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  1. The Twofold Limit of Objects: Problematising Timothy Morton’s Rift in Light of Eugenio Trías’s Notion of Limit.Jordi Vivaldi - 2020 - Open Philosophy 3 (1):493-516.
    The ontological abyss that separates real objects from sensual objects is one of the central principles of Object-Oriented Ontology (OOO), which has its most explicit and profuse modulation in Timothy Morton’s notion of rift. This article argues that, despite succeeding in explaining the radical difference that inhabits every object, Morton’s rift fails to explain the object’s unification, rendering the overall theory inconsistent. An alternative approach that accounts simultaneously for disjunction and conjunction between essences and appearances can be found in Eugenio (...)
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  • Ludic Unreliability and Deceptive Game Design.Stefano Gualeni & Nele Van de Mosselaer - 2021 - Journal of the Philosophy of Games 3 (1):1-22.
    Drawing from narratology and design studies, this article makes use of the notions of the ‘implied designer’ and ‘ludic unreliability’ to understand deceptive game design as a specific sub-set of transgressive game design. More specifically, in this text we present deceptive game design as the deliberate attempt to misguide players’ inferences about the designers’ intentions. Furthermore, we argue that deceptive design should not merely be taken as a set of design choices aimed at misleading players in their efforts to understand (...)
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  • Taking Exception: Philosophy of Technology as a Multidimensional Problem Space.Dominic Smith - 2021 - Foundations of Science 27 (1):155-170.
    This essay develops three key claims made in my 2018 book, Exceptional Technologies. Part one argues for ‘trivialising the transcendental’, to remove stigmas attached to the word ‘transcendental’ in philosophy in general and philosophy of technology in particular. Part two outlines the concept of ‘exceptional technologies’. These are artefacts and practices that show up as limit cases for our received pictures of what constitutes a ‘technology’ and that force us to reassess the conditions for the possibility of these pictures. I (...)
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  • Play in the Information Age.Miguel Sicart - 2019 - Philosophy and Technology 32 (3):517-534.
    This article is an inquiry on the role of play in shaping the cultures of the Information Age. By applying concepts from Postphenomenology and the Philosophy of Information, this paper argues that play and computation share a capacity to shape human experience. I will apply the concept of re-ontologization to describe the effect that computation has had in shaping the world. I will apply the concept of relational strategies to argue that play is a way of interfacing with the computational (...)
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  • Design Research and Object-Oriented Ontology.Paul Coulton, Haider Ali Akmal & Joseph Lindley - 2020 - Open Philosophy 3 (1):11-41.
    In this paper we recount several research projects conducted at ImaginationLancaster a Design-led research laboratory, all of which consider Object-Oriented Ontology. The role OOO plays in these projects is varied: as a generative mechanism contributing to ideation; as a framework for analysis; and as a constituent in developing new design theory. Each project’s focus is quite unique—an app, a board game, a set of Tarot cards, a kettle and a living room—however they are all concerned with developing new understandings relating (...)
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  • Individuating games.Michael Ridge - 2020 - Synthese 198 (9):8823-8850.
    Games, which philosophers commonly invoke as models for diverse phenomena, are plausibly understood in terms of rules and goals, but this gives rise to two puzzles. The first concerns the identity of a single game over time. Intuitively one and the same game can undergo a change in rules, as when the rules of chess were modified so that a pawn could be moved two squares forward on its first move. Yet if games are individuated in terms of their constitutive (...)
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  • Illusory attitudes and the playful stoic.Michael Ridge - 2021 - Philosophical Studies 178 (9):2965-2990.
    What we might usefully call “playing full-stop” and playing games plausibly figure in a well-lived life. Yet there are reasons to worry that the two not only do not naturally go hand in hand, but are in fact deeply opposed. In this essay I investigate the apparent tension between playing full-stop and playing competitive games. I argue that the nature of this tension is easily exaggerated. While there is a psychological tension between simultaneously engaging in earnest competitive game play and (...)
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  • Editorial for the Topical Issue “Object-Oriented Ontology and Its Critics II”.Graham Harman - 2020 - Open Philosophy 3 (1):657-663.
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