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Games and the art of agency

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

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  1. The Division of Cognitive Labor.Philip Kitcher - 1990 - Journal of Philosophy 87 (1):5-22.
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  • The methods of ethics.Henry Sidgwick - 1874 - Bristol, U.K.: Thoemmes Press. Edited by Emily Elizabeth Constance Jones.
    This Hackett edition, first published in 1981, is an unabridged and unaltered republication of the seventh edition as published by Macmillan and Company, Limited. From the forward by John Rawls: In the utilitarian tradition Henry Sidgwick has an important place. His fundamental work, The Methods of Ethics, is the clearest and most accessible formulation of what we may call 'the classical utilitarian doctorine.' This classical doctrine holds that the ultimate moral end of social and individual action is the greatest net (...)
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  • Mimesis as make-believe: on the foundations of the representational arts.Kendall L. Walton - 1990 - Cambridge: Harvard University Press.
    Mimesis as Make-Believe is important reading for everyone interested in the workings of representational art.
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  • Practical induction.Elijah Millgram - 1997 - Cambridge: Harvard University Press.
    Itself a pleasure to read, this book is full of inventive arguments and conveys Millgram's bold thesis with elegance and force.
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  • Mimesis as Make-Believe: On the Foundations of the Representational Arts.Kendall L. Walton - 1990 - Journal of Aesthetics and Art Criticism 49 (2):161-166.
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  • Love's Knowledge: Essays on Philosophy and Literature.Martha C. Nussbaum - 1990 - Philosophy 68 (266):564-566.
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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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  • Competition as cooperation.C. Thi Nguyen - 2017 - Journal of the Philosophy of Sport 44 (1):123-137.
    Games have a complex, and seemingly paradoxical structure: they are both competitive and cooperative, and the competitive element is required for the cooperative element to work out. They are mechanisms for transforming competition into cooperation. Several contemporary philosophers of sport have located the primary mechanism of conversion in the mental attitudes of the players. I argue that these views cannot capture the phenomenological complexity of game-play, nor the difficulty and moral complexity of achieving cooperation through game-play. In this paper, I (...)
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  • Freedom of the will and the concept of a person.Harry Frankfurt - 2004 - In Tim Crane & Katalin Farkas (eds.), Metaphysics: a guide and anthology. Oxford University Press UK.
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  • The Grasshopper: Games, Life and Utopia.Bernard Suits & Thomas Hurka - 1978 - Peterborough, CA: Broadview Press.
    In the mid twentieth century the philosopher Ludwig Wittgenstein famously asserted that games are indefinable; there are no common threads that link them all. "Nonsense," says the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games is a central (...)
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  • Autonomous Action: Self-Determination in the Passive Mode.Sarah Buss - 2012 - Ethics 122 (4):647-691.
    In order to be a self-governing agent, a person must govern the process by means of which she acquires the intention to act as she does. But what does governing this process require? The standard compatibilist answers to this question all assume that autonomous actions differ from nonautonomous actions insofar as they are a more perfect expression of the agent’s agency. I challenge this conception of autonomous agents as super agents. The distinguishing feature of autonomous agents is, I argue, the (...)
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  • Medium in art.David Davies - 2003 - In Jerrold Levinson (ed.), The Oxford handbook of aesthetics. New York: Oxford University Press. pp. 181.
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  • The Ethos of Games.Fred D'Agostino - 1981 - Journal of the Philosophy of Sport 8 (1):7-18.
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  • Grace and functionality.C. D. Cordner - 1984 - British Journal of Aesthetics 24 (4):301-313.
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  • Practical reasoning and weakness of the will.Michael Bratman - 1979 - Noûs 13 (2):153-171.
    In a case of weak-willed action the agent acts-freely, deliberately, and for a reason-in a way contrary to his best judgment, even though he thinks he could act in accordance with his best judgment. The possibility of such actions has posed one problem in moral philosophy, the exact nature of the problem it poses another. In this essay I offer an answer to the latter problem: an explanation of why a plausible account of free, deliberate and purposive action seems to (...)
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  • The aesthetic in sport.David Best - 1974 - British Journal of Aesthetics 14 (3):197-213.
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  • Virtue ethics and the charge of egoism.Julia Annas - 2008 - In Paul Bloomfield (ed.), Morality and Self-Interest. New York: Oxford University Press.
    There are problems with egoism as a theory, but what matters here is the point that intuitively ethics is thought to be about the good of others, so that focusing on your own good seems wrong from the start. Virtues are not just character traits, however, since forgetfulness or stubbornness are not virtues. Virtues are character traits which are in some way desirable. Criticism is generally renewed at this point on the grounds that claims about flourishing are now including claims (...)
