The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications

Sic: Journal of Literature, Culture and Literary Translation 3 (2023)
  Copy   BIBTEX

Abstract

The goal of this paper is to see how mental and language representations are unique from a video-game perspective, using two main criteria. First, I will posit that the level of being both an interactive work of fiction and a self-involving interactive fiction belongs to a fuzzy interval and that some works – and, therefore, some video games – are more immersive than others. Second, I will observe how propositions tie the player’s representations of the real world and the game world. Starting from psychological theories of pretense in children’s make-believe games, I will then expand Nichols and Stich’s cognitive theory of pretense to include an extra layer related to the game world, i.e., player-specific representations that govern player-specific propositions. The representations dealing with the work world are the socially shared ones, while the possible-world representations, dealing with most of the game world, are player-specific and tied to unique language use.

Author's Profile

Kristina Šekrst
University of Zagreb

Analytics

Added to PP
2023-12-02

Downloads
171 (#77,188)

6 months
171 (#18,418)

Historical graph of downloads since first upload
This graph includes both downloads from PhilArchive and clicks on external links on PhilPapers.
How can I increase my downloads?