Fictional Games

Regular price €36.50
A01=Riccardo Fassone
A01=Stefano Gualeni
activities
Author_Riccardo Fassone
Author_Stefano Gualeni
board games
Category=ATMN
Category=DSB
Category=JBCT
Category=QDTS
computer games
continental philosophy
dream
eq_art-fashion-photography
eq_bestseller
eq_biography-true-stories
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
film
game design
imaginary world
imagination
literary
magic
make-believe
metamorphosis
novels
playing
political thought
rhetoric
rules
sociology
sports
story
utopia
videogames

Product details

  • ISBN 9781350277120
  • Weight: 320g
  • Dimensions: 154 x 234mm
  • Publication Date: 25 Jul 2024
  • Publisher: Bloomsbury Publishing PLC
  • Publication City/Country: GB
  • Product Form: Paperback
Delivery/Collection within 10-20 working days

Our Delivery Time Frames Explained
2-4 Working Days: Available in-stock

10-20 Working Days: On Backorder

Will Deliver When Available: On Pre-Order or Reprinting

We ship your order once all items have arrived at our warehouse and are processed. Need those 2-4 day shipping items sooner? Just place a separate order for them!

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.

Stefano Gualeni is Associate Professor at the Institute of Digital Games, University of Malta, Malta. His recent publications include: Virtual Worlds as Philosophical Tools (2015) and Virtual Existentialism (2020).

Riccardo Fassone is Associate Professor in the Department of Humanities at the University of Torino, Italy. His recent publications include: Every Game is an Island. Endings and Extremities in Video Games (Bloomsbury, 2017).