词条 | Stefano Gualeni |
释义 |
| name = Stefano Gualeni | image = | image_size = | birth_date = {{Birth date and age|1978|04|30}} | birth_place = Lovere, Italy | occupation = Video game designer, Philosopher, Professor at the University of Malta, Visiting Professor at the Laguna College of Art and Design | website = http://stefano.gua-le-ni.com }}Stefano Gualeni is an Italian philosopher and game designer who created videogames such as Tony Tough and the Night of Roasted Moths, Gua-Le-Ni; or, The Horrendous Parade, and Something Something Soup Something.[1][2][3][4] Gualeni is an Associate Professor at the Institute of Digital Games of the University of Malta, where he pursues academic research in the fields of philosophy of technology, game design, virtual worlds research, and existentialism.[5][6][7] Since 2015, he is a Visiting Professor in Game design at the Laguna College of Art and Design[8] of Laguna Beach, California. BackgroundBorn in Lovere, Italy, in 1978, Gualeni graduated in 2004 in architecture at the Politecnico di Milano. His final thesis was developed in Mexico supported by ITESM (Tec de Monterrey, Campus Ciudad de Mexico). He spent a year of his undergraduate career at the QUT in Brisbane, Australia.[9] Gualeni was awarded his Master of Arts in 2008 at the Utrecht School of the Arts. In his thesis, he proposed a hermeneutic model for digital aesthetics inspired by Martin Heidegger's existential phenomenology. He obtained his Ph.D. in Philosophy (postphenomenology, philosophy of technology) at the Erasmus University Rotterdam in 2014. His dissertation, titled Augmented Ontologies, focuses on virtual worlds in their role as mediators: as interactive, artificial environments where philosophical ideas, world-views, and thought-experiments can be experienced, manipulated, and communicated experientially.[10] Academic workGualeni's work takes place in the intersection between continental philosophy and the design of virtual worlds.[11] Given the practical and interdisciplinary focus of his research - and depending on the topics and the resources at hand - his output takes the form of academic texts and/or of interactive digital experiences.[12] In his articles and essays, he presents computers as instruments to prefigure and design ourselves and our worlds, and as gateways to experience alternative possibilities of being.[13][14] In 2015, Gualeni released the book Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer with Palgrave Macmillan. Inspired by postphenomenology and by Martin Heidegger's philosophy of technology, the book attempts to answer questions such as: will experiencing worlds that are not 'actual' change our ways of structuring thought? Can virtual worlds open up new possibilities to philosophize? What does it mean to 'be' in virtual worlds?[15] His contributions to the edited volumes Experience Machines: Philosophy in Virtual Worlds[16] and Towards a Philosophy of Digital Media[17] focus on the experiential and existential effects and possibilities disclosed by virtual technologies. One of the central themes of Gualeni's work revolves around the fact that the history of philosophy has, until recently, merely been the history of written thought. He argues that we are, however, witnessing a technological shift in how philosophy is pursued, valued, and communicated. In that respect, Gualeni advances the claim that digital media can constitute a critical alternative and a complement to our almost-exclusively linguistic approach to developing and communicating thought.[5][18] He considers virtual worlds to be philosophically viable and advantageous in contexts like thought experiments (where we can objectively test and evaluate possible courses of action and corresponding consequences) or in the case of philosophical enquiries concerning non-actual state of affairs and/or non-human phenomenologies.[18][15] BooksMonographic booksGualeni, S. (2015). Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer. Basinstoke (UK): Palgrave Macmillan.[19] Book chaptersGualeni, S. (2018) “A Philosophy of ‘DOING’ in the digital”. In Romele, A. and Terrone, E. (eds.), Towards a Philosophy of Digital Media. 225-255. Basingstoke (UK): Palgrave Macmillan, Cham.[20] Gualeni, S. (2017). “VIRTUAL WELTSCHMERZ - things to keep in mind while building experience machines and other tragic technologies”. In Silcox, M. (ed.), Experience Machines: The Philosophy of Virtual Worlds. 113-136. London (UK): Rowman and Littlefield International.[21] Gualeni, S. (2015). “Playing with Puzzling Philosophical Problems”. In Zagalo, N. and Branco, P. (eds.). Creativity in the Digital Age. Springer Series on Cultural Computing. XIV. 59-74. London (UK): Springer-Verlag.[22] Playable academic worksStefano is a philosopher who designs videogames and a game designer who is passionate about philosophy.[23] Although his academic work largely takes the form of texts, he designs virtual experiences that have the specific objective of disclosing thought experiments and ideas in ways that are interactive and negotiable (and perhaps even playful).[24][25] The following are examples of his ‘playable philosophy’ projects:
