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  1. Real feeling and fictional time in human-AI interactions.Krueger Joel & Tom Roberts - forthcoming - Topoi.
    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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  • It’s about Time: Film, Video Games, and the Advancement of an Artform.Steven Gimbel & Joseph Roman - 2019 - Philosophies 4 (4):56.
    Jon Robson and Aaron Meskin have argued that the insights obtained through the philosophical analysis of video games is not specific to video games, but to a larger class of artistic creations they term Self-Involving Interactive Fictions, or SIIFs. But there is at least one aspect of SIIF video games that is philosophically interesting and does not apply to the class of SIIFs as a whole, the ability to represent non-classical time. If SIIF video games are considered to be an (...)
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  • Playing with Art in Suits’ Utopia.Nathan Wildman & Alfred Archer - 2019 - Sport, Ethics and Philosophy 13 (3-4):456-470.
    ABSTRACTAccording to Bernard Suits, people in Utopia would spend their time playing games and would not spend any time creating or engaging with artworks. Here, we argue against this claim. We do s...
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  • Don’t stop make-believing.Nathan Wildman - 2019 - Journal of the Philosophy of Sport 46 (2):261-275.
    ABSTRACTHow is it that we can rationally assert that sport outcomes do not really matter, while also seeming to care about them to an absurd degree? This is the so-called puzzle of sport. The broadly Waltonian solution to the puzzle has it that we make-believe the outcomes matter. Recently, Stear has critiqued this Waltonian solution, raising a series of five objections. He has also leveraged these objections to motive his own contextualist solution to the puzzle. The aim of this paper (...)
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  • Only a game? Player misery across game boundaries.Nele Van de Mosselaer - 2019 - Journal of the Philosophy of Sport 46 (2):191-207.
    ABSTRACTVideogames often confront players with frustratingly difficult challenges, fearsome enemies, and tragic stories. As such, they can evoke feelings of failure, sadness, anger, and fear. Although these feelings are usually regarded as undesirable, many players seem to enjoy videogames which cause them. In this paper, I argue that player misery often originates from a fictional or lusory attitude which brackets game events from real-life, making the player’s emotions solely relevant within the game context. As they are part of the game (...)
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  • Imaginative Desires and Interactive Fiction: On Wanting to Shoot Fictional Zombies.Nele Van De Mosselaer - 2020 - British Journal of Aesthetics 60 (3):241-251.
    What do players of videogames mean when they say they want to shoot zombies? Surely they know that the zombies are not real, and that they cannot really shoot them, but only control a fictional character who does so. Some philosophers of fiction argue that we need the concept of imaginative desires to explain situations in which people feel desires towards fictional characters or desires that motivate pretend actions. Others claim that we can explain these situations without complicating human psychology (...)
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  • What's My Motivation? Video Games and Interpretative Performance.Grant Tavinor - 2017 - Journal of Aesthetics and Art Criticism 75 (1):23-33.
    The interpretation of character motivations is a crucial part of the understanding of many narratives, including those found in video games. This interpretation can be complicated in video games by the player performing the role of a player-character within the game narrative. Such performance finds the player making choices for the character and also interpreting the resulting character actions and their effect on the game's narrative. This can lead to interpretative difficulties for game narratives and their players: if a decision (...)
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  • On Virtual Transparency.Grant Tavinor - 2019 - Journal of Aesthetics and Art Criticism 77 (2):145-156.
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  • Still Self-Involved: A Reply to Patridge.Jon Robson & Aaron Meskin - 2017 - Journal of Aesthetics and Art Criticism 75 (2):184-187.
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  • Video Games and Imaginative Identification.Stephanie Patridge - 2017 - Journal of Aesthetics and Art Criticism 75 (2):181-184.
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  • Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of the work (...)
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  • Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the medium of agency. (...)
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  • Video Games as Self-Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2016 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that appreciating (...)
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  • Art Clusters: The Importance of Similarities in Aesthetic Research and Education.Aaron Meskin - 2021 - Journal of Aesthetic Education 55 (4):40-50.
    In his presidential address, at the fiftieth anniversary of the American Society of Aesthetics in 1992, Peter Kivy suggested that "progress in the philosophy of art in the immediate future is to be made not by theorizing in the grand manner, but by careful and imaginative philosophical scrutiny of the individual arts and their individual problems." The study of the individual arts, and the differences between them, has, in the ensuing decades, provided a useful corrective to aesthetic theorizing in the (...)
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  • Ready Player One? A Response to Ricksand.Andrew Kania - 2021 - Journal of Aesthetics and Art Criticism 79 (3):388-391.
    I respond to Martin Ricksand’s recommendation that my arguments that current, typical video games are not works for performance be replaced with an argument that no video game could possibly be a work for performance. I cast doubt both on Ricksand’s premise that all video games are games, and on his arguments that no game could be a work for performance.
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  • Truth in interactive fiction.Alex Fisher - 2022 - Synthese 200 (6):1-18.
    This paper provides an account of truth in interactive fiction. Interactive fiction allows the audience to make choices, resulting in many different possible fictions within each interactive fiction, unlike in literary fiction where there is just one. Adequately capturing this feature of interactive fiction requires us to address familiar issues regarding impossible fiction and the nature of time in fiction. Truth in interactive fiction thus requires a complex account to capture its multitude of fictions. It is argued that a full (...)
