Research Article

Existential Boredom: A Sartrean Approach to Game Design

Volume: 13 Number: 37 September 30, 2025
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Existential Boredom: A Sartrean Approach to Game Design

Abstract

This paper investigates the intersection of existential philosophy and video game design by proposing an experimental digital game that simulates Jean-Paul Sartre’s concept of boredom. Traditionally, video games are designed to entertain, stimulate, and immerse players through narrative engagement, aesthetic appeal, and dynamic gameplay mechanics. In contrast, this study introduces a philosophical and artistic counterpoint: a game intentionally constructed to induce boredom and disengagement. Utilizing Sartre’s writings on existentialism-specifically his concept of “nausea” as a reaction to absurdity the project creates a desktop game called Existential Therapy, in which players experience prolonged periods of emotional standstill, narrative stagnation, and negligible narrative or game rewards. This paper aims to show that such a game focuses on meaning beyond reason for entertainment and, to a greater extent, demonstrates that video games can serve as legitimate art and philosophical works. Through a lack of engaging game elements and the embrace of discomfort, the game turns into a tool to experience and embody philosophical ideas. This work is a contribution to the already existing discourse on “philosophical game design” which aims to use interactivity as the subject of existential inquiry. Instead ofengaging with the game solely as a goal to achieve, players are invited to con-template the essence of time, meaning, and existence.

Keywords

References

  1. Bargdill, R. (2014). Toward a theory of habitual boredom. Janus Head, 13, 93–111.
  2. Bauer, R., Kocher, M., & Suter, B. (2018). Games and rules. Majuskel Medienproduktion GmbH.
  3. Beaumont, M. (2018, August 14). The 10 most boring video games of all time. NME. https://www.nme.com/blogs/nme-blogs/ten-boring-video-games-ever-2365804
  4. Bell, R. C. (1979). Board and table games from many civilizations. Courier Corporation.
  5. Bettelheim, B. (1987). The importance of play. The Atlantic.
  6. Bogost, I. (2017, April 25). Video games are better without stories. The Atlantic. https://www.theatlantic.com/technology/archive/2017/04/video-games-stories/524148/
  7. Bruner, J. (1972). Nature and uses of immaturity. American Psychologist, 27(8), 687–708.
  8. Burghardt, G. M. (2005). The genesis of animal play. MIT Press.

Details

Primary Language

English

Subjects

Visual Cultures, Art Theory

Journal Section

Research Article

Early Pub Date

September 30, 2025

Publication Date

September 30, 2025

Submission Date

July 25, 2025

Acceptance Date

September 21, 2025

Published in Issue

Year 2025 Volume: 13 Number: 37

APA
Mengi, V. D. (2025). Existential Boredom: A Sartrean Approach to Game Design. AKRA Kültür Sanat Ve Edebiyat Dergisi, 13(37), 137-160. https://izlik.org/JA57CW49MB
AMA
1.Mengi VD. Existential Boredom: A Sartrean Approach to Game Design. AKRA Kültür Sanat ve Edebiyat Dergisi. 2025;13(37):137-160. https://izlik.org/JA57CW49MB
Chicago
Mengi, Volkan Davut. 2025. “Existential Boredom: A Sartrean Approach to Game Design”. AKRA Kültür Sanat Ve Edebiyat Dergisi 13 (37): 137-60. https://izlik.org/JA57CW49MB.
EndNote
Mengi VD (September 1, 2025) Existential Boredom: A Sartrean Approach to Game Design. AKRA Kültür Sanat ve Edebiyat Dergisi 13 37 137–160.
IEEE
[1]V. D. Mengi, “Existential Boredom: A Sartrean Approach to Game Design”, AKRA Kültür Sanat ve Edebiyat Dergisi, vol. 13, no. 37, pp. 137–160, Sept. 2025, [Online]. Available: https://izlik.org/JA57CW49MB
ISNAD
Mengi, Volkan Davut. “Existential Boredom: A Sartrean Approach to Game Design”. AKRA Kültür Sanat ve Edebiyat Dergisi 13/37 (September 1, 2025): 137-160. https://izlik.org/JA57CW49MB.
JAMA
1.Mengi VD. Existential Boredom: A Sartrean Approach to Game Design. AKRA Kültür Sanat ve Edebiyat Dergisi. 2025;13:137–160.
MLA
Mengi, Volkan Davut. “Existential Boredom: A Sartrean Approach to Game Design”. AKRA Kültür Sanat Ve Edebiyat Dergisi, vol. 13, no. 37, Sept. 2025, pp. 137-60, https://izlik.org/JA57CW49MB.
Vancouver
1.Volkan Davut Mengi. Existential Boredom: A Sartrean Approach to Game Design. AKRA Kültür Sanat ve Edebiyat Dergisi [Internet]. 2025 Sep. 1;13(37):137-60. Available from: https://izlik.org/JA57CW49MB

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