Andrea Andiloro
Biographic Data
| ID | 6723261 |
|---|---|
| NAME | Andrea Andiloro |
| GIVEN NAMES | Andrea |
| FAMILY NAME | Andiloro |
| SIGNATURE | ANDILORO A |
| AFFILIATIONS | Swinburne University of Technology |
| ORCID | 0000-0002-9024-0790 |
| VERIFIED | Yes |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 5 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2023 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Death as design: Video games and the framing of finitude
Video games uniquely mediate existential themes of mortality through their formal mechanics and narrative structures. This paper positions video games as “death media,” arguing that their affordances reshape how players confront finitude. Drawing on Martin Heidegger’s notion of “being-towards-death” the analysis examines how video games transform abstract mortality into tangible, visceral experiences. Central to this exploration is Before Your Ey…
Premiers to pixels: The discourse of cinema envy in 1990s videogame magazines
This article explores the concept of cinema envy within the context of 1990s videogame magazines, identifying it as an understanding within gaming culture that videogames are not ‘serious’, ‘worthy’, or ‘artistic’ as film. The research aims to understand how cinema envy, as a discourse, has been discussed and used to justify the existence and value of videogames relative to film. Through an analysis of key videogame magazines published between 19…
There is No Videogame: Nishida, Posthumanism, and the Basho of Gameplay
This article traverses from humanist to posthumanist philosophies to analyse videogame ontology. It challenges Cartesian dualism, understood as emblematic of humanist thinking, by bringing the philosophy of Nishida Kitarō in conversation with posthumanist thought. Nishida’s rejection of the subject-object split and his concepts of ‘pure experience’, ‘basho’ and ‘action-intuition’ provide a framework for understanding games as dynamic events in a …
Maga (metamodernism as game aesthetic)
This article considers Trump’s presidency as metamodern, embodying contradictions within the established order and resonating with contemporary cultural trends. Oscillating between modernism and postmodernism, metamodernism is defined by coexistence of seemingly contrasting affective states and dispositions: enthusiasm and irony, hope and melancholy, attachment and alienation, generating a multifaceted subjecthood. Trump’s nostalgic slogan ‘Make …
Understanding Genre as Atmospheric Assemblage: The Case of Videogames
This article advances an affect-based theorization of genre as atmospheric assemblage by applying such a framework to an analysis of videogame genre. The affective excess originating from the relations between the components of the assemblage is experienced by the player as a specific type of thinking-moving-feeling understood as a wholistic atmosphere. By looking at the cases of the soulsborne, rouguelike, and metroidvania genres, the article ex…
No prominent works on this page.
Understanding Genre as Atmospheric Assemblage: The Case of Videogames
This article advances an affect-based theorization of genre as atmospheric assemblage by applying such a framework to an analysis of videogame genre. The affective excess originating from the relations between the components of the assemblage is experienced by the player as a specific type of thinking-moving-feeling understood as a wholistic atmosphere. By looking at the cases of the soulsborne, rouguelike, and metroidvania genres, the article ex…
There is No Videogame: Nishida, Posthumanism, and the Basho of Gameplay
This article traverses from humanist to posthumanist philosophies to analyse videogame ontology. It challenges Cartesian dualism, understood as emblematic of humanist thinking, by bringing the philosophy of Nishida Kitarō in conversation with posthumanist thought. Nishida’s rejection of the subject-object split and his concepts of ‘pure experience’, ‘basho’ and ‘action-intuition’ provide a framework for understanding games as dynamic events in a …
Maga (metamodernism as game aesthetic)
This article considers Trump’s presidency as metamodern, embodying contradictions within the established order and resonating with contemporary cultural trends. Oscillating between modernism and postmodernism, metamodernism is defined by coexistence of seemingly contrasting affective states and dispositions: enthusiasm and irony, hope and melancholy, attachment and alienation, generating a multifaceted subjecthood. Trump’s nostalgic slogan ‘Make …
Death as design: Video games and the framing of finitude
Video games uniquely mediate existential themes of mortality through their formal mechanics and narrative structures. This paper positions video games as “death media,” arguing that their affordances reshape how players confront finitude. Drawing on Martin Heidegger’s notion of “being-towards-death” the analysis examines how video games transform abstract mortality into tangible, visceral experiences. Central to this exploration is Before Your Ey…
Premiers to pixels: The discourse of cinema envy in 1990s videogame magazines
This article explores the concept of cinema envy within the context of 1990s videogame magazines, identifying it as an understanding within gaming culture that videogames are not ‘serious’, ‘worthy’, or ‘artistic’ as film. The research aims to understand how cinema envy, as a discourse, has been discussed and used to justify the existence and value of videogames relative to film. Through an analysis of key videogame magazines published between 19…
Digital Games and Media (5 works) · Aesthetics (3 works) · Psychology (3 works) · Art (2 works) · Cinema and Media Studies (2 works) · Cognitive science (2 works) · Epistemology (2 works) · History (2 works) · Philosophy (2 works) · Sociology (2 works)