Stefano Gualeni

{{Short description|Italian philosopher and game designer}}

{{Infobox person

| name = Stefano Gualeni

| image = Stefano_Gualeni.jpg

| birth_date = {{Birth date and age|1978|04|30}}

| birth_place = Lovere, Italy

| occupation = Philosopher, Video game designer, Professor at the University of Malta, Visiting Professor at the Laguna College of Art and Design

| website = https://gua-le-ni.com

}}

Stefano Gualeni is an Italian philosopher, professor, and game designer who has created interactive websites and video games such as Tony Tough and the Night of Roasted Moths, Gua-Le-Ni; or, The Horrendous Parade, and Something Something Soup Something.[http://www.mobygames.com/developer/sheet/view/developerId,87304/ MobyGames Developer's Bio]{{IMDb name|id=1709296|name=Stefano Gualeni}}[http://www.adventuretreff.de/artikel/interviews.php?id=40&lang=eng Stefano Gualeni's Adventuretreff Interview] (18-06-2006){{Cite web|url=http://soup.gua-le-ni.com/|title=Something Something Soup Something|website=soup.gua-le-ni.com|language=en|access-date=2017-11-10}}

Gualeni is currently a full professor at the Institute of Digital Games of the University of Malta, where he pursues academic research in the fields of game design, virtual worlds research, the philosophy of technology, science fiction, and existentialism.{{Cite web |title=Stefano Gualeni's ORCiD profile |url=https://orcid.org/my-orcid?orcid=0000-0003-4873-4751 }}[https://www.um.edu.mt/profile/stefanogualeni University of Malta, Dr. Stefano Gualeni profile at the University of Malta][http://game.edu.mt/people/ Dr. Stefano Gualeni profile on the website of the Institute of Digital Games]{{Cite book|last=Gualeni|first=Stefano|url=https://www.worldcat.org/oclc/911495163|title=Virtual worlds as Philosophical Tools: How to Philosophize with a Digital Hammer|publisher=Palgrave MacMillan|year=2015|isbn=978-1-137-52178-1|location=Basingstoke (UK)|pages=|oclc=911495163}}{{Cite book|last=Gualeni|first=Stefano|url=https://www.worldcat.org/oclc/1153071742|title=Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds.|publisher=Palgrave|year=2020|isbn=978-3-030-38477-7|location=Basingstoke (UK)|pages=|oclc=1153071742}}

Since 2015, he is also a visiting professor in game design at the Laguna College of Art and Design of Laguna Beach, California.{{Cite news |last= |first= |date=June 19, 2018 |title=Prof. Stefano Gualeni - Laguna College of Art and Design |work=LCAD official Website |url=https://www.lcad.edu/news/stefano-gualeni |access-date=June 19, 2018}}

He had been a visiting researcher in various international institutions, including the Centre of the Digital Humanities of the University of Gothenburg, Sweden (2019), the Ritsumeikan Center for Game Studies (RCGS) at the Ritsumeikan University of Kyoto, Japan (2023), and the Faculty of Media and Communication of the Singidunum University of Belgrade, Serbia (2024).[https://www.game.edu.mt/blog/guest-lecture-filmed-in-gothenburg/ Game Philosophy in Gothenburg]

Background

Stefano Gualeni was born in Lovere, Italy in 1978, Gualeni graduated in 2004 in architecture at the Politecnico di Milano. His final thesis was developed in Mexico and is supported by ITESM (Tec de Monterrey, Campus Ciudad de México).[http://gua-le-ni.com/Stefano_Gualeni_CV.pdf Stefano Gualeni's CV]

Gualeni was awarded his Master of Arts in 2008 at the Utrecht School of the Arts. In his thesis, he proposed a model for digital aesthetics inspired by Martin Heidegger's existential phenomenology.

