Stefano Gualeni

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Stefano Gualeni
Born (1978-04-30) April 30, 1978 (age 39)
Lovere, Italy
Occupation Video game designer, Philosopher, Lecturer
Website http://stefano.gua-le-ni.com

Stefano Gualeni is an Italian philosopher, architect, and game designer who created videogames such as Tony Tough and the Night of Roasted Moths and Gua-Le-Ni; or, The Horrendous Parade.[1][2][3]

In 2011, Together with the Italian videogame development company Double Jungle S.a.s. and the support of NHTV Breda University of Applied Sciences, Gualeni developed Gua-Le-Ni; or, The Horrendous Parade, which used biometric experiments.[4]

Gualeni lectures in Game Design at the Institute of Digital Games of the University of Malta, where he also performs academic research in the fields of philosophy of technology, game design, and posthumanism.[5][6] He is also a columnist and an independent videogame developer.

Background[edit]

Born in Lovere , Italy, in 1978, Gualeni graduated in 2004 in architecture at the Politecnico di Milano. His final thesis was developed in Mexico supported by ITESM (Tec de Monterrey, Campus Ciudad de Mexico). He spent a year of his undergraduate career at the QUT in Brisbane, Australia.[7]

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

He obtained his Ph.D. in Philosophy (postphenomenology, philosophy of technology) at the Erasmus University Rotterdam in 2014. His dissertation, titled Augmented Ontologies, analyse virtual worlds in their role as mediators of thought: as interactive, artificial environments where philosophical ideas, world-views, and thought-experiments can be materialized, explored, and manipulated.[8]

Academic work[edit]

Gualeni's work takes place in the intersection between continental philosophy and the design of virtual worlds.[9] 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 and/or of interactive digital experiences.[10] In his articles and essays, he presents computers as instruments to (re)design ourselves and our worlds, as gateways to experience alternative possibilities of being.[11][12]

In 2015, Gualeni released the book Virtual Worlds as Philosophical Tools - How to Philosophize with a Digital Hammer with Palgrave Macmillan. Inspired by postphenomenology 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? What does it mean to 'be' in virtual worlds?[13]

List of commercial titles released as game designer[edit]

Other game industry credits[edit]

External links[edit]

Footnotes[edit]