The Legend of Zelda and Philosophy_ I Link Therefore I Am - Luke Cuddy [125]
16
Michel de Certeau, The Practice of Everyday Life (University of California Press, 1984), p. 92.
17
“Complete Freedom of Movement: Videogames as Gendered Play Spaces,” in Barbie to Mortal Kombat: Gender and Computer Games (MIT Press, 1998), p. 263.
18
The Image of the City (MIT Press, 1960), pp. 111-12.
19
For discussions of violence in relation to videogames, movies, television, and the like in the media, see: Henry Jenkins, “The War Between Effects and Meanings” in Fans, Bloggers, and Gamers (New York University Press, 2006); Dave Grossman and Gloria Degaetano, Stop Teaching Our Kids to Kill: A Call to Action Against TV, Movie, and Videogame Violence (Crown, 1999); Steven Kirsh, Children, Adolescents, and Media Violence: A Critical Look at the Research (Sage, 2006).
20
For those who don’t know this is when a callous develops after many hours of intense game play.
21
With book titles like this, you can see how the existentialists may be viewed as over-dramatic sourpusses.
22
For a look at God and evil, see Chapter 18 in this volume.
23
Friedrich Nietzsche, The Gay Science (New York: Vintage, 1974), p. 181 (my italics).
24
Albert Camus, The Myth of Sisyphus and Other Essays (Knopf, 1967).
25
Viktor E. Frankl, Man’s Search for Meaning (New York: Clarion, 1962).
26
Jean Paul Sartre, Nausea (New Directions, 1961), p. 161.
27
Chapter 5 in this volume interprets the player’s absence as an experienceless state for the inhabitants of Hyrule.
28
Roger Caillois, “The Definition of Play: The Classification of Games,” in Katie Salen and Eric Zimmerman, eds., The Game Design Reader (MIT Press, 2006), p. 141.
29
Gonzalo Frasca, “Videogames of the Oppressed: Videogames as a Means for Critical Thinking and Debate” (Master’s thesis, Georgia Institute of Technology, 2001), p. 9.
30
Johan Huizinga, Homo Ludens, (Boston: Beacon Press, 1971), p. 12.
31
Basic Writings of Nietzsche (Modern Library, 2000).
32
This work draws from the authors’ masters theses: Kristina Drzaic, “Oh No I’m Toast!: Mastering Secrets in Theory and Practice,” Massachusetts Institute of Technology, 2007, http://cms.mit.edu/research/theses/KristinaDrzaic2007.pdf; Peter Rauch, “Playing with Good and Evil: Videogames and Moral Philosophy,” Massachusetts Institute of Technology, 2007, http://cms.mit.edu/research/theses/PeterRauch2007.pdf.
33
In Chapter 5 in this volume, Anna Janssen interprets the existence of multiple Links throughout the franchise as possible evidence for a dualistic view of the Zelda universe.
34
“SEGA42,” like all names of forum posters given in this chapter, is a pseudonym.
35
David Lewis, On the Plurality of Worlds (Blackwell, 1986).
36
Bruno Latour and Steven Woolgar, Laboratory Life (Princeton University Press, 1979).
37
Iwata Asks interview series, Volume 5, p. 10. “I Simply Want Everyone to Enjoy This World.” 38 Aonuma, Eiji. “Video Interview (July 19th, 2007).” Question asked around minute 6. Transcribed from video at 39 Miyamoto, Shigeru. “Keynote: A Creative Vision.” Speech delivered March 8th, 2007 at the Game Developers Conference 2007. Conference details available at 40 “Introduction to Game Time,” First Person: New Media as Story, Performance, and Game (MIT Press, 2004). 41 Writings on Art and Literature (Stanford University Press, 1997), p. 195. 42 Introduction to Literature, Criticism, and Theory (Harlow: Prentice Hall, 1999), pp. 36-37. 43 Yes: the Wiimote controller is tiring. We aren’t talking about weariness, but about effort. Effort has a purpose, and we