He obtained his PhD in Philosophy (in the fields of existentialism and philosophy of technology) at the Erasmus University Rotterdam in 2014. His dissertation, titled Augmented Ontologies, focuses on virtual worlds in their role as mediators: as interactive, artificial environments where philosophical ideas, world-views, and thought-experiments can be experienced, manipulated, and communicated experientially.[http://repub.eur.nl/pub/51147 RePub, Erasmus University Academic Repository] (17-04-2012)

Academic work

Gualeni's work takes place in the intersection between continental philosophy and the design of virtual worlds.[https://scholar.google.it/citations?user=_bF9iWkAAAAJ&hl=en Stefano Gualeni - Google Scholar Citations] Given the practical and interdisciplinary focus of his research - and depending on the topics and the resources at hand - his output takes the form of academic texts, literary fictions, and/or of interactive digital experiences.[http://evil.gua-le-ni.com NECESSARY EVIL - a critical, self-reflexive videogame] (29-10-2013){{Cite web |title=The Clouds: An Experiment in Theory-Fiction |url=https://www.routledge.com/The-Clouds-An-Experiment-in-Theory-Fiction/Gualeni/p/book/9781032360942 |access-date=2023-04-18 |website=Routledge & CRC Press |language=en}} In his articles and essays, he presents computers as instruments to prefigure and design ourselves and our worlds, and as gateways to experience alternative possibilities of being.

In 2015, Gualeni released the book [https://www.palgrave.com/gp/book/9781137521774 Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer] with Palgrave Macmillan. Inspired by post-phenomenology and by Martin Heidegger's philosophy of technology, the book attempts to answer questions such as: will experiencing worlds that are not 'actual' change our ways of structuring thought? Can virtual worlds open up new possibilities to philosophize?

His 2020 book with Daniel Vella, [https://www.palgrave.com/gp/book/9783030384777 Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds], engages with the question of what it means to exist in virtual worlds. Drawing from the tradition of existentialism, it introduces the notion of 'virtual subjectivity' and discusses the experiential and existential mechanisms by which can move into, and out of, virtual subjectivities. It also includes chapters that specifically leverage the work of Helmuth Plessner, Peter W. Zapffe, Jean-Paul Sartre and Eugen Fink to think through the existential significance of the virtual.

His contributions to the edited volumes Experience Machines: Philosophy in Virtual Worlds,{{Cite book|title=Experience machines : the philosophy of virtual worlds|others=Silcox, Mark|isbn=9781786600677|location=London|oclc=967202186|year = 2017}} Towards a Philosophy of Digital Media,

{{Cite book|title=Towards a Philosophy of Digital Media|date=2018|publisher=Springer International PU|author=Romele, Alberto|others=Terrone, Enrico|isbn=9783319757599|location=[S.l.]|oclc=1036765359}} and Perspectives on the European Videogame{{Cite book|url=https://www.worldcat.org/oclc/1267585440|title=Perspectives on the European Videogame|date=2021|publisher=Amsterdam University Press|isbn=978-94-6372-622-1|location=Amsterdam (The Netherlands)|pages=175–192|language=English|oclc=1267585440}} similarly focus on the experiential and existential effects and possibilities disclosed by virtual technologies.

One of the central themes of Gualeni's work revolves around the fact that the history of philosophy has, until recently, merely been the history of written thought. He argues that we are, however, witnessing a technological shift in how philosophy is pursued, valued, and communicated. In that respect, Gualeni advances the claim that digital media can constitute an alternative and a complement to our almost-exclusively linguistic approach to developing and communicating thought.{{Cite journal|last=Gualeni|first=Stefano|date=2016|title=Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts|url=http://www.gamejournal.it/gualeni-self-reflexive-videogames/|journal=G a M e - the Italian Journal of Game Studies|volume=1, 5|pages=|via=}} He considers virtual worlds to be philosophically viable and advantageous in contexts like thought experiments (where we can objectively test and evaluate possible courses of action and corresponding consequences), in the case of philosophical inquiries concerning non-actual state of affairs, and for speculative research into non-human phenomenologies.

