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Games and the art of agency

Philosophical Review 128 (4):423-462 (2019)

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  1. Attention.Christopher Mole - 2010 - Stanford Encyclopedia of Philosophy.
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  • Nguyen meets his critics—Games: Agency as Art in a philosophy of sport context.Christopher C. Yorke - 2021 - Journal of the Philosophy of Sport 48 (3):311-320.
    C. Thi Nguyen – the author whose new book, Games: Agency as Art, is the main provocation for co-editor John Russell and I putting together this special issue of the Journal of the Philosophy of Spo...
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  • (1 other version)Games: Agency as Art.Christopher C. Yorke - 2021 - Sport, Ethics and Philosophy 17 (1):119-123.
    C. Thi Nguyen’s Games: Agency as Art delivers on three ambitious aims: It offers a novel take on human cognition—it claims that we are able to ‘layer’ our agency during gameplay,It contributes to t...
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  • An intrapersonal, intertemporal solution to an interpersonal dilemma.Valerie Soon - 2021 - Philosophical Studies 178 (10):3353-3370.
    It is commonly accepted that what we ought to do collectively does not imply anything about what each of us ought to do individually. According to this line of reasoning, if cooperating will make no difference to an outcome, then you are not morally required to do it. And if cooperating will be personally costly to you as well, this is an even stronger reason to not do it. However, this reasoning results in a self-defeating, yet entirely predictable outcome. If (...)
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  • We‐Mode as Layered Agency.Lukas Schwengerer - forthcoming - Journal of Social Philosophy.
    In this paper, I explore a new approach to we-mode agency drawing on the concept of layered agency. I argue that agents can shut out their personal attitudes in favour of a perspective jointly established with other people. I can act as a member of the philosophy department aiming for what the department agreed on, even if that might conflict with my personal beliefs. I can shut out these personal beliefs for a moment and reason from the group’s standpoint. While (...)
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  • Striving, entropy, and meaning.J. S. Russell - 2020 - Journal of the Philosophy of Sport 47 (3):419-437.
    ABSTRACT This paper argues that striving is a cardinal virtue in sport and life. It is an overlooked virtue that is an important component of human happiness and a source of a sense of dignity. The human psychological capacity for striving emerged as a trait for addressing the entropic features of our existence, but it can be engaged and used for other purposes. Sport is one such example. Sport appears exceptional in being designed specifically to test and display our capacities (...)
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  • Ludic resistance: a new solution to the gamer’s paradox.Louis Rouillé - 2024 - Ethics and Information Technology 26 (2):1-11.
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  • Autonomy and aesthetic valuing.Nick Riggle - 2024 - Philosophy and Phenomenological Research (I):391-409.
    Accounts of aesthetic valuing emphasize two constraints on the formation of aesthetic belief. We must form our own aesthetic beliefs by engaging with aesthetic value first-hand (the acquaintance principle) and by using our own capacities (the autonomy principle). But why? C. Thi Nguyen’s proposal is that aesthetic valuing has an inverted structure. We often care about inquiry and engagement for the sake of having true beliefs, but in aesthetic engagement this is flipped: we care about arriving at good aesthetic beliefs (...)
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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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  • Value Capture.Christopher Nguyen - 2024 - Journal of Ethics and Social Philosophy 27 (3).
    Value capture occurs when an agent’s values are rich and subtle; they enter a social environment that presents simplified — typically quantified — versions of those values; and those simplified articulations come to dominate their practical reasoning. Examples include becoming motivated by FitBit’s step counts, Twitter Likes and Re-tweets, citation rates, ranked lists of best schools, and Grade Point Averages. We are vulnerable to value capture because of the competitive advantage that such crisp and clear expressions of value have in (...)
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  • Value, Virtue, and Vivienne Westwood: On the Philosophical Importance of Fashion.Colette Olive - 2023 - Open Philosophy 6 (1):481-95.
