In Krista Bonello Rutter Giappone, Tomasz Majkowski & Jaroslav Švelch (eds.),
Video Games and Comedy. Palgrave Macmillan. pp. 35-52 (
2022)
Copy
BIBTEX
Abstract
This chapter discusses the comic potential that originates in the way players of digital games take on the dual position of being at once a played self that is internal to the gameworld and a playing self that perceives this world from the outside. I first describe the comic attitude as it is defined within philosophy: as an attitude of distanced and dispassionate reflection towards an incongruity. I then show how the dual position of players during gameplay not only is characterized by incongruities, such as contradictions between the apparent seriousness and the ultimate triviality of in-game actions, but also allows players to dispassionately reflect on these incongruities. I thus argue that digital gameplay entails the inherent possibility of turning players into both a comic object and a laughing subject.