Bibliography

= Monographic books (non-fiction) =

  • Gualeni, S. 2024. Il videogioco del mondo: Istruzioni per l'uso. Palermo (Italy): Time0.{{Cite web |title=IL VIDEOGIOCO DEL MONDO |url=https://timeo.store/products/il-videogioco-del-mondo |access-date=2 August 2024 |website=Timeo Store |language=it}}
  • Gualeni, S. & Fassone, R. 2022. Fictional Games: A Philosophy of Worldbuilding and Imaginary Play. London (UK): Bloomsbury.{{cite book |last1=Gualeni |first1=Stefano |title=Fictional games : a philosophy of worldbuilding and imaginary play |date=2022 |publisher=Bloomsbury |year=2022 |isbn=9781350277106 |edition=First |location=London [England]}}
  • Gualeni, S. & Vella, D. 2020. Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds. Basingstoke (UK): Palgrave.
  • Gualeni, S. 2015. Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer. Basingstoke (UK): Palgrave MacMillan.

= Novels (fiction) =

  • Gualeni, S. 2025. What We Owe the Dead. Eindhoven (NL): Set Margins'.{{Cite web |last= |date= |title=What We Owe the Dead |url=https://www.setmargins.press/books/what-we-owe-the-dead/ |access-date=11 February 2025 |website=Set Margins' Store}}
  • Gualeni, S. 2023. The Clouds: An Experiment in Theory-Fiction. New York (NY): Routledge.

= Book chapters =

  • Gualeni, S. & Vella, D. 2023. [https://gua-le-ni.com/articles/Desasosiego.pdf "Desasosiego al Jugar, una Perspectiva Existencial"], Marta Martín Núñez (ed.) Jugar el malestar. Ludonarrativas más allá de la diversión. Santander (Spain): Shangrila, pp. 14-21.{{Cite book |last=Martín Núñez |first=Marta |title=Jugar el malestar: Ludonarrativas más allá de la diversión |publisher=Shangrila |year=2023 |isbn=9788412681406 |edition=1st |location=Santander (Spain) |pages=14–21 |language=Spanish}}
  • Van de Mosselaer, N. & Gualeni, S. 2022. [https://gua-le-ni.com/articles/Imaginary_Spaces.pdf "Representing Imaginary Spaces: Fantasy, Fiction, and Virtuality"]. In Gottwald, D., Vahdat, V., Turner-Rahman, G. (eds.) Virtual Interiorities. Pittsburgh (PA): ETC Press, Vol. 3, pp. 21–44.{{Cite book |last1=Gottwald |first1=Dave |title=Virtual Interiorities (Vol. 3) |last2=Turner-Rahman |first2=Gregory |last3=Vahdat |first3=Vahid |publisher=ETC Press |year=2022 |isbn=978-13-8750-497-8 |edition=1st |location=Pittsburgh (PA) |pages=21–44}}
  • Gualeni, S. & Vella, D. 2021. [http://gua-le-ni.com/articles/Zapffe.pdf "Existential Ludology and Peter Wessel Zapffe"]. In Navarro-Remesal, V. & Pérez-Latorre O. (eds.) Perspectives on the European Videogame. Amsterdam (The Netherlands): Amsterdam University Press, pp. 175-192.
  • Gualeni, S. 2019. [http://gua-le-ni.com/articles/Virtual_World-Weariness.pdf "Virtual World-Weariness: On Delaying the Experiential Erosion of Digital Environments"]. In Gerber, A. and Goetz, U. (eds.) The Architectonics of Game Spaces: The Spatial Logic of the Virtual and its Meaning for the Real. Bielefeld (Germany): Transcript, pp. 153–165.{{cite book|last1=Gerber|first1=Andri|url=https://www.degruyter.com/view/product/533495|title=Architectonics of Game Spaces, The Spatial Logic of the Virtual and Its Meaning for the Real|last2=Götz|first2=Ulrich|date=2020|publisher=transcript Verlag|isbn=9783839448021|pages=153–165|language=en}}
  • Gualeni, S. 2018. [http://gua-le-ni.com/articles/Doing_in_the_Digital.pdf "A Philosophy of 'DOING' in the digital"]. In Romele, A. and Terrone, E. (eds.), Towards a Philosophy of Digital Media. Basingstoke (UK): Palgrave Macmillan, pp. 225–255.
  • Gualeni, S. 2017. [http://gua-le-ni.com/articles/Virtual_Weltschmerz.pdf "VIRTUAL WELTSCHMERZ: Things to keep in mind while building experience machines and other tragic technologies"]. In Silcox, M. (ed.), Experience Machines: The Philosophy of Virtual Worlds. London (UK): Rowman and Littlefield International, pp. 113–136.
  • Gualeni, S. 2015. [http://gua-le-ni.com/articles/Playing_Philosophy.pdf "Playing with Puzzling Philosophical Problems"]. In Zagalo, N. and Branco, P. (eds.). Creativity in the Digital Age. Springer Series on Cultural Computing, XIV. London (UK): Springer-Verlag, pp. 59–74.{{Cite book|title=Creativity in the Digital Age|date=2015-04-02|others=Zagalo, Nelson,, Branco, Pedro|isbn=9781447166818|location=London|pages=59–74|oclc=906575151}}

