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Abstract


Play is a Serious Business: Play and Video Games from Gadamer’s Perspective
Play is an activity that has been intertwined with our lives and has its area of existence, objects, and rules. The game, where the child grows up together, allows us to get away from the tensions, is carried out voluntarily and without the aim of gaining a direct interest. The play has been examined from various academic perspectives and continues to be researched with the digital game industry that has emerged as a result of technological developments. To understand and evaluate video games, it is important to examine the views of other thinkers who approach the play from ontological, cultural, social and psychological perspectives starting from Heraclitus' fragments. The focus of this study is on the evaluation of Gadamer's views on the play, as we can say that among the relevant thinkers, he maintains the perspective of Kant and Heidegger regarding Huizinga. Besides, in the context of his study of aesthetics in his work, he is subjected to an evaluation aimed at analyzing especially the play in the art world. Gadamer acts to understand playing, that is, the time when the play and the player is “one”. Like any other gamer, video game player also basically pursues the experience. However, the video game player experiences a virtual fiction by interacting with the representations of tools in other games through computer elements. Due to the effects of technology and design, the question of “why do I play?” is now evolved into "how do I experience the game better?”. The player's experience is also focused and shaped due to the economic side of the gaming industry among other variables. This means that the “play”, which is tried to be explained in our study, is placed at the center of the issue and confirmation of Gadamer's perspective.

Keywords
Game, play, video games, Gadamer, seriousness.


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