I giochi come vero Organon della filosofia. Ontologie ludiche: Schelling, Huizinga, Borges e oltre
Jos de Mul. I giochi come vero Organon della filosofia. Ontologie ludiche: Schelling, Huizinga, Borges e oltre. In: Marco Accordi Rickards & Fabio Belsanti (Ed.) Homo Cyber Ludens. Bari: Idra Editing, 101-129.[1] Also availble as Kindle edition in Italian and English.
Introduzione
Uno spettro ludico si aggira per il mondo. Dagli anni '60, in cui la parola "ludico" è diventata popolare in Europa e negli Stati Uniti per designare comportamenti e oggetti inerenti il gioco, la ludicità è diventata sempre più una caratteristica fondamentale della nostra cultura. Nei primi decenni del XXI secolo si può persino parlare di una «ludificazione della cultura» globale (Raessens 2006). Forse la prima cosa che viene in mente in questo contesto è l'immensa popolarità dei videogiochi (Frissen et al. 2015). Ma sebbene forse più visibile, la cultura dei videogiochi è solo una manifestazione del processo di ludificazione che sembra penetrare in ogni dominio culturale (Neitzel e Nohr 2006). Nella nostra attuale economia dell’esperienza, ad esempio, la ludicità non caratterizza solo il tempo libero (shopping “divertente”, giochi televisivi, parchi divertimento, uso ludico di computer, internet e smartphone), ma anche quegli ambiti che un tempo erano seri, come il lavoro (che oggi dovrebbe essere soprattutto divertente), educazione (serious games), politica (campagne ludiche) e persino guerra (wargames digitali e simulatori virtuali di battaglie sul campo). Secondo Jeremy Rifkin, «il gioco sta diventando importante nell'economia culturale quanto il lavoro lo era nell'economia industriale» (Rifkin 2000, 263). La cultura postmoderna nel suo insieme è stata descritta come «un gioco senza uno scopo generale, un gioco senza una destinazione trascendente» (Minnema 1998, 21). E secondo il sociologo Zygmunt Bauman, anche l'identità umana è diventata un fenomeno ludico. Nella cultura ludica, sostiene, la ludicità non è più limitata all'infanzia, ma è diventata un atteggiamento permanente: «Il segno dell'età adulta postmoderna è la volontà di abbracciare il gioco con tutto il cuore, come fanno i bambini» (Bauman 1995, 99).
Di conseguenza, i fenomeni del giocare e del gioco sono osservati e studiati con sempre più attenzione dalle scienze naturali, le scienze sociali e le scienze umane. Si può pensare, ad esempio, all'implementazione della teoria dei giochi in biologia (Sigmund 1993), economia (Von Neumann e Morgenstern 2007, Leonard 2010) e antropologia culturale (Bateson 1977, 1955). Oltre al crescente interesse per l’attività ludica, che in queste discipline era preesistente, negli ultimi decenni – motivato dalla crescita sostanziale del tempo libero e dalla crescita della ludoindustria e del ludocapitalismo (Dibbell 2008), diversi nuovi campi interamente dedicati allo studio di giochi e videogiochi sono emersi (es. Raessens e Goldstein 2005, Fuchs et al. 2014).
Come dobbiamo intendere questa “ludificazione della cultura”? Cosa dice della nostra vita e della nostra visione del mondo all'inizio del XXI secolo? In ciò che segue presenterò un'interpretazione di questo fenomeno della ludificazione con l'aiuto di due libri: il Sistema dell’idealismo trascendentale (System of transcendental Idealism, 1800) di Friedrich Schelling e Homo ludens (1938) di Johan Huizinga, insieme a un racconto di Jorges Luis Borges intitolato La biblioteca di Babele (The Library of Babel, 1941). Sosterrò che questi lavori, quando li collochiamo nel contesto dell'ontologia dei database che caratterizza la nostra epoca informatica, offrono una prospettiva illuminante sull'ontologia ludica che sta alla base della ludificazione della cultura.
Svilupperò la mia argomentazione in tre passaggi. Nei primi due presenterò alcune delle idee chiave che si possono trovare rispettivamente nel Sistema dell’Idealismo trascendentale di Schelling e nel saggio Homo ludens di Huizinga. Discuterò il loro comune desiderio romantico di trascendenza immanente mediante l'estetizzazione del mondo, così come la loro comune – e non meno romantica – avversione verso la tecnologia moderna. Tuttavia, come sosterrò nella terza e ultima parte del mio intervento, contrariamente a quanto credevano sia Schelling sia Huizinga, è proprio nelle moderne tecnologie dell'informazione che si realizza l’ontologia ludica che cercavano. Usando La biblioteca di Babele (e facendo anche riferimento a simulazioni ludiche di questa biblioteca su internet), questo mi porterà alla conclusione che la svolta ludica della tecnologia trasforma il gioco per computer (i videogiochi) nel "vero organon della filosofia".
