Fictional Games: A Philosophy of Worldbuilding and Imaginary Play

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What roles do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the audience will never play? Combining perspectives from philosophy, literary theory and game studies, this book provides the first in-depth investigation into the significance of fictional games within fictional worlds.

Drawing from contemporary cinema and literature, from
The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce five key functions that different types of imaginary games have in worldbuilding. First, fictional games can emphasize the dominant values and ideologies of the fictional society they belong to. Second, some imaginary games function in fictional worlds as critical, utopian tools, inspiring shifts in the thinking and political orientation of the fictional characters. Third, a few fictional games are conducive to the transcendence of a particular form of being, such as the overcoming of human corporeality. Fourth, imaginary games within works of fiction can deceptively blur the boundaries between the contingency of play and the irrevocable seriousness of “real life”, either camouflaging life as a game or disguising a game as something with more permanent consequences. And fifth, they can function as meta-reflexive tools, suggesting critical and/or satirical perspectives on how actual games are designed, played, sold, manipulated, experienced, understood and utilized as part of our culture.

With illustrations in every chapter bringing the imaginary games to life, Gualeni and Fassone creatively inspire us to consider fictional games anew: not as moments of playful reprieve in a storyline, but as significant and multi-layered expressive devices.

Author(s): Stefano Gualeni, Riccardo Fassone
Publisher: Bloomsbury Academic
Year: 2023

Language: English
Pages: 214
City: London

Cover
Halftitle page
Series page
Title page
Copyright page
Contents
Figures
Foreword Playing fiction-games with fictional games
Acknowledgements
Introduction
Four uses of fictional games
Chapter outlines
1 On Fictional Games
1.1 Playing fictional games?
1.2 The unplayability of fictional games
1.3 Ground and figure: The Gestalt of fictional games
2 Fictional Games and Ideology
2.1 The representation of virtues andvices in fictional games
2.2 Play without labour in Quintet
2.3 Conclusions
3 Fictional Games as Utopian Devices
3.1 Th e game of Azad and indeterminacy
3.2 Thinking outside the game in The Running Man
3.3 Conclusions
4 Fictional Games as Deceptions and Hallucinations
4.1 Roy: A Life Well Lived (within the Machine)
4.2 Being played by The Game
4.3 Conclusions
5 Fictional Games and Transcendence
5.1 Transcendence and technological fatalism in Diamond Dogs
5.2 Transcendence of the self in eXistenZ
5.3 Conclusions
6 Concluding Thoughts
6.1 Meta-referential fictional games and satire
6.2 Directions for future research
Appendix A compendium of fictional games cited in the book
Index