    The late Vivienne Westwood sketched a role for fashion that elevates it from the prosaic to the status of art, as something important, life-enhancing, and worthy of pursuit. Here, a philosophical treatment of Westwood’s vision of fashion that does justice to the artistic and life-enhancing value that fashion can realise is offered, using an emergent theory in contemporary analytic aesthetics. The virtue theory of art delineates the intrinsic worth of art in terms of the opportunities it provides for us to (...)
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  • Gamification, Side Effects, and Praise and Blame for Outcomes.Sven Nyholm - 2024 - Minds and Machines 34 (1):1-21.
    Abstract“Gamification” refers to adding game-like elements to non-game activities so as to encourage participation. Gamification is used in various contexts: apps on phones motivating people to exercise, employers trying to encourage their employees to work harder, social media companies trying to stimulate user engagement, and so on and so forth. Here, I focus on gamification with this property: the game-designer (a company or other organization) creates a “game” in order to encourage the players (the users) to bring about certain outcomes (...)
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  • Games Unlike Life.C. Thi Nguyen - 2023 - Journal of Ethics and Social Philosophy 23 (3).
    This is a reply to Elisabeth Camp's and Elijah Millgram's probing discussions of "Games and the Art of Agency", in a symposium in Journal of Ethics and Social Philosophy. Millgram argues that games cannot function as a guide to life, because they are too different from life. Games are limited in a special way: in life, we deliberate about what goals we want to take on, but in games, the goals are fixed and given to us. Camp argues that there (...)
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  • Engagement Account of Aesthetic Value.C. Thi Nguyen - 2023 - Journal of Aesthetics and Art Criticism 81 (1):91-93.
    I propose an account of aesthetic value, where aesthetic value lies in the process of aesthetic engagement: in our activity of perceiving, guiding our attention, interpreting, and otherwise wrestling with aesthetic objects. It also includes our social activities of engagement: arguing with each other, writing criticism, making top-ten lists. (This is a short summary of a view developed in greater detail elsewhere.).
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  • Autonomy and Aesthetic Engagement.C. Thi Nguyen - 2019 - Mind 129 (516):1127-1156.
    There seems to be a deep tension between two aspects of aesthetic appreciation. On the one hand, we care about getting things right. On the other hand, we demand autonomy. We want appreciators to arrive at their aesthetic judgments through their own cognitive efforts, rather than deferring to experts. These two demands seem to be in tension; after all, if we want to get the right judgments, we should defer to the judgments of experts. The best explanation, I suggest, is (...)
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  • Art as a Shelter from Science.C. Thi Nguyen - 2023 - Aristotelian Society Supplementary Volume 97 (1):172-201.
    In our life with science, we trust experts; we form judgements by inference from past evidence. We conduct ourselves very differently in the aesthetic domain. We avoid deferring to aesthetic experts. We form our judgements through direct perception of particulars rather than through inference. Why the difference? I suggest that we avoid aesthetic testimony and aesthetic inference, not because they’re unusable, but because we have adopted social norms to avoid them. Aesthetic appreciation turns out to be something like a game. (...)
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  • Game play, wholehearted engagement, and the good life.William J. Morgan - 2021 - Journal of the Philosophy of Sport 48 (3):356-368.
    One of the many brilliant insights of C. Thi Nguyen’s brilliant book, Games: Agency as Art, is the connection he draws between the distinctive agency of game play and one important feature of a lif...
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  • Integrated Moral Agency and the Practical Phenomenon of Moral Diversity.Michael Moehler - 2021 - Erasmus Journal for Philosophy and Economics 14 (2):53-77.
    The practical phenomenon of moral diversity is a central feature of many contemporary societies and poses a distinct problem to moral theory building. Because of its goal to settle the moral question fully and exclusively and/or to provide better understanding of moral disagreement, traditional first-order moral theory often does not provide sufficient guidance to address this phenomenon and moral agency in deeply morally diverse societies. In this article, I move beyond traditional first-order moral theorizing and, based on multilevel social contract (...)