Games as the True Organon of Philosophy. Playful ontologies: Schelling, Huizinga, Borges and beyond
Jos de Mul. Games as the True Organon of Philosophy. Playful ontologies: Schelling, Huizinga, Borges and beyond. In: Marco Accordi Rickards & Fabio Belsanti (Eds.) Homo Cyber Ludens. Bari: Idra Editing, 97-124. Also availble as Kindle edition in Italian and English.
Introduction
A playful specter is haunting the world. Since the 1960s, in which the word ‘ludic’ became popular in Europe and the US to designate playful behavior and artifacts, playfulness has increasingly become a mainstream characteristic of our culture. In the first decades of the 21st century, we can even speak of a global ‘ludification of culture’ (Raessens 2006). Perhaps the first thing that comes to mind in this context is the immense popularity of computer games (Frissen et al. 2015). But although perhaps most visible, computer game culture is only one manifestation of the process of ludification that seems to penetrate every cultural domain (Neitzel and Nohr 2006). In our present experience economy, for example, playfulness not only characterizes leisure time (fun shopping, game shows on television, amusement parks, playful use of computers, internet and smartphones), but also those domains that used to be serious, such as work (which should above all be fun today), education (serious gaming), politics (ludic campaigning), and even warfare (video games like war simulators and interfaces). According to Jeremy Rifkin “play is becoming as important in the cultural economy as work was in the industrial economy” (Rifkin 2000, 263). Postmodern culture as a whole has been described as “a game without an overall aim, a play without a transcendent destination” (Minnema 1998, 21). And according to sociologist Zygmunt Bauman, even human identity has become a playful phenomenon. In ludic culture, he argues, playfulness is no longer restricted to childhood, but has become a lifelong attitude: “The mark of postmodern adulthood is the willingness to embrace the game whole-heartedly, as children do” (Bauman 1995, 99).
As a result, the phenomena play and game have gained strong attention in the natural sciences, social sciences, and humanities. One can think, for example, of the implementation of game theory in biology (Sigmund 1993), economics (Von Neumann and Morgenstern 2007, Leonard 2010) and cultural anthropology (Bateson 1977, 1955). In addition to the increased interest in play and games in these already existing disciplines, in the last decades – motivated by the substantial growth of leisure time and the growth of ludo-industry and ludo-capitalism (Dibbell 2008), several new fields entirely devoted to the study of play and (computer) games have emerged (e.g. Raessens and Goldstein 2005, Fuchs et al. 2014).
How should we understand this ‘ludification of culture’? What does it say about our life and world view at the beginning of the 21st century? Today I will present an interpretation of this phenomenon of ludification with the help of two books - Friedrich Schelling’s System of transcendental Idealism [System des transzendentalen Idealismus] (1800) and Johan Huizinga’s Homo Ludens. A Study of the Play-Element in Culture [Homo Ludens. Proeve ener bepaling van het spel-element der cultuur] (1938) and one short story, Jorges Luis Borges’ ‘The library of Babel’[‘La biblioteca de Babel’] (1941). I will argue that these works, when we situate them in the context of the database ontology which characterizes our computer age, offer an illuminating outlook on the playful ontology that underpins the ludification of culture.
I will develop my argument in three steps. In the first two I will present some of the key ideas that can be found in respectively Schelling’s System of transcendental Idealism and Huizinga’s Homo ludens. I will discuss their shared romantic desire for immanent transcendence through aesthetization of the world, as well as their shared – and no less romantic - aversion toward modern technology. However, as I will argue in the third and last part of my talk, contrary to what both Schelling and Huizinga expected, precisely in modern information technologies the playful ontology they were after, is realized. Using ‘The Library of Babel’ (and also referring to playful simulations of this Library at the internet), this will lead me to the conclusion that the ludic turn of technology turns the computer game into the ‘true organon of philosophy’.
From mythology to technology and back. Human‐animal combinations in the era of digital recombinability
Jos de Mul. From mythology to technology and back. Human‐animal combinations in the era of digital recombinability. In: Bruno Accarino, Jos de Mul und Hans-Peter Krüger (Hrsg.). Internationales Jahrbuch für Philosophische Anthropologie. Band 10 (2020)/ International Yearbook for Philosophical Anthropology. Volume 10 (2020) Katharina Block &Julien Kloeg (Eds.). Ecology 2.0 - The Contribution of Philosophical Anthropology to Mapping the Ecological Crisis. Berlin: De Gruyter, 2021, 79-97.
