Observing the World without You: Automatic Walking and Death Meditation
Acta Ludologica January 1, 2024 DOI: 10.34135/actaludologica.2024-7-2.94-108 (opens in new tab)
Summary
AI-generated from the abstractWalking simulators and self-playing games can provoke states of mind similar to death meditations, a spiritual practice. The author argues that these games, through their design and automation, offer potential benefits by encouraging contemplation of mortality from both individual and collective perspectives. The article analyzes works like Death Stranding and Proteus, alongside contemporary art by Ian Cheng, drawing on game design theory and philosophy. It contends that such experiences, rooted in psychology and spirituality, can illuminate elements of mainstream game design and provide a niche approach to fostering meditative reflection on death.
Study at a glance
| Characteristics | Theoretical or philosophical paper Peer reviewed |
|---|---|
| Key finding | Argues that walking simulators and self-playing games can provoke death meditations, offering psychological and spiritual benefits. |
Abstract
This article discusses walking simulators and self-playing games in the context of the spiritual practice of death meditations. It explores states of mind that walking simulators may have the ability to provoke and how these can be furthered through automation. Although the focus is on potential benefits of a niche approach to game design, the article also discusses ways that this form of experimentation illuminates elements of mainstream games. The author discusses the process and design choices involved in creating their own self-playing walking simulator. Work is analysed in AAA and indie games, including Death Stranding and Proteus, as well as contemporary art, including the work of Ian Cheng, in the context of walking and death meditation. The article draws from game design theory and philosophy in exploring the arguments for specific experiential aspects of walking simulators and self-playing games. The benefits of games and other walking-focused artwork provoking meditations on death are argued from the perspectives of psychology and spirituality. It looks at the theme of death meditation from an individual as well as collective/environmental perspective.