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  1. Are you (relevantly) experienced? A moral argument for video games.Amanda Cawston & Nathan Wildman - 2022 - In Laura D'Olimpio, Panos Paris & Aidan P. Thompson (eds.), Educating Character Through the Arts. 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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  • Idealist Origins: 1920s and Before.Martin Davies & Stein Helgeby - 2014 - In Graham Oppy & Nick Trakakis (eds.), History of Philosophy in Australia and New Zealand. Dordrecht: Springer. pp. 15-54.
    This paper explores early Australasian philosophy in some detail. Two approaches have dominated Western philosophy in Australia: idealism and materialism. Idealism was prevalent between the 1880s and the 1930s, but dissipated thereafter. Idealism in Australia often reflected Kantian themes, but it also reflected the revival of interest in Hegel through the work of ‘absolute idealists’ such as T. H. Green, F. H. Bradley, and Henry Jones. A number of the early New Zealand philosophers were also educated in the idealist tradition (...)
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  • Interactivity, Fictionality, and Incompleteness.Nathan Wildman & Richard Woodward - 2018 - In Jon Robson & Grant Tavinor (eds.), The Aesthetics of Videogames. New York: Routledge.
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  • (1 other version)Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - 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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  • (1 other version)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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  • Truth in Fiction.Franck Lihoreau (ed.) - 2010 - Ontos Verlag.
    The essays collected in this volume are all concerned with the connection between fiction and truth. This question is of utmost importance to metaphysics, philosophy of language, philosophical logic and epistemology, raising in each of these areas and at their intersections a large number of issues related to creation, existence, reference, identity, modality, belief, assertion, imagination, pretense, etc. All these topics and many more are addressed in this collection, which brings together original essays written from various points of view by (...)
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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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  • Choose Your Own Adventure: Examining the Fictional Content of Video Games as Interactive Fictions.Marissa D. Willis - 2019 - Journal of Aesthetics and Art Criticism 77 (1):43-53.
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  • (1 other version)The philosophy of computer science.Raymond Turner - 2013 - Stanford Encyclopedia of Philosophy.
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  • (1 other version)Glitches as fictional (mis)communication.Nele Van de Mosselear & Nathan Wildman - 2021 - In Timothy Barker & Maria Korolkova (eds.), Miscommunications: Errors, 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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  • Walton, Truth in Fiction, and Video Games: A Rejoinder to Willis.Martin Ricksand - 2020 - Journal of Aesthetics and Art Criticism 78 (1):101-105.
    The Journal of Aesthetics and Art Criticism, Volume 78, Issue 1, Page 101-105, Winter 2020.
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  • Emotions, Actions and Inclinations to Act.Christiana Werner - 2022 - Erkenntnis 87 (6):2571-2588.
    Emotional responses to fiction are part of our experience with art and media. Some of these responses (“fictional emotions”) seem to be directed towards fictional entities—entities that we believe do not exist. Some philosophers argue that fictional emotions differ in nature from other emotional responses. (cf. Walton in J Philos 75(1):5–27, 1978, Mimesis as make-believe, Harvard University Press, Cambridge, 1990, Walton, in: Hjort, Laver (ed.) Emotion and the arts, Oxford University, New York, 1997; Currie in The nature of fiction, Cambridge (...)
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  • Noël Carroll.Maisie Knew - 2008 - In Paisley Livingston & Carl R. Plantinga (eds.), The Routledge Companion to Philosophy and Film. New York: Routledge. pp. 196.
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  • Virtually real emotions and the paradox of fiction: Implications for the use of virtual environments in psychological research.Garry Young - 2010 - Philosophical Psychology 23 (1):1-21.
    Many of the psychological studies carried out within virtual environments are motivated by the idea that virtual research findings are generalizable to the non-virtual world. This idea is vulnerable to the paradox of fiction, which questions whether it is possible to express genuine emotion toward a character (or event) known to be fictitious. As many of these virtual studies are designed to elicit, broadly speaking, emotional responses through interactions with fictional characters (avatars) or objects/places, the issue raised by the paradox (...)
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  • Don’t stop make-believing.Nathan Wildman - 2019 - Journal of the Philosophy of Sport 46 (2):261-275.
    How 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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  • The impersonation of personality: Film as philosophy in mission: Impossible.Stephen Mulhall - 2006 - Journal of Aesthetics and Art Criticism 64 (1):97–110.
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