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  • Player Engagement with Games: Formal Reliefs and Representation Checks.Karl Egerton - 2022 - Journal of Aesthetics and Art Criticism 80 (1):95-104.
    Alongside the direct parallels and contrasts between traditional narrative fiction and games, there lie certain partial analogies that provide their own insights. This article begins by examining a direct parallel between narrative fiction and games—the role of fictional reliefs and reality checks in shaping aesthetic engagement—before arguing that from this a partial analogy can be developed stemming from a feature that distinguishes most games from most traditional fictions: the presence of rules. The relation between rules and fiction in games has (...)
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  • Virtual properties: problems and prospects.Alexandre Declos - 2024 - Erkenntnis.
    According to David Chalmers, the virtual entities found in Virtual Reality (VR) and Augmented Reality (AR) environments instantiate virtual properties of a specific kind. It has recently been objected that such a view (i) can’t extend to all types of properties; (ii) leads to a proliferation of property-types; (iii) implausibly ascribes massive errors to VR and AR users; and (iv) faces an analogue of Jackson’s “many-property problem”. My first objective here is to show that advocates of virtual properties can deal (...)
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  • Players, Characters, and the Gamer's Dilemma.Craig Bourne & Emily Caddick Bourne - 2019 - Journal of Aesthetics and Art Criticism 77 (2):133-143.
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  • Self-Location in Interactive Fiction.Paal Fjeldvig Antonsen - 2021 - British Journal of Aesthetics 61 (1):41-52.
    The aim of this paper is to make sense of a characteristic feature of interactive fictions, such as video game fictions, adventure books and role playing games. In particular, I describe one important way consumers of interactive fiction ‘take on the role’ of a fictional character and are ‘involved’ in the story. I argue that appreciative engagement with such works requires imagining being someone else and imagining parts of the story in a self-locating manner. In short, consuming works of interactive (...)
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  • Fictional reports.Paal Fjeldvig Antonsen - 2019 - Synthese 198 (6):5675-5688.
    This paper outlines a bicontextual account of fictional reports. A fictional report is a report on something that happens in a fiction, and a bicontextual account is an account that relativizes truth to two contexts. The proposal is motivated by two considerations. First, it explains the intuitive truth conditions of fictional reports without postulating hidden fiction operators. Second, it handles the problem of indexicals in fictional reports better than the standard accounts.
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  • Fictional reports.Pål Fjeldvig Antonsen - 2020 - Synthese:1-14.
    This paper outlines a bicontextual account of fictional reports. A fictional report is a report on something that happens in a fiction, and a bicontextual account is an account that relativizes truth to two contexts. The proposal is motivated by two considerations. First, it explains the intuitive truth conditions of fictional reports without postulating hidden fiction operators. Second, it handles the problem of indexicals in fictional reports better than the standard accounts.
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  • The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications.Kristina Šekrst - 2023 - Sic: Journal of Literature, Culture and Literary Translation 3.
    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 (...)
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  • Philosophical Games.Stefano Gualeni - 2022 - The Encyclopedia of Ludic Terms.
    Philosophical games are games designed to invite players to think philosophically within (and about) their gameworlds. They are interactive fictions allowing players to engage with philosophical themes in ways that often set them apart from non-interactive kinds of speculative fictions (such as philosophical novels or thought experiments). To better understand philosophical games, this entry proposes to distinguish two primary ways in which a philosophical game can approach its themes: dialectically or rhetorically.
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  • Me and My Avatar: Player-Character as Fictional Proxy.Matt Carlson & Logan Taylor - 2019 - Journal of the Philosophy of Games 1.
    Players of videogames describe their gameplay in the first person, e.g. “I took cover behind a barricade.” Such descriptions of gameplay experiences are commonplace, but also puzzling because players are actually just pushing buttons, not engaging in the activities described by their first-person reports. According to a view defended by Robson and Meskin (2016), which we call the fictional identity view, this puzzle is solved by claiming that the player is fictionally identical with the player character. Hence, on this view, (...)
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  • Are you (relevantly) experienced? A moral argument for video games.Amanda Cawston & Nathan Wildman - forthcoming - In Aidan Thompson, Laura D'Olimpio & Panos Paris (eds.), Educating Character Through the Arts. London: Routledge.
    Many have offered moral objections to video games, with various critics contending that they depict and promote morally dubious attitudes and behaviour. However, few have offered moral arguments in favour of video games. In this chapter, we develop one such positive moral argument. Specifically, we argue that video games offer one of the only morally acceptable methods for acquiring some ethical knowledge. Consequently, we have (defeasible) moral reasons for creating, distributing, and playing certain morally educating video games.
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  • Glitches as fictional (mis)communication.Nele Van de Mosselear & Nathan Wildman - 2021 - In Timothy Barker & Maria Korolkova (eds.), Miscommunication: Error, mistakes, media. Bloomsbury. pp. 300-315.
    Here, we focus on the underexplored fictional relevance of videogame glitches. For this purpose, we will make use philosophical theories on fiction, as well as standard suggestions about how best to deal with unintended errors within fiction. Focusing on glitches like that of Red Dead Redemption’s "manimals", we argue that glitches, more than any kinds of mistakes in traditional, non-interactive fictions, can actually have a significant influence on the fictional worlds of the work in which they appear. In particular, we (...)
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