Who does not know the wonderful human-animal combinations in Greek mythology?[1] The Centaur, the creature with the upper body of a human and the lower body and legs of a horse; Medusa, the woman with eyes of stone, from whose head snakes grow instead of hair; Chimaera, the monster with the head of a lion, the body of a goat and a snake for a tail? They sowed death and destruction. Quite comforting that they don’t exist.
Or should we say: did not yet exist? Because human-animal combinations are among us again, and this time not as creations of mythological imagination, but as products of contemporary biotechnology, such as cybrids and chimeras. Think of mice with sizable pieces of genetic code that originated from the human genome, used in cancer and pharmaceutical research, or pigs with a human heart, that are grown for medical applications.
Such biotechnological creations evoke a lot of resistance in public debates. This resistance is partly based on rational arguments, such as health risks, but often strong emotions, like feelings of disgust, play a major role as well. Why would that be the case? All things considered, contemporary biological insights inform us that human beings, like all species, actually are already polygenomic organisms, and for that reason, fundamental biological concepts such as ‘individual’ and ‘species’ deserve considerable nuance. On closer inspection, the mythological human-animal combinations appear to contain more truth on this point than nineteenth-century biology, which was strongly driven by a separative cosmology, which still haunts common sense conceptions of life today.
In this essay I will discuss recent developments in postgenomic molecular biology from the perspective of the interconnective cosmology of Greek mythology. Not in order to claim the ‘eternal truth’ of this ancient cosmology, but to show that it contains insights that help us to better understand contemporary postgenomic biology and philosophical anthropology and to situate them in a broader world-historical context.
Ecology 2.0 Internationales Jahrbuch für Philosophische Anthropologie. Band 10 / International Yearbook for Philosophical Anthropology. Volume 10
Bruno Accarino, Jos de Mul und Hans-Peter Krüger (Hrsg.). Internationales Jahrbuch für Philosophische Anthropologie. Band 10 (2020)/ International Yearbook for Philosophical Anthropology. Volume 10 (2020) Katharina Block &Julien Kloeg (Eds.). Ecology 2.0 - The Contribution of Philosophical Anthropology to Mapping the Ecological Crisis. Berlin: De Gruyter, 2021, 318 p.
Philosophical anthropology reflects on the human condition, which is put into urgent question by today’s ecological crisis. An Ecology 2.0 has developed to meet this challenge. In this volume, contributing authors probe both theoretical approaches to ecology and the tradition of philosophical anthropology itself. The tradition bears fruit and stands to be extended beyond its usual textual bases, mirroring the sense in which questions of human existence as such take on an intensified role.
2021-11-25 (Média Design) "A felhasználó egy személy, nem csak pénzkereseti forrás"
Ádi Brigitta. "A felhasználó egy személy, nem csak pénzkereseti forrás" Interjú Jos de Mul. Media Design Online. November 25, 2021. (https://designisso.com/2021/11/25/jos-de-mul-interju/)
„A felhasználó egy személy, nem csak pénzkereseti forrás”
Az okos technológiák, mint például a telefon vagy akár a számítógép, mindennapi életünk szerves részét képezik, és ezáltal hasznos és kevésbé hasznos applikációk vesznek minket körül, melyekkel különösebb felülvizsgálat nélkül, szinte természetesen élünk együtt. Ezek az applikációk gyakran játékossá teszik számunkra a reggeli tornát, a tanulást vagy épp a vásárlást. Jos de Mul holland filozófussal, antropológussal, sokoldalú gondolkodóval a Játékos Identitások – Digitális kultúra ludifikációja című könyv kapcsán beszélgettünk, amely Johann Huizinga holland kultúrtörténész Homo Ludens (Játszó Ember) elméletéből indul ki. Huizinga szerint a játék olyan tevékenység, amely bizonyos időbeli és térbeli keretek között, követhető rendben, az általunk elfogadott szabályok mentén, gazdasági és más érdekek nélkül történik. Jos de Mul és kutatótársai szerint napjainkban a játék jellemzői hasonlatosak az új technológiák jellemzőihez; az applikációk például játékos mechanizmusokat (érmegyűjtés, felhasználók közötti verseny, stb.) építenek be, és ez hatással van a munkavégzésre, a gazdaságra, a kultúrateremtésre egyaránt.
2021-11-08 (Nemo Kennislink) ‘Databases manipuleren onze identiteit’ - Interview met filosoof Jos de Mul
Nemo Kennislink, 8 november 2021.
‘Databases manipuleren onze identiteit’ - Interview met filosoof Jos de Mul.Worden wie wij zijn en wat we interessant vinden straks door algoritmes gestuurd? Een gesprek met filosoof Jos de Mul over waar het met de mens naartoe gaat als de wereld verandert in een database.
Op donderdag 18 november houdt filosoof Jos de Mul een lezing in De Studio van NEMO, met als titel ‘Help, ik ben een database!’ Hij zal vertellen over de consequenties van het feit dat ons hele leven in digitale stukjes opgeslagen ligt in databases.
