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Fact, Fiction and Virtual Worlds

In R. Pouivet & V. Granata (eds.), Epistemology of Aesthetics. Rennes, France: Presses Universitaires de Rennes. pp. 195-219 (2020)

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  1. The art of videogames.Grant Tavinor - 2009 - Malden, MA: Wiley-Blackwell.
    The new art of videogames -- What are videogames anyway? -- On definition -- Theories of gaming -- A definition of videogames -- Videogames and fiction -- From tennis for two to worlds of warcraft -- Imaginary worlds and works of fiction -- Fictional or virtual? -- Interactive fiction -- Stepping into fictional worlds -- Welcome to rapture -- Meet niko bellic -- Experiencing game worlds -- Acting in game worlds -- Games through fiction -- The nature of gaming -- (...)
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  • A Philosophy of Computer Art.Dominic Lopes - 2009 - New York: Routledge.
    What is computer art? Do the concepts we usually employ to talk about art, such as ‘meaning’, ‘form’ or ‘expression’ apply to computer art? _A Philosophy of Computer Art_ is the first book to explore these questions. Dominic Lopes argues that computer art challenges some of the basic tenets of traditional ways of thinking about and making art and that to understand computer art we need to place particular emphasis on terms such as ‘interactivity’ and ‘user’. Drawing on a wealth (...)
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  • The Ontology of Interactive Art.Dominic McIver Lopes - 2001 - Journal of Aesthetic Education 35 (4):65-81.
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  • Reconceptions in philosophy and other arts and sciences.Nelson Goodman - 1988 - London: Routledge. Edited by Catherine Z. Elgin.
    Knowing and Making 1. Obstacles to Knowing The theory of knowledge to be sketched here rejects both absolutism and nihilism, both unique truth and the ...
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  • Philosophical Investigations.P. M. S. Hacker & Joachim Schulte (eds.) - 2009 - Wiley-Blackwell.
    Incorporating significant editorial changes from earlier editions, the fourth edition of Ludwig Wittgenstein's _Philosophical Investigations_ is the definitive _en face_ German-English version of the most important work of 20th-century philosophy The extensively revised English translation incorporates many hundreds of changes to Anscombe’s original translation Footnoted remarks in the earlier editions have now been relocated in the text What was previously referred to as ‘Part 2’ is now republished as _Philosophy of Psychology – A Fragment_, and all the remarks in it (...)
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  • The Cognitive Value of Philosophical Fiction.Jukka Mikkonen - 2013 - Bloomsbury Academic.
    Can literary fictions convey significant philosophical views, understood in terms of propositional knowledge? This study addresses the philosophical value of literature by examining how literary works impart philosophy truth and knowledge and to what extent the works should be approached as communications of their authors. Beginning with theories of fiction, it examines the case against the prevailing ‘pretence’ and ‘make-believe’ theories of fiction hostile to propositional theories of literary truth. Tackling further arguments against the cognitive function and value of literature, (...)
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  • Languages of Art.Nelson Goodman - 1970 - Philosophy and Rhetoric 3 (1):62-63.
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  • Art in the Advancement of Understanding.Catherine Z. Elgin - 2002 - American Philosophical Quarterly 39 (1):1 - 12.
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  • Video Games as Mass Art.Grant Tavinor - 2011 - Contemporary Aesthetics 9.
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  • Are Video Games Art?Aaron Smuts - 2005 - Contemporary Aesthetics 3.
    I argue that by any major definition of art many modern video games should be considered art. Rather than defining art and defending video games based on a single contentious definition, I offer reasons for thinking that video games can be art according to historical, aesthetic, institutional, representational and expressive theories of art. Overall, I argue that while many video games probably should not be considered art, there are good reasons to think that some video games should be classified as (...)
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  • Mimesis as Make-Believe.Kendall L. Walton - 1996 - Synthese 109 (3):413-434.
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