Jussi Holopainen – Revisiting Fictional Actions and Affordances

This talk looks at how avatar-based computer games create meaningful experiences for players. The focus is on developing an account of fictional actions and affordances by applying Dewey’s thoughts on art as a crystallization of experiences, Nguyen’s consideration of games as art of agency, Gibson’s theory of affordances, and Johnson’s take on embodied meaning combined with Gallese’s notion of embodied simulations. When players perform actions in the game, they do not just press buttons; they simulate the actions of the avatar in an emotionally infused, embodied way. The gameworld affordances for the avatar automatically activate the same motor programs in the player as would similar affordances in the real world. The same applies to players witnessing their avatars performing those bodily actions. These create a sense of embodiment where players can vicariously experience the actions and emotions of their avatar. This sense is further heightened in games as, following Dewey and Nguyen, the actions and affordances (and thus agency) in games can be considered as crystallized and caricatured presentations of how we humans are bodily beings in the world. This view also sheds new light on the fictional status of game actions and affordances.