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Gadamer's Ethics of Play examines the ethical dimensions of understanding by focusing on the concept of dialogical 'play' in Hans-Georg Gadamer's Truth and Method. The book is accessible to an undergraduate audience, while also being relevant to ongoing debates among Gadamer scholars.
Hans-Georg Gadamer (1900-2002), one of the towering figures of contemporary Continental philosophy, is best known for Truth and Method, where he elaborated the concept of "philosophical hermeneutics," a programmatic way to get to what we do when we engage in interpretation. Donatella Di Cesare highlights the central place of Greek philosophy, particularly Plato, in Gadamer's work, brings out differences between his thought and that of Heidegger, and connects him with discussions and debates in pragmatism. This is a sensitive and thoroughly readable philosophical portrait of one of the 20th century's most powerful thinkers.
Gadamer's Dialectical Hermeneutics contributes to the growing literature that takes seriously the significance of Plato for Gadamer's hermeneutics. What distinguishes this book is the way in which Lauren Swayne Barthold argues for a dialectic central to Gadamer's hermeneutics, one that recalls the Platonic chorismos, or separation, between the transcendent and sensory realms. Barthold demonstrates that Gadamer, too, insisted on the "in-between" nature of human understanding as characterized by Hermes: we are finite beings always striving for infinity--that which lies beyond being. Such a dialectical reading brings clarity to several themes crucial to, and contested within, Gadamer's hermeneutics. First, we are helped to see that Gadamer affirms the roles of both theory and practice for hermeneutics. Second, we are able to appreciate the nature of truth as the event of understanding--that into which we enter as opposed to that which stands apart from us as a criterion. Third, we gain insight into the significance of dialogue for understanding, including the necessary role of the other. And finally, we are able to substantiate the meaning of the good-beyond-being, as a key component to understanding. Gadamer's Dialectical Hermeneutics presents a reading of Gadamer that avoids the labels of realism or essentialism, and shows his primary motivation is to uncover the ethical, indeed dialectically ethical, and practical nature of philosophy.
Play is a vital component of the social life and well-being of both children and adults. This book examines the concept of play and considers a variety of the related philosophical issues. It also includes meta-analyses from a range of philosophers and theorists, as well as an exploration of some key applied ethical considerations. The main objective of The Philosophy of Play is to provide a richer understanding of the concept and nature of play and its relation to human life and values, and to build disciplinary and paradigmatic bridges between scholars of philosophy and scholars of play. Including specific chapters dedicated to children and play, and exploring the work of key thinkers such as Plato, Sartre, Wittgenstein, Gadamer, Deleuze and Nietzsche, this book is invaluable reading for any advanced student, researcher or practitioner with an interest in education, playwork, leisure studies, applied ethics or the philosophy of sport.
This volume presents six lively conversations with Hans-Georg Gadamer (born 1900), one of the twentieth century's master philosophers. Looking back over his life and thought, Gadamer takes up key issues in his philosophy, addresses points of controversy, and replies to his critics, including those who accuse him of having been in complicity with the Nazis. A genial and direct conversationalist, Gadamer is here captured at his best and most accessible. The interviews took place between 1989 and 1996, and all but one appear in English for the first time in this volume. The first three conversations, conducted by Heidelberg philosopher Carsten Dutt, deal with hermeneutics, aesthetics, and practical philosophy and the question of ethics. In a fourth conversation, with University of Heidelberg classics professor Glenn W. Most, Gadamer argues for the vital importance of the Greeks for our contemporary thinking. In the next, the philosopher reaffirms his connection with phenomenology and clarifies his relation to Husserl and Heidegger in a conversation with London philosopher Alfons Grieder. In the final interview, with German Nazi expert Dorte von Westernhagen, Gadamer describes his life
Providing a concise and accessible introduction to the work of the celebrated twentieth century German philosopher, Hans-Georg Gadamer, this book focuses on the aspects of Gadamer’s philosophy that have been the most influential among architects, educators in architecture, and architectural theorists. Gadamer’s philosophy of art gives a special place to the activity of "play" as it occurs in artistic creation. His reflections on meaning and symbolism in art draw upon his teacher, Martin Heidegger, while moving Heidegger’s thought in new directions. His theory of interpretation, or "philosophical hermeneutics," offers profound ways to understand the influence of the past upon the present and to appropriate cultural history in ever new forms. For architects, architectural theorists, architectural historians, and students in these fields, Gadamer’s thought opens a world of possibilities for understanding how building today can be rich with human meaning, relating to architecture’s history in ways that do not merely repeat nor repudiate that history. In addition, Gadamer’s sensitivity to the importance of practical thinking – to the way that theory arises out of practice – gives his thought a remarkable usefulness in the everyday work of professional life.
Few topics have received broader attention within contemporary philosophy than that of responsibility. Theodore George makes a novel case for a distinctive sense of responsibility at stake in the hermeneutical experiences of understanding and interpretation.He argues for the significance of this hermeneutical responsibility in the context of our relations with things, animals and others, as well as political solidarity and the formation of solidarities through the arts, literature and translation.
This collection of essays explores the crucial connections between aesthetic experience and the interdisciplinary field of somaesthetics, while further advancing inquiry in both. After the editor’s introduction and three articles examining philosophical accounts of embodiment and aesthetic experience in existentialism, phenomenology, hermeneutics, and pragmatism, the book’s nine remaining articles apply somaesthetic theory to the fine arts (including detailed studies of the body’s role in painting, sculpture, architecture, poetry, music, photography, and cinema) but also to diverse arts of living, considering such topics as cosmetics and sexual practice. These interdisciplinary, multicultural essays are written by a distinctively international group of experts, ranging from Asia (China and India) to Europe (Denmark, Finland, Hungary, and Italy) and the United States.
Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.
These essays explore Hans-Georg Gadamer's writings on art and literature in English.