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  • A New Argument for the Non-Instrumental Value of Truth.Veli Mitova - 2021 - Erkenntnis 88 (5):1911-1933.
    Many influential philosophers have claimed that truth is valuable, indeed so valuable as to be the ultimate standard of correctness for intellectual activity. Yet most philosophers also think that truth is only instrumentally valuable. These commitments make for a strange pair. One would have thought that an ultimate standard would enjoy more than just instrumental value. This paper develops a new argument for the non-instrumental value of truth: (1) inquiry is non-instrumentally valuable; and (2) truth inherits some of its value (...)
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  • Groundwork for the Mechanics of Morals.Avery Kolers - 2020 - Canadian Journal of Philosophy 50 (5):636-651.
    Ethics is a skill set. But what skill set is it? An answer to this question would help make progress for both theory and moral agency. I argue that moral performance may best be understood on the model of athletic performance; both moral and athletic performance are rule-structured unions of efficiency and inefficiency, enabling us to engage in the wholehearted and autonomous pursuit of goals subject to constraints. By understanding how athletics demands embodied performance, we better understand moral demand and (...)
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  • Epistemic Welfare Bads and Other Failures of Reason.Antti Kauppinen - 2022 - Midwest Studies in Philosophy 46:251-279.
    Very plausibly, there is something important missing in our lives if we are thoroughly ignorant or misled about reality – even if, as in a kind of Truman Show scenario, intervention or fantastic luck prevents unhappiness and practical failure. But why? I argue that perfectionism about well-being offers the most promising explanation. My version says, roughly, that we flourish when we exercise our self-defining capacities successfully according to their constitutive standards. One of these self-defining capacities, or capacities whose exercise reveals (...)
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  • Human achievement and artificial intelligence.Brett Karlan - 2023 - Ethics and Information Technology 25 (3):1-12.
    In domains as disparate as playing Go and predicting the structure of proteins, artificial intelligence (AI) technologies have begun to perform at levels beyond which any humans can achieve. Does this fact represent something lamentable? Does superhuman AI performance somehow undermine the value of human achievements in these areas? Go grandmaster Lee Sedol suggested as much when he announced his retirement from professional Go, blaming the advances of Go-playing programs like AlphaGo for sapping his will to play the game at (...)
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  • Real Feeling and Fictional Time in Human-AI Interactions.Krueger Joel & Tom Roberts - 2024 - Topoi 43 (3).
    As technology improves, artificial systems are increasingly able to behave in human-like ways: holding a conversation; providing information, advice, and support; or taking on the role of therapist, teacher, or counsellor. This enhanced behavioural complexity, we argue, encourages deeper forms of affective engagement on the part of the human user, with the artificial agent helping to stabilise, subdue, prolong, or intensify a person’s emotional condition. Here, we defend a fictionalist account of human/AI interaction, according to which these encounters involve an (...)
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  • Virtual action.Jan-Hendrik Heinrichs - 2020 - Ethics and Information Technology 23 (3):317-330.
    In the debate about actions in virtual environments two interdependent types of question have been pondered: What is a person doing who acts in a virtual environment? Second, can virtual actions be evaluated morally? These questions have been discussed using examples from morally dubious computer games, which seem to revel in atrocities. The examples were introduced using the terminology of “virtual murder” “virtual rape” and “virtual pedophilia”. The terminological choice had a lasting impact on the debate, on the way action (...)
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  • Spontaneous Freedom.Jonathan Gingerich - 2022 - Ethics 133 (1):38-71.
    Spontaneous freedom, the freedom of unplanned and unscripted activity enjoyed by “free spirits,” is central to everyday talk about “freedom.” Yet the freedom of spontaneity is absent from contemporary moral philosophers’ theories of freedom. This article begins to remedy the philosophical neglect of spontaneous freedom. I offer an account of the nature of spontaneous freedom and make a case for its value. I go on to show how an understanding of spontaneous freedom clarifies the free will debate by helping to (...)
