A Computer Game Seen as a Source of Axiological Value. 
Based on "Ori and the Blind Forest" Cover Image

Gra komputerowa jako źródło wartości aksjologicznych. Na przykładzie gry "Ori and the Blind Forest"
A Computer Game Seen as a Source of Axiological Value. Based on "Ori and the Blind Forest"

Author(s): Jakub Bieńkowski
Subject(s): Sociology of Art
Published by: Uniwersytet Jana Długosza w Częstochowie
Keywords: computer;games;procedural;rhetoric;values;axiology

Summary/Abstract: The article aims at using Ian Bogost tools and elements of Roman Ingarden’s literary work of art theory in order to examine video games from the point of view of their axiological value. The article uses the Ori and the Blind Forest game as an example. According to procedural rhetoric, a game is a system of rules. The system creates audiovisual and linguistic meanings through the mutual influence of its components. The meanings are ideologically based (they touch on a variety of issues: social, political, psychological, aesthetic, economic, etc., ones). The meanings refer thus to the world that surrounds the player and comment on the reality in the way that is typical to a game. The perspective that is given by Roman Ingarden’s literary work of art allows in turn to fill in Bogost’s proposal with axiological value and shows its role in the receiver-medium relationship. Ori and the Blind Forest is a simple and clear example of using this formula to analyse games as a source of axiological value.

  • Issue Year: IV/2018
  • Issue No: 1
  • Page Range: 49-65
  • Page Count: 17
  • Language: Polish
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