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  1. (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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  • Not Passion’s Slave: Emotions and Choice.Robert C. Solomon - 2003 - New York, US: Oup Usa.
    This volume collects thirty years worth of articles on the emotions written by the distinguished philosopher Robert Solomon. Solomon's thesis is that we are significantly responsible for our emotions, which are evaluative judgments that in effect we choose. This is the first of several volumes that document work in the emotions.
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  • Upheavals of Thought: The Intelligence of Emotions.Martha C. Nussbaum - 2001 - Cambridge University Press.
    Emotions shape the landscape of our mental and social lives. Like geological upheavals in a landscape, they mark our lives as uneven, uncertain and prone to reversal. Are they simply, as some have claimed, animal energies or impulses with no connection to our thoughts? Or are they rather suffused with intelligence and discernment, and thus a source of deep awareness and understanding? In this compelling book, Martha C. Nussbaum presents a powerful argument for treating emotions not as alien forces but (...)
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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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  • Fiction and Fictional Worlds in Videogames.Aaron Meskin & Jon Robson - 2012 - In J. R. Sageng, T. M. Larsen & H. Fossheim (eds.), The Philosophy of Computer Games. Springer. pp. 201-18.
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  • (1 other version)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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  • Walton on Fictionality.Richard Woodward - 2014 - Philosophy Compass 9 (12):825-836.
    This paper provides an overview of the account of fictionality — i.e. the phenomenon of things being true “in” or “according to” fictions — that lies at the heart of Kendall Walton's account of representational art. Walton's central idea is that what it is for a proposition to be fictional is for there to be a prescription to imagine that proposition. As we shall see, however, properly understanding this proposal requires an antecedent grasp of Walton's picture of games of make-believe (...)
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  • The Possibility of Empty Fictions.Nathan Wildman - 2019 - Journal of Aesthetics and Art Criticism 77 (1):35-42.
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  • The Cognitive Role of Fictionality.J. Robert G. Williams & Richard Woodward - 2019 - Philosophy and Phenomenological Research.
    The question of the cognitive role of fictionality is this: what is the correct cognitive attitude to take to p, when it is fictional that p? We began by considering one answer to this question, implicit in the work of Kendall Walton, that the correct response to a fictional proposition is to imagine that proposition. However, this approach is silent in cases of fictional incompleteness, where neither p nor its negation are fictional. We argue that that Waltonians should embrace a (...)
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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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  • (1 other version)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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  • (1 other version)Metaphor and Prop Oriented Make‐Believe.Kendall L. Walton - 1993 - European Journal of Philosophy 1 (1):39-57.
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  • (1 other version)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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  • Fearing fictions.Kendall L. Walton - 1978 - Journal of Philosophy 75 (1):5-27.
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  • Categories of Art.Kendall L. Walton - 1970 - Philosophical Review 79 (3):334-367.
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  • Videogames and interactive fiction.Grant Tavinor - 2005 - Philosophy and Literature 29 (1):24-40.
    In lieu of an abstract, here is a brief excerpt of the content:Videogames and Interactive FictionGrant TavinorIIn the third-person crime simulator Grand Theft Auto 3, the fictional performing of all sorts of criminal nuisance is a possibility. (Squeamish readers, or those that are adamant videogames are playing a decisive role in the moral degeneration of modern society might want to turn away now!) Here is one possibility for players of the game: while driving around in the rundown red-light district of (...)
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  • How Can We Be Moved by the Fate of Anna Karenina.Colin Radford & Michael Weston - 1975 - Aristotelian Society Supplementary Volume 49 (1):67 - 93.
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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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  • Critical Notices.Robert C. Solomon - 2005 - Philosophy and Phenomenological Research 71 (3):741-747.
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  • Fruits, Apples, and Category Mistakes: On Sport, Games, and Play.Angela J. Schneider - 2001 - Journal of the Philosophy of Sport 28 (2):151-159.
    (2001). Fruits, Apples, and Category Mistakes: On Sport, Games, and Play. Journal of the Philosophy of Sport: Vol. 28, No. 2, pp. 151-159. doi: 10.1080/00948705.2001.9714610.
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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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  • Fictional characters.Stacie Friend - 2007 - Philosophy Compass 2 (2):141–156.
    If there are no fictional characters, how do we explain thought and discourse apparently about them? If there are, what are they like? A growing number of philosophers claim that fictional characters are abstract objects akin to novels or plots. They argue that postulating characters provides the most straightforward explanation of our literary practices as well as a uniform account of discourse and thought about fiction. Anti-realists counter that postulation is neither necessary nor straightforward, and that the invocation of pretense (...)
