Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
16th Annual Conference
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Special session
Serious Games for Enjoying Seriousness
Rethinking “Seriousness as Intellectual Pleasure” through the Development of The Commentator
*Daisuke ITOH
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CONFERENCE PROCEEDINGS OPEN ACCESS

Pages 9-13

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Abstract
This paper examines how seriousness itself can constitute intellectual pleasure, drawing on the development and exhibition of The Commentator, an indie game that simulates the backstage process of a television news program. Prior work in serious games has relied on purpose-driven frameworks such as persuasive games (Bogost, 2007) and critical play (Flanagan, 2009) which conceptualize serious topics primarily as instruments for persuasion, critique, or learning. In contrast, observational data from exhibitions of The Commentator show players spontaneously enjoying political, ethical, and social issues: they read and interpret news items, deliberate over televised comments, and laugh or hesitate together without being directed toward predetermined lessons or outcomes. Through qualitative analysis of these play situations, I identify a threelayers structure of the pleasures of seriousness: (1) the intellectual pleasure of reading and interpreting news texts; (2) the ethical pleasure of making judgments and assuming responsibility for them; and (3) the social pleasure of sharing, comparing, and negotiating these judgments with others. I argue that this non-teleological mode of play suggests an alternative design stance in which serious games function less as devices for delivering specific content and more as spaces where players can taste, dwell in, and democratically share seriousness as a form of play.
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