Commercial titles released as game designer
Other game industry credits
External links
Footnotes1. ^MobyGames Developer's Bio {{Authority control}}{{DEFAULTSORT:Gualeni, Stefano}}2. ^{{IMDb name|id=1709296|name=Stefano Gualeni}} 3. ^Stefano Gualeni's Adventuretreff Interview (18-06-2006) 4. ^{{Cite web|url=http://soup.gua-le-ni.com/|title=Something Something Soup Something|website=soup.gua-le-ni.com|language=en|access-date=2017-11-10}} 5. ^1 {{Cite book|title=Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer|last=Gualeni|first=Stefano|publisher=Palgrave Macmillan|year=2015|isbn=978-1-137-52177-4|location=Basingstoke (UK)|pages=}} 6. ^[https://www.um.edu.mt/profile/stefanogualeni University of Malta, Dr. Stefano Gualeni profile at the University of Malta] 7. ^Dr. Stefano Gualeni profile on the website of the Institute of Digital Games 8. ^{{Cite news|url=https://www.lcad.edu/news/stefano-gualeni|title=Prof. Stefano Gualeni - Laguna College of Art and Design|last=|first=|date=June 19, 2018|work=LCAD official Website|access-date=June 19, 2018}} 9. ^Stefano Gualeni's CV 10. ^RePub, Erasmus University Academic Repository (17-04-2012) 11. ^[https://scholar.google.it/citations?user=_bF9iWkAAAAJ&hl=en Stefano Gualeni - Google Scholar Citations] 12. ^NECESSARY EVIL - a critical, self-reflexive videogame (29-10-2013) 13. ^[https://www.um.edu.mt/profile/stefanogualeni University of Malta, Dr. Stefano Gualeni profile] 14. ^FREER THAN WE THINK: Game Design as a Liberation Practice {{webarchive|url=https://web.archive.org/web/20150620231615/http://stefano.gua-le-ni.com/papers/2014%2011%20-%20Game%20Design%20as%20a%20Liberation%20Practice.pdf |date=2015-06-20 }} (16-11-2014) 15. ^1 Virtual Worlds as Philosophical Tools - How to Philosophize with a Digital Hammer (16-11-2014) 16. ^{{Cite book|url=https://www.worldcat.org/oclc/967202186|title=Experience machines : the philosophy of virtual worlds|others=Silcox, Mark,|isbn=9781786600677|location=London|oclc=967202186}} 17. ^{{Cite book|url=https://www.worldcat.org/oclc/1036765359|title=TOWARDS A PHILOSOPHY OF DIGITAL MEDIA|date=2018|publisher=SPRINGER INTERNATIONAL PU|others=Romele, Alberto., Terrone, Enrico, 1970-|isbn=9783319757599|location=[S.l.]|oclc=1036765359}} 18. ^1 {{Cite journal|last=Gualeni|first=Stefano|date=2016|title=Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts|url=http://www.gamejournal.it/gualeni-self-reflexive-videogames/|journal=G A M E - The Italian Journal of Game Studies|volume=1, 5|pages=|via=}} 19. ^Virtual Worlds as Philosophical Tools - How to Philosophize with a Digital Hammer (16-11-2014) 20. ^{{Cite book|url=https://www.worldcat.org/oclc/1036765359|title=TOWARDS A PHILOSOPHY OF DIGITAL MEDIA|date=2018|publisher=SPRINGER INTERNATIONAL PU|isbn=9783319757599|location=[S.l.]|oclc=1036765359}} 21. ^{{Cite book|url=https://www.worldcat.org/oclc/967202186|title=Experience machines : the philosophy of virtual worlds|others=Silcox, Mark,|isbn=9781786600677|location=London|oclc=967202186}} 22. ^{{Cite book|url=https://www.worldcat.org/oclc/906575151|title=Creativity in the Digital Age|others=Zagalo, Nelson,, Branco, Pedro,|isbn=9781447166818|location=London|oclc=906575151}} 23. ^[https://www.um.edu.mt/profile/stefanogualeni Dr Stefano Gualeni's Profile at the University of Malta] 24. ^Why designing a videogame about soup? 25. ^Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts 26. ^ATUM credits list 27. ^[https://www.academia.edu/9285965/ATUM_-_Applying_Multi-layer_Game_Design_and_Environmental_Storytelling ATUM - Applying Multi-layer Game Design and Environmental Storytelling] 28. ^Gamasutra.com featured blogpost 'Self-reflexive Video Games as Playable Critical Thought' by Stefano Gualeni (29-10-2013) 29. ^The Unfinished Swan complete credits list on MobyGames 30. ^Fairytale Fights complete credits list on MobyGames 31. ^EXP-game official website 32. ^The 13th Annual Independent Games Festival Finalists 33. ^Full credits for the game on the official webpage for Chewy! 34. ^2011 Independent Propeller Award winners announced {{webarchive|url=https://web.archive.org/web/20110320041114/http://www.indiepubgames.com/news/2011-independent-propeller-indie-game-developer-award-winners-announced-sxsw |date=2011-03-20 }} 9 : Italian video game designers|Video game designers|Philosophers of technology|1978 births|Living people|Italian designers|Polytechnic University of Milan alumni|Utrecht School of the Arts alumni|Erasmus University Rotterdam alumni |
随便看 |
|
开放百科全书收录14589846条英语、德语、日语等多语种百科知识,基本涵盖了大多数领域的百科知识,是一部内容自由、开放的电子版国际百科全书。