Projectuality in Digital Gameworlds Daniel Vella University of Malta Msida, MSD2080, Malta
[email protected] Stefano Gualeni University of Malta Msida, MSD2080, Malta
[email protected] Keywords Phenomenology, existentialism, goals, projects, subjectivity, worldness INTRODUCTION With the objective of articulating an understanding of the existential structure of the player’s engagement with the gameworld, this paper draws on the notion of the ‘project,’ as developed in the existential philosophy of Martin Heidegger (1962[1927]) and, in particular, of Jean-Paul Sartre (1966[1943]). The existential notion of the project could generally defined as an orientation towards an overarching goal that, at its core, reveals the aspiration to shape one’s individual existence in a certain way. The project is an activity of self-determination – a process through which the individual works towards being “a certain type of person” (McInerney, 1979, 667). It is in the light of this projectual disposition that things are recognized as meaningful to the individual. It is because of that attitude that the things a player encounters in a gameworld are interpreted as important, secondary, pleasant, unpleasant, negligible, desirable, right, wrong, etc. The in-game project frames game entities as resources, obstacles, boundaries, friends, foes, and it is in this way that the digital game environment, as the player’s existential situation, takes the conscious form of a meaningful world of possibility. The paper’s exploration of the player’s engagement