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Jogos / Spiele / Games

In this essay, Flusser identifies human beings as homo ludens, the playing animal, asserting that the capacity to play is their defining feature.  He notes at the outset that it is no longer the difference between humans and animals that is at issue, but a difference between humans and their apparatuses.  In supporting his claim, he defines a game as system of elements that regularly combine, then goes on to describe categories of games within which the whole of human communication can be aligned. He focusses on three examples -- chess, language (he chooses Portuguese), and science, using them to introduce terms, e.g. “elements,” “competence,” “repertoire” and “universe,” that apply to games in general but also facilitate comparison and contrast.  Above all, he underscores the need for human beings to be aware of the games in which they participate, for only in such an awareness is it possible to actually play a game -- that is, expand and change it, create something new -- as opposed to being played by it, caught in the operations of a fixed, stolid, apparatus.  First published in German in 1968, the text introduces terms that Flusser developed further in subsequent writings. 

Jogos (PDF 129.9 KB)
Spiele (PDF 139.23 KB)
Games (PDF 240.45 KB)

Drafting the Techno-Imagination: A Future for Literary Writing?

Vilém Flusser paints a dire picture for the future of literary writing. He contests that it is doomed to be replaced by automated language games. In that sense, one can see literature and the image-culture as antagonistic forces. Drawing on examples from contemporary German literature, however, I show in which ways the literary imagination may contribute to the formation of the techno-imagination. The authors Ulrike Draesner and Thomas Lehr scrutinize the impact that visual media has on conceptual thinking and identity. Core ideas from Flusser’s media theory, such as the photographer as homo ludens, communication as resistance to natural entropy, and the re-conceptualization of space and time, feature prominently in the two 2005 novels Spiele (Games) and 42. In these texts, the imaginative capacity of fictional literature provides a conceptual space in which a new awareness towards technical images is drafted, tested, and reviewed.

Drafting (PDF 310.67 KB)

Los fantasmas de Flusser: de magia, comunicación e imagen visual

This paper focuses on the relation between technical image and magic, that is, between the post-historic and the post-magic era and the way it is treated in the philosophy of Vilém Flusser. The image as phantasmagoria is translated into a virtual spectrality, a game of signs and a circular concatenation as in the idea of the eternal return.

Los fantasmas (PDF 196.59 KB)

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