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  • The aim of inquiry?Jane Friedman - 2024 - Philosophy and Phenomenological Research 108 (2):506-523.
    Philosophy and Phenomenological Research, EarlyView.
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  • Ants, grasshoppers, asshoppers, and crickets cohabit in Utopia: the anthropological foundations of Bernard Suits’ analyses of gameplay and good living.Francisco Javier Lopez Frías - 2021 - Journal of the Philosophy of Sport 49 (1):117-133.
    In this article, I consider Alkis Kontos’ and Allan Bäck’s critiques to Suits that his theory of games and good living lack ontological grounds or rests on the wrong foundations. Taking these criti...
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  • Why imaginary worlds? The psychological foundations and cultural evolution of fictions with imaginary worlds.Edgar Dubourg & Nicolas Baumard - 2022 - Behavioral and Brain Sciences 45:e276.
    Imaginary worlds are extremely successful. The most popular fictions produced in the last few decades contain such a fictional world. They can be found in all fictional media, from novels (e.g., Lord of The Rings and Harry Potter) to films (e.g., Star Wars and Avatar), video games (e.g., The Legend of Zelda and Final Fantasy), graphic novels (e.g., One Piece and Naruto), and TV series (e.g., Star Trek and Game of Thrones), and they date as far back as ancient literature (...)
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  • Playing with labels: Identity terms as tools for building agency.Elisabeth Camp & Carolina Flores - 2024 - Philosophical Quarterly 74 (4):1103-1136.
    Identity labels like “woman”, “Black,” “mother,” and “evangelical” are pervasive in both political and personal life, and in both formal and informal classification and communication. They are also widely thought to undermine agency by essentializing groups, flattening individual distinctiveness, and enforcing discrimination. While we take these worries to be well-founded, we argue that they result from a particular practice of using labels to rigidly label others. We identify an alternative practice of playful self-labelling, and argue that it can function as (...)
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  • The Samaritan’s Curse: moral individuals and immoral groups.Kaushik Basu - 2022 - Economics and Philosophy 38 (1):132-151.
    In this paper, I revisit the question of how and in what sense can individuals comprising a group be held responsible for morally reprehensible behaviour by that group. The question is tackled by posing a counterfactual: what would happen if selfish individuals became moral creatures? A game called the Samaritan’s Curse is developed, which sheds light on the dilemma of group moral responsibility, and raises new questions concerning ‘conferred morality’ and self-fulfilling morals, and also forces us to question some implicit (...)
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  • Who Cares About Winning?Nathaniel Baron-Schmitt - 2023 - European Journal of Philosophy 31 (1):248-265.
    Why do we so often care about the outcomes of games when nothing is at stake? There is a paradox here, much like the paradox of fiction, which concerns why we care about the fates and threats of merely fictional beings. I argue that the paradox threatens to overturn a great deal of what philosophers have thought about caring, severing its connection to value and undermining its moral weight. I defend a solution to the paradox that draws on Kendall Walton's (...)
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  • (1 other version)Book Symposium: Alfred Archer and Jake Wojtowicz’s Why it’s OK to be a Sports Fan.Alfred Archer, Jake Wojtowicz, Adam Kadlac, Joe Slater, Nathaniel Baron-Schmitt & Nina Windgätter - forthcoming - Sport, Ethics and Philosophy.
    This is a book symposium on Why It’s OK to Be a Sports Fan, by Alfred Archer and Jake Wojtowicz, with contributions from Adam Kadlac, Joe Slater, Nathaniel Baron-Schmitt, and Nina Windgätter. The discussion covers a range of topics, including the form of love involved in fandom, the epistemic status of fans, fictionalism, and the role of communities in fandom.
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  • Violent video games: content, attitudes, and norms.Alexander Andersson & Per-Erik Milam - 2023 - Ethics and Information Technology 25 (4):1-12.
