactivity, Fictionality, and Incompleteness 112 NATHAN WILDMAN AND RICHARD WOODWARD 9 Why Gamers Are Not Narrators 128 ANDREW KANIA vi Contents 10 Videogames and Virtual Media 146 GRANT TAVINOR 11 Videogames and Gendered Invisibility 161 STEPHANIE PATRIDGE 12 Games and the Moral Transformation of Violence 181 C. THI NGUYEN 13 Videogames and the “Theater of Love” 198 MARK SILCOX 14 Pornographic Videogames: A Feminist Examination 212 MARI MIKKOLA List of Contributors 228 Index 231 Acknowledgments As a topic, videogames have a relatively short history within the philosophy of the arts, but during that time a number of philosophers have fostered its inclusion in the discipline, whether by themselves working on the topic or by encouraging others to do so. In addition to the individual authors of the chapters that appear in this volume, we would like to thank Luke Cuddy, Stephen Davies, Jeff Dean, Berys Gaut, Dominic McIver Lopes, Derek Matravers, Katherine Thomson-Jones, Aaron Smuts, and Kendall Walton for their contribution to or support of the study of the aesthetics of videogames. No doubt there are others who also deserve thanks. Sorry if we forgot you! We would also like to thank Andrew Weckenmann and Alexandra Simmons at Routledge for first seeing the merit in the current project and also for their support during the preparation of the volume. Jon would like to thank Grant for the initial idea for this project (and for boundless enthusiasm in seeing it through to completion). He’d also like to thank Aaron Meskin for first igniting his interest in philosophical aesthetics. Grant would like to thank Jon, who has been an enormously able, helpful, diligent (and polite) co-editor. Grant would like to offer special thanks to his brother, Lance Tavinor, who through the donation of a kidney in 2014 provided him with the sine qua non of further academic activity (or any activity for that matter!). Jon Robson and Grant Tavinor 2018 1 Introduction Jon Robson and Grant Tavinor Videogames are perhaps the most significant development in the modern popular arts, and they provide a fertile field of study for philosophers of the arts (and philosophers more generally). This volume presents the reader with the first anthology exclusively devoted to the philosophical examina- tion of the aesthetics of videogames. Not only do videogames have bearing on a range of standard aesthetic issues, they also raise entirely new topics of concern for philosophically inclined aestheticians. These topics range from the ontology of videogames, the nature of videogame interactivity, the eth- ics of videogame violence, and the aesthetics of game design and gameplay. While the papers in this volume offer a wide and even conflicting range of perspectives on these issues, their authors are united in the belief that there are important philosophical lessons to be learned from the in-depth study of videogames, and that philosophical aesthetics can make important contri- butions to the understanding of videogames. It will hardly surprise the reader to learn that serious philosophical inter- est in videogames is a recent phenomenon. Videogames themselves are, after all, a very new art form. There is no uncontroversial date for the earliest videogame, but estimates typically vary from the mid-1940s to the early 1960s. By contrast, philosophers of art working in areas such as theatre, music, dance, and poetry have several millennia’s worth of material to focus on. And even other relative newcomers on the art scene—such as films and comics—have existed for well over a century. Further, there has been a long- standing tendency amongst philosophical aestheticians to be somewhat con- servative in their choice of subject matter—a conservatism that manifested itself both in the choice of art forms studied and the particular instances of those art forms discussed (until recently, for example, philosophers of music had focused almost exclusively on works within the Western clas- sical canon). Fortunately, though, this tendency has become considerably less pronounced in recent years, and an increasing number of philosophers of videogames have shown that they are keen to make up for lost time. In recent years such philosophers have investigated, as the chapters in this vol- ume will illustrate, a truly remarkable range of topics.