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  • Feature: Constitution‐Making and Nation‐Building: Reflections on Political Transformations in East and Western Europe.Ulrich K. Preuß - 1993 - European Journal of Philosophy 1 (1):81-92.
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  • Gut Reactions: A Perceptual Theory of the Emotions.Jesse J. Prinz - 2004 - Oxford University Press.
    Gut Reactions is an interdisciplinary defense of the claim that emotions are perceptions of changes in the body.
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  • Cognitivism in the theory of emotions.John Deigh - 1994 - Ethics 104 (4):824-54.
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  • A Note on Dummett and Frege on Sense‐Identity.Eva Picard - 1993 - European Journal of Philosophy 1 (1):69-80.
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  • Negative Liberty, Liberal and Republican1.Philip Pettit - 1993 - European Journal of Philosophy 1 (1):15-38.
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  • E-sports are Not Sports.Jim Parry - 2018 - Sport, Ethics and Philosophy 13 (1):3-18.
    The conclusion of this paper will be that e-sports are not sports. I begin by offering a stipulation and a definition. I stipulate that what I have in mind, when thinking about the concept of sport, is ‘Olympic’ sport. And I define an Olympic Sport as an institutionalised, rule-governed contest of human physical skill. The justification for the stipulation lies partly in that it is uncontroversial. Whatever else people might think of as sport, no-one denies that Olympic Sport is sport. (...)
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  • Précis of Upheavals of Thought.Martha C. Nussbaum - 2004 - Philosophy and Phenomenological Research 68 (2):443-449.
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  • A Tear is an Intellectual Thing: The Meanings of Emotion.Jerome Neu - 2000 - New York, USA: Oxford University Press USA.
    Is jealousy eliminable? If so, at what cost? What are the connections between pride the sin and the pride insisted on by identity politics? How can one question an individual's understanding of their own happiness or override a society's account of its own rituals? What makes a sexual desire "perverse," or particular sexual relations undesirable or even unthinkable? These and other questions about what sustains and threatens our identity are pursued using the resources of philosophy, psychoanalysis, and other disciplines. The (...)
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  • What is an Emotion?William James - 1884 - Mind 9:188.
    A perfectly matched layer (PML) absorbing material composed of a uniaxial anisotropic material is presented for the truncation of finite-difference time-domain (FDTD) lattices. It is shown that the uniaxial PML material formulation is mathematically equivalent to the perfectly matched layer method published by Berenger (see J. Computat. Phys., Oct. 1994). However, unlike Berenger's technique, the uniaxial PML absorbing medium presented in this paper is based on a Maxwellian formulation. Numerical examples demonstrate that the FDTD implementation of the uniaxial PML medium (...)
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  • Mimesis as Make-Believe: On the Foundations of the Representational Arts by Kendall Walton. [REVIEW]Gregory Currie - 1993 - Journal of Philosophy 90 (7):367-370.
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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)Upheavals of Thought. The Intelligence of Emotions.Martha C. Nussbaum - 2003 - Tijdschrift Voor Filosofie 65 (1):174-175.
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  • (1 other version)Mimesis as Make-Believe: On the Foundations of the Representational Arts.Kendall L. WALTON - 1990 - Philosophy 66 (258):527-529.
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  • The Nonexistent.Anthony Everett - 2013 - New York, NY: Oxford University Press.
    Anthony Everett gives a philosophical defence of the common-sense view that there are no such things as fictional people, places, and things. He argues that our talk and thought about such fictional objects takes place within the scope of a pretense, and that we gain little but lose much by accepting fictional realism.
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  • "It's Only a Game!" Sports As Fiction.Kendall L. Walton - 2015 - In In Other Shoes: Music, Metaphor, Empathy, Existence. New York: Oxford University Press. pp. 75-83.
    Sports and competitive games of many kinds—from tag to chess to baseball—are often occasions for make-believe. To participate either as a competitor or as a spectator is frequently to engage in pretense. The activities of playing and watching games have this in common with appreciating works of fiction and participating in children’s make-believe activities, although the make-believe in sports, masked by real interests and concerns, is less obvious than it is in the other cases. What is most interesting about tag (...)
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  • (1 other version)Metaphor and prop oriented make-believe.Kendall L. Walton - 2005 - In Mark Eli Kalderon (ed.), Fictionalism in Metaphysics. New York: Oxford University Press UK.
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