The world we live in is divided by a question: "What is Minecraft?". If on one side we have those who ask this question, on the other we have those who try to answer. In this division I take the side of those who respond, so that my answers are "a definitive redstone and TNT circuit" to overthrow this separatist wall. When I'm in a professional context, explaining to teachers, parents or any type of adult who does not know video games, I say: Minecraft is the apex of Cubism. Usually I succeed because it's like playing by the rules of the opponent in their field and beating them under their terms. This simple response has a depth that does not need to be explained and is easy to be assimilated, since modernism was able to show aesthetically that humanity can even dream in a surreal way, but at the time of accomplishment it is cubist, either with function copy and paste of many softwares, that is put blocks in Minecraft.
In this text, the answer I give to the question "what is minecraft?" will be starter-focused. After all, this time I have the opportunity to play at home and have a convincing performance, so my success will be associated with the ability to generate more questions, doubts that can even be brought to reflection and self-observation in the game.
The proposed way to understand Minecraft is to focus on the perception associated with the game and applied to the transcendence, such as the dehiscence that allows to open itself to the experience, in this way, resulting in an apprehension based on the chiasm: "to play and to be played" or "build and be built".
For this, we focus on the Phenomenological thinking of authors such as Merleau-Ponty and WhiteHead until Brain Massumi and Steven Shaviro that propose a relation of the contextualized theory with the technology, for example: the post-cinematographic language. The authors in question promote an approach to the essence of how the object in question touches the core of being and the being expresses it. Stressing thinking to the extreme and creating possibilities for understanding how the player perceives and apprehends the world (real, game, fantasy and any others that exist) around them.
We close the cycle of analysis through the mythological bias: the relationship of the human being that seeks the understanding of the universe associated with the creation of landscapes for other characters (be controlled by other players, be non-playble characters) interact and in this way, draw parallels as : nothing before creation and flatworld; in the beginning was the verb and the block; the responsibility of the meta-game and the god-game; the magic circle and the possibility of having the reward of the game such as gameplay, production and dissemination; the sacrifice that the player submits the avatar, in favor of his plans, entertainment and other motivations.
In this text, the answer I give to the question "what is minecraft?" will be starter-focused. After all, this time I have the opportunity to play at home and have a convincing performance, so my success will be associated with the ability to generate more questions, doubts that can even be brought to reflection and self-observation in the game.
The proposed way to understand Minecraft is to focus on the perception associated with the game and applied to the transcendence, such as the dehiscence that allows to open itself to the experience, in this way, resulting in an apprehension based on the chiasm: "to play and to be played" or "build and be built".
For this, we focus on the Phenomenological thinking of authors such as Merleau-Ponty and WhiteHead until Brain Massumi and Steven Shaviro that propose a relation of the contextualized theory with the technology, for example: the post-cinematographic language. The authors in question promote an approach to the essence of how the object in question touches the core of being and the being expresses it. Stressing thinking to the extreme and creating possibilities for understanding how the player perceives and apprehends the world (real, game, fantasy and any others that exist) around them.
We close the cycle of analysis through the mythological bias: the relationship of the human being that seeks the understanding of the universe associated with the creation of landscapes for other characters (be controlled by other players, be non-playble characters) interact and in this way, draw parallels as : nothing before creation and flatworld; in the beginning was the verb and the block; the responsibility of the meta-game and the god-game; the magic circle and the possibility of having the reward of the game such as gameplay, production and dissemination; the sacrifice that the player submits the avatar, in favor of his plans, entertainment and other motivations.