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  • John Stuart mill and experiments in living.Elizabeth S. Anderson - 1991 - Ethics 102 (1):4-26.
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  • The aesthetic value of ideas.Elisabeth Schellekens - 2007 - In Peter Goldie & Elisabeth Schellekens (eds.), Philosophy and conceptual art. New York: Oxford University Press.
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  • Virtue, Vice and Value.Thomas Hurka - 2001 - Philosophical Quarterly 52 (208):413-415.
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  • Reasons and Persons.Derek Parfit - 1984 - Oxford, GB: Oxford University Press.
    Challenging, with several powerful arguments, some of our deepest beliefs about rationality, morality, and personal identity, Parfit claims that we have a false view about our own nature. It is often rational to act against our own best interersts, he argues, and most of us have moral views that are self-defeating. We often act wrongly, although we know there will be no one with serious grounds for complaint, and when we consider future generations it is very hard to avoid conclusions (...)
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  • On liberty.John Stuart Mill - 2000 - In Steven M. Cahn (ed.), Exploring Philosophy: An Introductory Anthology. New York, NY, United States of America: Oxford University Press USA. pp. 519-522.
    This was scanned from the 1909 edition and mechanically checked against a commercial copy of the text from CDROM. Differences were corrected against the paper edition. The text itself is thus a highly accurate rendition. The footnotes were entered manually.
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  • On Liberty.John Stuart Mill - 2003-01-01 - In Mary Warnock (ed.), Utilitarianism and on Liberty. Blackwell. pp. 88–180.
    This chapter contains section titled: Introductory Of the Liberty of Thought and Discussion Of Individuality, as one of the Elements of Well‐being Of the Limits to the Authority of Society over the Individual Applications.
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  • What Are Videogames Anyway?Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 15–33.
    This chapter contains sections titled: On Definition Theories of Gaming A Definition of Videogames.
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  • 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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  • Art as Experience.John Dewey - 1934 - New Yorke: Perigee Books.
    IN THE winter and spring of 1031,1 was invited to give a series of ten lectures at Harvard University. The subject chosen was the Philosophy of Art; the lectures are the origin of the present volume. The Lectureship was founded in memory of William James and I esteem it a great honor to have this book associated even indirectly with his distinguished name. It is a pleasure, also, te recall, in connection with the lectures, the unvarying kindness and hospitality of (...)
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  • Everyday aesthetics.Yuriko Saito - 2001 - Philosophy and Literature 25 (1):87-95.
    Neglect of everyday aesthetics -- Significance of everyday aesthetics -- Aesthetics of distinctive characteristics and ambience -- Everyday aesthetic qualities and transience -- Moral-aesthetic judgments of artifacts.
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  • Being for Beauty: Aesthetic Agency and Value.Dominic Lopes - 2018 - Oxford, United Kingdom: Oxford University Press.
    For centuries, philosophers have identified beauty with what brings pleasure. Dominic McIver Lopes challenges this interpretation by offering an entirely new theory of beauty - that beauty engages us in action, in concert with others, in the context of social networks - and sheds light on why aesthetic engagement is crucial for quality of life.
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  • Rationality and Reasons.Derek Parfit - unknown
    When Ingmar and I discuss metaphysics or morality, our views are seldom far apart. Hut on the subjects of this paper, rationality and reasons, we deeply disagree.
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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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  • Mimesis as Make-Believe: On the Foundations of the Representational Arts.Noel Carroll - 1995 - Philosophical Quarterly 45 (178):93-99.
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  • Fearing fictions.Kendall L. Walton - 1978 - Journal of Philosophy 75 (1):5-27.
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  • The Guise of the Good.J. David Velleman - 1992 - Noûs 26 (1):3 - 26.
    The agent portrayed in much philosophy of action is, let's face it, a square. He does nothing intentionally unless he regards it or its consequences as desirable. The reason is that he acts intentionally only when he acts out of a desire for some anticipated outcome; and in desiring that outcome, he must regard it as having some value. All of his intentional actions are therefore directed at outcomes regarded sub specie boni: under the guise of the good. This agent (...)
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  • Videogames and aesthetics.Grant Tavinor - 2010 - Philosophy Compass 5 (8):624-634.
    Videogames are one of the most striking developments in recent popular arts. Many of the issues traditional to philosophical aesthetics find a new setting in videogames, and often take on a dramatic new form. Little has been written specifically on videogames in the philosophy of the arts, although they are often discussed in non-philosophical disciplines, such as media studies. A number of issues seem prominent, particularly those following from the interactive nature of videogames. This article is a survey of the (...)
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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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  • The schizophrenia of modern ethical theories.Michael Stocker - 1976 - Journal of Philosophy 73 (14):453-466.