Ludography

= Playable academic works =

Stefano is a philosopher who designs games videogames and a game designer who is passionate about philosophy.[https://www.um.edu.mt/profile/stefanogualeni Dr Stefano Gualeni's Profile at the University of Malta] Although his academic work largely takes the form of texts, he also designs virtual experiences that have the specific objective of disclosing thought experiments and ideas in ways that are interactive and negotiable (and perhaps even playful).[http://soup.gua-le-ni.com/but-why/ Why designing a videogame about soup?][http://www.gamejournal.it/gualeni-self-reflexive-videogames/ Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts]

The following are part of his ongoing 'playable philosophy' project:

  • [https://doors.gua-le-ni.com Doors (the game)] (2021): a weird, postmodern point and click adventure video game about how objects (and doors in particular) are represented within videogames{{Cite web|title=Doors (the game)|url=https://doors.gua-le-ni.com/|last=|first=|date=|website=|access-date=}}
  • [https://here.gua-le-ni.com "HERE"] (2018): a mock-JRPG playfully invites to reflect on how many types of 'here' co-exist in a virtual world{{Cite web|title=HERE - The Video Game|url=https://here.gua-le-ni.com/|last=|first=|date=|website=|access-date=}}
  • Something Something Soup Something (2017): a short first-person adventure video game about analytical definitions and family resemblances
  • [https://evil.gua-le-ni.com Necessary Evil] (2013): a self-reflexive game about the centrality of player-experience in video game design

Other playable academic works:

  • [https://boom.gua-le-ni.com Construction BOOM!] (2020): a strategic two-player tile-laying game meant as a satirical take on the unrestrained residential construction in Malta.{{Cite web|title=Construction BOOM!|url=https://boardgamegeek.com/boardgame/310994/construction-boom|access-date=2020-08-01|website=BoardGameGeek|language=en-US}}{{Cite web|last=Carabott|first=Sarah|date=May 28, 2020|title=Malta-based game takes on the 'unrestrained, booming construction'|url=https://timesofmalta.com/articles/view/malta-based-game-takes-on-the-unrestrained-booming-construction.794645|access-date=|website=Times of Malta}}{{Cite book|last=Schellekens|first=Jasper|title=International Conference on the Foundations of Digital Games |chapter=Satirical Game Design: The Case of the Boardgame Construction BOOM!|chapter-url=https://dl.acm.org/doi/fullHtml/10.1145/3402942.3403008|via=ACM Digital Library|year=2020|pages=1–12|doi=10.1145/3402942.3403008|isbn=9781450388078|s2cid=221492447|url=https://www.um.edu.mt/library/oar/handle/123456789/60937 }} The game was a finalist for SaltCON's 2021 Ion Award in the Strategy Category.{{Cite web|title=Ion Award Finalists 2021|url=https://www.um.edu.mt/newspoint/news/2021/02/ion-award-construction-boom|access-date=2022-05-17|website=University of Malta Newspoint|language=en-US}}
  • [https://curioproject.eu CURIO] (2021): a free, playful toolkit for primary school students to be used in class, part of a 3-year research project funded by the Erasmus+ program{{Cite web|last=Stephanie|first=Buttigieg|date=11 Jan 2021|title=Free educational toolkit for teachers to encourage learning through playful discovery|url=https://www.um.edu.mt/newspoint/news/2021/01/curio-educational-toolkit|access-date=|website=University of Malta Newspoint}}

= Commercial titles released as game designer =

= Other game industry credits =

  • Stefano is listed in the 'extra credits' of the 2013 Independent Games Festival (IGF) 'Student Showcase finalist' videogame ATUM for having acted as project supervisor and game design consultant.[http://atumgame.com/team ATUM credits list][https://www.academia.edu/9285965/ATUM_-_Applying_Multi-layer_Game_Design_and_Environmental_Storytelling ATUM - Applying Multi-layer Game Design and Environmental Storytelling]
  • Stefano designed Necessary Evil, a small, critical video game developed together with Dino Dini, Marcello Gòmez Maureira and Jimena Sànchez Sarquiz. The game was presented at the 2013 Digital Games Research Association conference in Atlanta as an example of the meta-reflexive and critical potential of the medium.[https://web.archive.org/web/20131104101643/http://www.gamasutra.com/blogs/StefanoGualeni/20131029/202847/SELFREFLEXIVE_VIDEO_GAMES_AS_PLAYABLE_CRITICAL_THOUGHT.php Gamasutra.com featured blogpost 'Self-reflexive Video Games as Playable Critical Thought' by Stefano Gualeni] (29-10-2013)
  • Stefano is listed in the credits of the 2012 action-adventure video game The Unfinished Swan (PlayStation 3, developed by Giant Sparrow) for having tested early versions of the game and having provided design-related feedback.[http://www.mobygames.com/game/ps3/unfinished-swan/credits The Unfinished Swan complete credits list] on MobyGames
  • Gualeni appears in the credits of Playlogic Entertainment's 2009 hack-and-slash video game Fairytale Fights (for PlayStation 3 and Xbox 360) for having helped with quality assurance recruiting and training.[http://www.mobygames.com/game/ps3/fairytale-fights/credits Fairytale Fights complete credits list] on MobyGames
  • Stefano is thanked in the credits of the videogame EXP for having helped with the structuring of the game concept and having acted as project supervisor.[http://www.exp-game.com/ EXP-game official website] EXP received honorable mention in the 2011 Independent Games Festival Student Showcase.[http://www.igf.com/02finalists.html The 13th Annual Independent Games Festival Finalists]
  • Stefano is in the 'special thanks' section of the credits of the videogame Chewy! for having provided game design guidance.[http://chewygame.com/credits.html Full credits for the game on the official webpage for Chewy!] Chewy! was honored with the 'Best Design' award ($25,000) at the 2011 Independent Propeller Awards at the South by Southwest (SXSW) festival in Austin, Texas.[http://www.indiepubgames.com/news/2011-independent-propeller-indie-game-developer-award-winners-announced-sxsw 2011 Independent Propeller Award winners announced] {{webarchive|url=https://web.archive.org/web/20110320041114/http://www.indiepubgames.com/news/2011-independent-propeller-indie-game-developer-award-winners-announced-sxsw |date=2011-03-20 }}

Footnotes