Abstract

In recent years, we have observed the emergence of a variety of video games that allow their players to temporarily exist entangled in more-than-human worlds, becoming with other species and things. Informed and inspired by posthuman philosophies, this article examines three video games: Everything (2017), Stray (2022), and Endling - Extinction is Forever (2022). This analysis focuses on three key questions: 1) How are these games enabling players to become with non-human characters representing real-life organisms? 2) What kinds of knowledge do players gain about these worlds? 3) How to define a more-than-human playful experience? The article concludes by introducing an initial draft of guidelines intended to facilitate the development of more-than-human games.

Keywords

game design; more-than-human; non-anthropocentric; become with; play

Creative Commons License

Creative Commons Attribution-NonCommercial 4.0 International License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License

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Jun 23rd, 9:00 AM Jun 28th, 5:00 PM

Exploring more-than-human worlds and becoming with living and non-living entities through play

In recent years, we have observed the emergence of a variety of video games that allow their players to temporarily exist entangled in more-than-human worlds, becoming with other species and things. Informed and inspired by posthuman philosophies, this article examines three video games: Everything (2017), Stray (2022), and Endling - Extinction is Forever (2022). This analysis focuses on three key questions: 1) How are these games enabling players to become with non-human characters representing real-life organisms? 2) What kinds of knowledge do players gain about these worlds? 3) How to define a more-than-human playful experience? The article concludes by introducing an initial draft of guidelines intended to facilitate the development of more-than-human games.

 

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