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  • Sport, Make-Believe, and Volatile Attitudes.Nils-Hennes Stear - 2017 - Journal of Aesthetics and Art Criticism 75 (3):275-288.
    The outcomes of sports and competitive games excite intense emotions in many people, even when those same people acknowledge that those outcomes are of trifling importance. I call this incongruity between the judged importance of the outcome and the intense reactions it provokes the Puzzle of Sport. The puzzle can be usefully compared to another puzzle in aesthetics: the Paradox of Fiction, which asks how it is we become emotionally caught up with events and characters we know to be unreal. (...)
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  • Artworks Are Not Valuable for Their Own Sake.Nicholas F. Stang - 2012 - Journal of Aesthetics and Art Criticism 70 (3):271-280.
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  • Self-expression: a deep self theory of moral responsibility.Chandra Sripada - 2016 - Philosophical Studies 173 (5):1203-1232.
    According to Dewey, we are responsible for our conduct because it is “ourselves objectified in action”. This idea lies at the heart of an increasingly influential deep self approach to moral responsibility. Existing formulations of deep self views have two major problems: They are often underspecified, and they tend to understand the nature of the deep self in excessively rationalistic terms. Here I propose a new deep self theory of moral responsibility called the Self-Expression account that addresses these issues. The (...)
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  • Internalism and Internal Values in Sport.Robert L. Simon - 2000 - Journal of the Philosophy of Sport 27 (1):1-16.
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  • The banality of simulated evil: Designing ethical gameplay. [REVIEW]Miguel Sicart - 2009 - Ethics and Information Technology 11 (3):191-202.
    This paper offers an analytical description of the ethics of game design and its influence in the ethical challenges computer games present. The paper proposes a set of game design suggestions based on the Information Ethics concept of Levels of Abstraction which can be applied to formalise ethical challenges into gameplay mechanics; thus allowing game designers to incorporate ethics as part of the experience of their games. The goal of this paper is twofold: to address some of the reasons why (...)
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  • Everyday Aesthetics.Yuriko Saito - 2007 - Oxford, GB: Oxford University Press UK.
    Everyday aesthetic experiences and concerns occupy a large part of our aesthetic life. However, because of their prevalence and mundane nature, we tend not to pay much attention to them, let alone examine their significance. Western aesthetic theories of the past few centuries also neglect everyday aesthetics because of their almost exclusive emphasis on art. In a ground-breaking new study, Yuriko Saito provides a detailed investigation into our everyday aesthetic experiences, and reveals how our everyday aesthetic tastes and judgments can (...)
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  • 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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  • Is Virtue Ethics Self-Effacing?Glen Pettigrove - 2011 - The Journal of Ethics 15 (3):191-207.
    Thomas Hurka, Simon Keller, and Julia Annas have recently argued that virtue ethics is self-effacing. I contend that these arguments are rooted in a mistaken understanding of the role that ideal agency and agent flourishing (should) play in virtue ethics. I then show how a virtue ethical theory can avoid the charge of self-effacement and why it is important that it do so.
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  • Reasons and Persons.Joseph Margolis - 1986 - Philosophy and Phenomenological Research 47 (2):311-327.
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  • Functional Beauty.Larry Shiner - 2009 - Journal of Aesthetics and Art Criticism 67 (3):341-343.
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  • Notes on the aesthetics of chess and the concept of intellectual beauty.Harold Osborne - 1964 - British Journal of Aesthetics 4 (2):160-163.
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  • The aesthetics of rock climbing.C. Thi Nguyen - 2017 - The Philosophers' Magazine 78:37-43.
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  • Emotions and aesthetics: An inevitable trade‐off.Stephen Mumford - 2012 - Journal of the Philosophy of Sport 39 (2):267-279.
    Sport is a producer of both emotional and aesthetic experiences. But how do these relate? Does a spectator’s emotional engagement in sport enhance or hinder it as an aesthetic experience? And does the aesthetic perception of sport enhance or hinder the emotional experiences? These questions will be addressed with particular reference to the distinction that can be drawn between partisan and purist watchers of sport, and making use of thinking in contemporary aesthetics and philosophy of emotion. There are some reasons (...)
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  • Expanding the Justificatory Framework of Mill's Experiments in Living.Ryan Muldoon - 2015 - Utilitas 27 (2):179-194.
    In On Liberty, Mill introduced the concept of . I will provide an account of what Mill saw to be the basic problem he was addressing – the extensive pressure to fit in with the crowd, and how this bred mediocrity. I connect this to worries about public reason models of justification. I argue that a generalized version of Mill's argument offers us a better path to political justification stemming from experimentation. Rather than grounding political justification on shared political reasons, (...)
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