National Repository of Grey Literature 2 records found  Search took 0.00 seconds. 
The Aesthetic Dimension of playing Videogames
Rubášová, Veronika ; Dadejík, Ondřej (advisor) ; Hadravová, Tereza (referee)
The Aesthetic Dimension of playing Videogames Abstract The Thesis is divided into two main parts. The first part follows the beginning of the discussion which considers computer games as Art. Selected theories are analyzed and critically reviewed. Specifically, these are theories considering the emotional potential of games, their narativity, or their cluster definition. In the second part are computer games seen as aesthetic experiences. In a short diversion the similarities between computer games and sport are shown. Also the role of winning and rules is contemplated. Subsequently, John Dewey's theory is used to interpret the phenomenon. The text is interwoven with examples of old and current computer games. Key words: Videogames, Aesthetics of Everyday life, New Media Art, an Experience, Pragmatism, John Dewey
John Dewey's Aesthetics and interactive art
Rubášová, Veronika ; Kaplický, Martin (advisor) ; Dadejík, Ondřej (referee)
This bachelor thesis is especially focused on John Dewey's theory. The first and the main part of the bachelor thesis deals with Dewey's conception of experience, with analysis of this process of experience and with aesthetic level of experience. Significant part of bachelor thesis is dedicated to aesthetic experience with art as well, which is discussed in the context of every day experiences. Continuity between both is highlighted. The second part of the bachelor thesis is an addendum to the interpretation of Dewey's theory. This part of the thesis deals with interactive art. Interactive art is interpreted using Dewey's theory. Interactive art is in this paper understood as artistic type which can emphasize continuity between art and everyday experience so as Dewey does.

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