Magic: The gathering's narrative as an aesthetic experience

This paper examines the card game Magic: the Gathering (shorthanded to Magic, MtG, or MTG) and seeks to show that its narrative elements may be able to provide an aesthetic experience based on the framework of John Dewey. Dewey (1934) wrote about the aesthetic experience as different from the normal...

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主要作者: Oliver, Pio Alfonso T.
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語言:English
出版: Animo Repository 2025
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在線閱讀:https://animorepository.dlsu.edu.ph/etdb_philo/23
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spelling oai:animorepository.dlsu.edu.ph:etdb_philo-10402025-05-22T08:15:39Z Magic: The gathering's narrative as an aesthetic experience Oliver, Pio Alfonso T. This paper examines the card game Magic: the Gathering (shorthanded to Magic, MtG, or MTG) and seeks to show that its narrative elements may be able to provide an aesthetic experience based on the framework of John Dewey. Dewey (1934) wrote about the aesthetic experience as different from the normal, mundane everyday experience. The aesthetic experience is described as being distinct and worthwhile, with the person focused on that experience and having strong emotional ties to it. The mundane experiences however, which Dewey referred to as anesthetic experiences, did not keep the person focused on it or lacked the emotional ties of the aesthetic. They are differentiated based on qualities that the aesthetic experience possessed which are not found in the anesthetic. Dewey’s experience provides a framework that has often been used to discuss the aesthetic value of traditional artistic mediums. The arrival of new mediums however offer an interesting use of Dewey’s experience in showcasing their possible aesthetic experience. One such medium is games. Different forms of games have begun to gain recognition and the argument has arisen for their place within art. Video games are the prime example of this, with many arguing for their elevation as artforms. Card games and older modes of games, such as Magic, have equally retained their popularity and cultural significance among those who play them. They suffer however a lack of literature which could highlight the significance they provide in the attainment of aesthetic experiences by those who play them specifically through the narrative game elements present within it. This paper examines a case study by Pietari Majuri of Magic’s narrative elements and how it affects player enjoyment. This paper will showcase that such narrative roleplaying elements elevates the game of Magic into providing aesthetic experiences. 2025-05-15T07:00:00Z text application/pdf https://animorepository.dlsu.edu.ph/etdb_philo/23 Philosophy Bachelor's Theses English Animo Repository Card games Magic: The Gathering (Game) Aesthetics John Dewey Philosophy
institution De La Salle University
building De La Salle University Library
continent Asia
country Philippines
Philippines
content_provider De La Salle University Library
collection DLSU Institutional Repository
language English
topic Card games
Magic: The Gathering (Game)
Aesthetics
John Dewey
Philosophy
spellingShingle Card games
Magic: The Gathering (Game)
Aesthetics
John Dewey
Philosophy
Oliver, Pio Alfonso T.
Magic: The gathering's narrative as an aesthetic experience
description This paper examines the card game Magic: the Gathering (shorthanded to Magic, MtG, or MTG) and seeks to show that its narrative elements may be able to provide an aesthetic experience based on the framework of John Dewey. Dewey (1934) wrote about the aesthetic experience as different from the normal, mundane everyday experience. The aesthetic experience is described as being distinct and worthwhile, with the person focused on that experience and having strong emotional ties to it. The mundane experiences however, which Dewey referred to as anesthetic experiences, did not keep the person focused on it or lacked the emotional ties of the aesthetic. They are differentiated based on qualities that the aesthetic experience possessed which are not found in the anesthetic. Dewey’s experience provides a framework that has often been used to discuss the aesthetic value of traditional artistic mediums. The arrival of new mediums however offer an interesting use of Dewey’s experience in showcasing their possible aesthetic experience. One such medium is games. Different forms of games have begun to gain recognition and the argument has arisen for their place within art. Video games are the prime example of this, with many arguing for their elevation as artforms. Card games and older modes of games, such as Magic, have equally retained their popularity and cultural significance among those who play them. They suffer however a lack of literature which could highlight the significance they provide in the attainment of aesthetic experiences by those who play them specifically through the narrative game elements present within it. This paper examines a case study by Pietari Majuri of Magic’s narrative elements and how it affects player enjoyment. This paper will showcase that such narrative roleplaying elements elevates the game of Magic into providing aesthetic experiences.
format text
author Oliver, Pio Alfonso T.
author_facet Oliver, Pio Alfonso T.
author_sort Oliver, Pio Alfonso T.
title Magic: The gathering's narrative as an aesthetic experience
title_short Magic: The gathering's narrative as an aesthetic experience
title_full Magic: The gathering's narrative as an aesthetic experience
title_fullStr Magic: The gathering's narrative as an aesthetic experience
title_full_unstemmed Magic: The gathering's narrative as an aesthetic experience
title_sort magic: the gathering's narrative as an aesthetic experience
publisher Animo Repository
publishDate 2025
url https://animorepository.dlsu.edu.ph/etdb_philo/23
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