Toen in de zeventiende eeuw de moderne natuurwetenschap opkwam, ontwikkelden we de stoommachine. Plots ging de geneeskunde het lichaam op mechanische wijze zien: ons hart is een pomp, die kapot kan en vervangen kan worden. Destijds was het een radicaal nieuwe manier van naar onszelf kijken. Tegenwoordig is de computermetafoor populair. We zien het brein als harddisk waar informatie ligt opgeslagen of als processor die berekeningen uitvoert.
We hebben altijd technologie gebruikt om onszelf uit te drukken, volgens Jos de Mul, hoogleraar wijsgerige antropologie aan de Erasmus Universiteit in Rotterdam. Hij onderzoekt wat de impact is van technologieën op ons zelfbegrip, met nu als focus databases en slimme algoritmes. Je medische gegevens, wie je vrienden zijn, welke spullen je koopt, je vakantiebestemmingen; het ligt allemaal in digitale stukjes opgeslagen in databases. Algoritmes wroeten in die berg data van jou en je medemens, op zoek naar patronen en nieuwe kennis.
In een cultuur waarin de computer het belangrijkste instrument is, wordt de gehele wereld getransformeerd tot een database, zoals De Mul schrijft in zijn nieuwste boek Database Delirium. Of we ons zorgen moeten maken? “Laten we eerst proberen te begrijpen wat er gebeurt, dan kunnen we daarna de gevaarlijke en prettige kanten bekijken.”
2021-11-23 (Schiedam) (Cyber)Space Odysee. Inleiding tot Kubriks meesterwerk
Jos de Mul. (Cyber)Space Odysee. Inleiding tot Kubriks meesterwerk. Lezing georganiseerd door de Wijsgerige Faculteitsvereniging ERA. Wenneker Cinema Schiedam, 23 november 2021.
Stanley Kubricks film 2001: A Space Odyssey wordt terecht beschouwd als een van de hoogtepunten uit de geschiedenis van de sciencefiction. De uit 1968 stammende film wordt niet alleen geroemd vanwege zijn grote artistieke kwaliteiten en zijn nog altijd verbazingwekkende (analoge) special effects, maar vooral ook vanwege de ideeënrijkdom die er uit spreekt. Wanneer we vanuit 2021 terugblikken op de film, realiseren we ons dat de film niet alleen gaat over een odyssee door de ruimte., maar evenzeer om een odyssee door cyberspace!
01010011 01110000 01110010 01100101 01100101 01101011 00101100 00100000 01011010 01100001 01101110 01100111 01110011 01110100 01100101 01110010 00100001 00100000 01110110 01100001 01101110 00100000 01100100 01100101 01101110 00100000 "Kijk David, ik begrijp dat dit je overstuur heeft gemaakt. Ik denk eerlijk dat je even rustig moet gaan zitten, een stresspil moet nemen, en de zaak nog eens goed moet overdenken." HAL
2021-12-17 (Bari) Cyber Homo Ludens
Jos de Mul. Cyber Homo Ludens. Contribution to the Panel Discussion of the conference Videogames and High Culture. Bari . December 17, 2021.
What are they, but most of all, what could videogames be?
To what extent old and new generations are influenced and “educated”, whether directly or indirectly, conscious or unconscious, by video-recreational applications developed for the global market?
What is the existing relationship between High culture, in the complexity of its own definition, and the world of digital entertainment?
In 2018 Fabio Belsanti, game designer with a historian background, Roberto Talamo, a literature theorist and lecturer, and Elisa Di Lorenzo, CEO Untold Games, questioned themselves and, at the same time, asked a first group of scholars/academics and developers, these and many more questions with the purpose to feed the international debate on the complex and multifaceted universe of videogames.
In the spirit of the great essay Homo Ludens by Johan Huizinga the project has been designed with a clear multidisciplinary intent and will try to follow several directions involving in the definition of questions and answers academics and developers from everywhere in the world
2021-11-18 (Amsterdam) Help, ik ben een database!
Jos. de Mul. Help, ik ben een database! Lezing in het kader van detentoonstelling Bits of You. Amsterdam: Museum Nemo, 18 november, 2021. Te beluisteren in Soundcloud en ook als Podcast in ListenNotes.
Weet een algoritme wat ik wil voordat ik dat zelf weet? Met de komst van de informatietechnologie gingen we ons brein opvatten als een computer en onze genen als ‘de code van het leven’. Nu wordt ons hele leven in digitale stukjes opgeslagen in databases, die met behulp van algoritmes worden geanalyseerd. In deze lezing vertelt filosofische antropoloog Jos de Mul over de consequenties hiervan voor ons zelfbegrip, onze vrijheid en onze verantwoordelijkheid.