The nothingness as an ontological category on the video game: Analyzing Sad Satan

This study tries to explore the idea of nothingness as an ontological category on the construction of virtual worlds. The research is framed in the metaphysical study of video games, trying to go over the narratological readings, and asking about the way in which the designing of virtual worlds is,...

Full description

Bibliographic Details
Main Author: Aarón RODRÍGUEZ SERRANO
Format: Article
Language:English
Published: Ediciones Universidad de Salamanca 2017-06-01
Series:Fonseca: Journal of Communication
Subjects:
Online Access:http://revistas.usal.es/index.php/2172-9077/article/view/16576
_version_ 1818303353396920320
author Aarón RODRÍGUEZ SERRANO
author_facet Aarón RODRÍGUEZ SERRANO
author_sort Aarón RODRÍGUEZ SERRANO
collection DOAJ
description This study tries to explore the idea of nothingness as an ontological category on the construction of virtual worlds. The research is framed in the metaphysical study of video games, trying to go over the narratological readings, and asking about the way in which the designing of virtual worlds is, at the same time, indebted to and divergent from our concrete experience of the real world. To achieve our goal, in the first place, we will try to make a brief comment about different applications of the Heideggerian ontology to the video game world, specifically using parameters such as time, space and interface. After that, we will explore the consequences of this context in the concrete analysis of Sad Satan, a video game that emerged from the Deep Web in an unknown date and was developed by an unknown company. This analysis will use the methodological tools in the building of virtual worlds –Character, Item and Object– developed by Siabra Fraile in his Wittgensteinian interpretation of the video game.
first_indexed 2024-12-13T05:53:27Z
format Article
id doaj.art-e29be27adbe64c0a912ae0e56725a79f
institution Directory Open Access Journal
issn 2172-9077
language English
last_indexed 2024-12-13T05:53:27Z
publishDate 2017-06-01
publisher Ediciones Universidad de Salamanca
record_format Article
series Fonseca: Journal of Communication
spelling doaj.art-e29be27adbe64c0a912ae0e56725a79f2022-12-21T23:57:30ZengEdiciones Universidad de SalamancaFonseca: Journal of Communication2172-90772017-06-011414203201410.14201/fjc20171420321414571The nothingness as an ontological category on the video game: Analyzing Sad SatanAarón RODRÍGUEZ SERRANO0Universidad Jaume IThis study tries to explore the idea of nothingness as an ontological category on the construction of virtual worlds. The research is framed in the metaphysical study of video games, trying to go over the narratological readings, and asking about the way in which the designing of virtual worlds is, at the same time, indebted to and divergent from our concrete experience of the real world. To achieve our goal, in the first place, we will try to make a brief comment about different applications of the Heideggerian ontology to the video game world, specifically using parameters such as time, space and interface. After that, we will explore the consequences of this context in the concrete analysis of Sad Satan, a video game that emerged from the Deep Web in an unknown date and was developed by an unknown company. This analysis will use the methodological tools in the building of virtual worlds –Character, Item and Object– developed by Siabra Fraile in his Wittgensteinian interpretation of the video game.http://revistas.usal.es/index.php/2172-9077/article/view/16576Game StudiesOntologíaVideojuegoInteracciónMecánicas ludoficcionales.
spellingShingle Aarón RODRÍGUEZ SERRANO
The nothingness as an ontological category on the video game: Analyzing Sad Satan
Fonseca: Journal of Communication
Game Studies
Ontología
Videojuego
Interacción
Mecánicas ludoficcionales.
title The nothingness as an ontological category on the video game: Analyzing Sad Satan
title_full The nothingness as an ontological category on the video game: Analyzing Sad Satan
title_fullStr The nothingness as an ontological category on the video game: Analyzing Sad Satan
title_full_unstemmed The nothingness as an ontological category on the video game: Analyzing Sad Satan
title_short The nothingness as an ontological category on the video game: Analyzing Sad Satan
title_sort nothingness as an ontological category on the video game analyzing sad satan
topic Game Studies
Ontología
Videojuego
Interacción
Mecánicas ludoficcionales.
url http://revistas.usal.es/index.php/2172-9077/article/view/16576
work_keys_str_mv AT aaronrodriguezserrano thenothingnessasanontologicalcategoryonthevideogameanalyzingsadsatan
AT aaronrodriguezserrano nothingnessasanontologicalcategoryonthevideogameanalyzingsadsatan