Return to search

Estetická dimenze hraní počítačových her / The Aesthetic Dimension of playing Videogames

The Aesthetic Dimension of playing Videogames Abstract The Thesis is divided into two main parts. The first part follows the beginning of the discussion which considers computer games as Art. Selected theories are analyzed and critically reviewed. Specifically, these are theories considering the emotional potential of games, their narativity, or their cluster definition. In the second part are computer games seen as aesthetic experiences. In a short diversion the similarities between computer games and sport are shown. Also the role of winning and rules is contemplated. Subsequently, John Dewey's theory is used to interpret the phenomenon. The text is interwoven with examples of old and current computer games. Key words: Videogames, Aesthetics of Everyday life, New Media Art, an Experience, Pragmatism, John Dewey

Identiferoai:union.ndltd.org:nusl.cz/oai:invenio.nusl.cz:404459
Date January 2019
CreatorsRubášová, Veronika
ContributorsDadejík, Ondřej, Hadravová, Tereza
Source SetsCzech ETDs
LanguageCzech
Detected LanguageEnglish
Typeinfo:eu-repo/semantics/masterThesis
Rightsinfo:eu-repo/semantics/restrictedAccess

Page generated in 0.0021 seconds