The main aim of the paper is to analyse the role of the concept of “beast” and its relationship to political philosophy as well as Derrida’s deconstructive reading of Western philosophical tradition. The problematic significance of the concept of “beast” enables Derrida to re-articulate the relationship between the state, law, and justice. Justice seems to be grasped in the deconstruction of binary opposition between the man and the animal/beast. This meets Derrida’s demand to establish an ethics of singularity, postulated in his late writings.
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The aim of the present text is to offer an interpretation of Eyal Weizman’s concept of forensic aesthetics, demonstrating how this approach reveals the ways in which the aesthetic perception of violence, trauma, and decomposition of human dwelling can be transformed in the current digital optical war regime. Forensic aesthetics tries to grasp a forensic sensibility as both an aesthetic and political practice, requiring individuals to become sensitive to violence and be able to comprehend and experience the effects of disintegration, trauma, and despair that are characteristic of the experience of the survivor. The environment, dwelling, and architecture are not only inert observers, but rather have become material witnesses of crimes, violence, and destruction of various dwellings inhabited by various species. The application of digital technologies in forensic aesthetics carries a strong ethical appeal to avoid injustice. Traces and fragments of evidence, as well as multiple videos and images, are synchronized and recomposed within digital architectural environments and dwellings, as an optical and interpretative tool that shapes a new type of aesthetics.
The aim of the paper is to interpret the themes of dissemination of cosmic horror via the transformation of human bodies in the Bloodborne digital game. The analysis’ central operative concept is the medicalisation process introduced by Michel Foucault, when he described the birth and emergence of biopolitics at the end of the 18th century and showed how medical science, built on new paradigms, led to a specific control of the population, especially its natality and mortality. Within Bloodborne, we can see the mechanisms of medicalisation through the constitution of a powerful institution, which subsequently introduced the ritual of transfusion when experimenting with blood. However, this led to the transformation of human/mortal bodies by means of the beastly scourge, and thus to the alteration of the properties of mortal bodies, into a form of becoming-of-the-monster. As a result, medicalisation allows for the dissemination of cosmic horror and the loss of humanity. This type of analysis seeks to expand our understanding of the intersection of digital games and sociocultural phenomena at the level of representation, and their involvement in the construction of game fictional worlds.
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