    Violent video games (VVGs) are a source of serious and continuing controversy. They are not unique in this respect, though. Other entertainment products have been criticized on moral grounds, from pornography to heavy metal, horror films, and Harry Potter books. Some of these controversies have fizzled out over time and have come to be viewed as cases of moral panic. Others, including moral objections to VVGs, have persisted. The aim of this paper is to determine which, if any, of the (...)
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  • The video gamer’s dilemmas.Rami Ali - 2022 - Ethics and Information Technology 24 (2).
    The gamer’s dilemma offers three plausible but jointly inconsistent premises: (1) Virtual murder in video games is morally permissible. (2) Virtual paedophelia in video games is not morally permissible. (3) There is no morally relevant difference between virtual murder and virtual paedophelia in video games. In this paper I argue that the gamer’s dilemma can be understood as one of three distinct dilemmas, depending on how we understand two key ideas in Morgan Luck’s (2009) original formulation. The two ideas are (...)
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  • The Philosophy of Online Manipulation.Michael Klenk & Fleur Jongepier (eds.) - 2022 - Routledge.
    Are we being manipulated online? If so, is being manipulated by online technologies and algorithmic systems notably different from human forms of manipulation? And what is under threat exactly when people are manipulated online? This volume provides philosophical and conceptual depth to debates in digital ethics about online manipulation. The contributions explore the ramifications of our increasingly consequential interactions with online technologies such as online recommender systems, social media, user-friendly design, micro-targeting, default-settings, gamification, and real-time profiling. The authors in this (...)
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  • Wondering on and with Purpose.Daniel Drucker - 2022 - Oxford Studies in Philosophy of Mind 2:58-84.
    I make a proposal about what wondering is and how it differs from other mental phenomena like curiosity. I argue that, though it's tempting to analyze wondering as a desire to know the answer to the question one wonders about, that would be wrong, since wondering is an activity rather than a state, i.e., something we do. I also argue that wondering about a question needn't even essentially involve a desire to know the answer to that question, even as a (...)
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  • Musical agency and collaboration in the digital age.Tom Roberts & Joel Krueger - 2022 - In Kath Bicknell & John Sutton (eds.), Collaborative Embodied Performance: Ecologies of Skill. Methuen Drama. pp. 125-140.
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  • The arts of action.C. Thi Nguyen - 2020 - Philosophers' Imprint 20 (14):1-27.
    The theory and culture of the arts has largely focused on the arts of objects, and neglected the arts of action – the “process arts”. In the process arts, artists create artifacts to engender activity in their audience, for the sake of the audience’s aesthetic appreciation of their own activity. This includes appreciating their own deliberations, choices, reactions, and movements. The process arts include games, urban planning, improvised social dance, cooking, and social food rituals. In the traditional object arts, the (...)
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  • Should we feel guilty pleasure?Elizabeth Dalevik - unknown
    Most people are in agreement that guilty pleasures exist, and that we feel them at some point in our life. In my masters thesis I am going to try and answer why guilty pleasure exists and if it should exist. I am going to do this by exploring three different types of situations where our aesthetic tastes may not align with what we think is correct to like. I will call these situations the self theory, the social theory and the (...)
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  • Using Deep Learning to Detect Facial Markers of Complex Decision Making.Gianluca Guglielmo, Irene Font Peradejordi & Michal Klincewicz - 2022 - In C. Browne, A. Kishimoto & J. Schaeffer (eds.), Advances in Computer Games. ACG 2021. Lecture Notes in Computer Science. Springer. pp. 187-196.
    In this paper, we report on an experiment with The Walking Dead (TWD), which is a narrative-driven adventure game where players have to survive in a post-apocalyptic world filled with zombies. We used OpenFace software to extract action unit (AU) intensities of facial expressions characteristic of decision-making processes and then we implemented a simple convolution neural network (CNN) to see which AUs are predictive of decision-making. Our results provide evidence that the pre-decision variations in action units 17 (chin raiser), 23 (...)
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