A Game as a Simulation: phenomenology and cultural potential

Authors

DOI:

https://doi.org/10.47475/2070-0695-2024-54-4-93-100

Keywords:

games, board games, computer games, game studies, ludology

Abstract

The article is devoted to a theoretical analysis of games as a cultural phenomenon, aiming to develop new theoretical frameworks and a methodological platform for research. The author identifies key problem areas in existing approaches, focusing on J. Huizinga’s descriptive definitions and L. Wittgenstein’s conceptual pessimism. Games are proposed to be interpreted as a method of cognition and reflection of the world, realized through first-order simulations (reflecting objective reality) and second-order simulations (modeling other simulations). This hypothesis offers a fresh perspective on key characteristics of games, such as immersiveness, interactivity, simulativeness, and dimorphism.

Games are examined as an as-yet-unmanifested epistemological tradition, comparable to magic, religion, and science. The author emphasizes the historical and cultural dynamics of changes in gaming methods, analyzing contemporary game design practices, including modular and legacy games, showcasing the evolution of player involvement in the creation and modification of game systems.

Special attention is given to the simulative nature of games, which distinguishes them from imitative characteristics typical of various forms of art. Games model processes of reality, offering players opportunities for active interaction and cognition. The author argues that even abstract games retain elements of simulation through their connection to historical prototypes or represent second-order simulations (simulations of simulations). The conclusions confirm the significance of games as platforms for analyzing cultural narratives, educational processes, and the formation of collective experience. The study introduces new foundational theoretical frameworks for research in the field of cultural game theory.

Acknowledgments: Supported by a RSF and Chelyabinsk Region), № 24-28-20177, https://rscf.ru/project/24-28-20177.

Author Biographies

Ivan Tuzovsky, Chelyabinsk State Institute of Culture, Chelyabinsk, Russia

Doctor of Cultural Studies, Associate Professor, Professor of the Department of Philosophy and Cultural Studies, Game Designer Open Borders Studio, Hobby World Publishing House

Natalia Zykhovskaia, South Ural State University, Chelyabinsk, Russia, ladoga122@gmail.com

Doctor of Philology, professor of the Department of Russian Language and Literature

References

Wittgenstein, L. (1945). Filosofskie issledovanija [Philosophical Investigations]. Retrieved from: http://filosof.historic.ru/books/item/f00/s00/z0000273/st000.shtml (in Russ).

Grigoryeva, E. K. (2016). Problema opredelenija ponjatija igry [The problem of defining the concept of a game]. Aktual'nye problemy sovremennoj nauki, tehniki i obrazovanija, 2, 113–116. (in Russ).

Caillois, R. (2007). Igry i ljudi; Stat'i i jesse po sociologii kul'tury [Games and People; Articles and Essays on the Sociology of Culture]. Moscow: OGI. (Nation and Culture / Scientific Heritage: Anthropology). 304 p. (in Russ).

Koster, R. (2018). Razrabotka igr i teorija razvlechenij [Game Design and the Theory of Fun]. Moscow: DMK Press. 288 p. (in Russ).

Kostetsky, V. V. (2002) Metafizika igry: otpredstavlenija k ponjatiju [Metaphysics of the Game: From Representation to Concept]. Izvestija Rossijskogo gosudarstvennogo pedagogicheskogo universiteta im. A. I. Gercena, vol. 2, 2. 23–36. (in Russ).

McGonigal, J. (2018). Real'nost' pod voprosom. Pochemu igry delajut nas luchshe i kak oni mogut izmenit' mir [Reality is Broken: Why Games Make Us Better and How They Can Change the World]. Moscow: Mann, Ivanov, and Ferber. 384 p. (in Russ).

Popper, K. R. (1983). Logika i rost nauchnogo znanija (Izbrannye raboty) [The Logic and Growth of Scientific Knowledge]. Moscow: Progress. 605 p. (in Russ).

Tuzovsky, I. D. (2023). Anti-Hejzinga, ili k voprosu o tom, javljaetsja li igra osnovaniem kul'tury [Anti-Huizinga: Is Play the Basis of Culture?]. Chelyabinskij Gumanitarij, 1 (62), 69–77. (in Russ).

Tuzovsky, I. D. (2024) Anti-Hejzinga 2, ili k voprosu ob universal'nom opredelenii igry [Anti-Huizinga: On the issue about universal definition of the game]. Chelyabinskij Gumanitarij, 2 (67), 84–90. (in Russ).

Fink, E. (1988). Osnovnye fenomeny chelovecheskogo bytija [Play as Symbol of the world and Other Writings]. Problema cheloveka v zapadnoj filosofii. Moscow.: Progress. 552 p. (in Russ).

Feyerabend, P. K. (2007). Against Method: Outline of an Anarchist Theory of Knowledge. Moscow: AST; AST-Khranitel. 413 p. (in Russ).

Huizinga, J. (2022). Chelovek igrayushchiy [Homo Ludens: A Study of the Play-Element in Culture]. St. Petersburg: Azbuka, Azbuka-Attikus. 400 p. (in Russ).

Howard, N. (2023). Paradoxes of Rationality: Games, Metagames, and Political Behavior. MIT Press. 272 р.

Maxwell, J. K. (1872). Theory of Heat. London : Longmans, Green, and Co.. https://www3.nd.edu/~powers/ame.20231/maxwell1872.pdf.

Merton, R. (1995). The Thomas Theorem and The Matthew Effect. Social Forces, Vol. 74, Issue 2. 379–422.

Russell, B. (1952). Is There a God? The Collected Papers of Bertrand Russell, Volume 11: Last Philosophical Testament, 1943-68, ed. John G. Slater and Peter Kцllner (London: Routledge, 1997). 543–548. URL: https://www.personal.kent.edu/~rmuhamma/Philosophy/RBwritings/isThereGod.htm.

Published

2024-12-27

How to Cite

Tuzovsky, I., & Zykhovskaia, N. (2024). A Game as a Simulation: phenomenology and cultural potential. Znak: Problemnoe Pole Mediaobrazovanija, (4 (54), 93–100. https://doi.org/10.47475/2070-0695-2024-54-4-93-100

Issue

Section

Игровые формы коммуникации

Similar Articles

<< < 1 2 3 4 5 6 7 8 9 10 > >> 

You may also start an advanced similarity search for this article.