7 found
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  1. The Implied Designer of Digital Games.Nele Van de Mosselaer & Stefano Gualeni - 2023 - Estetika: The European Journal of Aesthetics 60 (1):71-89.
    As artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the gameworld. Influenced by their sociocultural backgrounds, sensitivities, gameplay preferences, and familiarity with game conventions, players construct a subjective interpretation of the intentions with which they believe the digital game in question was created. By analogy with the narratological notion of the implied author, we call the (...)
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  2.  60
    Comedy and the Dual Position of the Player.Nele Van de Mosselaer - 2022 - In Krista Bonello Rutter Giappone, Tomasz Majkowski & Jaroslav Švelch (eds.), Video Games and Comedy. Palgrave Macmillan. pp. 35-52.
    This chapter discusses the comic potential that originates in the way players of digital games take on the dual position of being at once a played self that is internal to the gameworld and a playing self that perceives this world from the outside. I first describe the comic attitude as it is defined within philosophy: as an attitude of distanced and dispassionate reflection towards an incongruity. I then show how the dual position of players during gameplay not only is (...)
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  3. Ludic Unreliability and Deceptive Game Design.Stefano Gualeni & Nele Van de Mosselaer - 2021 - Journal of the Philosophy of Games 3 (1):1-22.
    Drawing from narratology and design studies, this article makes use of the notions of the ‘implied designer’ and ‘ludic unreliability’ to understand deceptive game design as a specific sub-set of transgressive game design. More specifically, in this text we present deceptive game design as the deliberate attempt to misguide players’ inferences about the designers’ intentions. Furthermore, we argue that deceptive design should not merely be taken as a set of design choices aimed at misleading players in their efforts to understand (...)
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  4.  17
    How Can We Be Moved to Shoot Zombies? A Paradox of Fictional Emotions and Actions in Interactive Fiction.Nele Van de Mosselaer - 2018 - Journal of Literary Theory 12 (2):279-299.
    How can we be moved by the fate of Anna Karenina? By asking this question, Colin Radford introduced the paradox of fiction, or the problem that we are often emotionally moved by characters and events which we know don’t really exist (1975). A puzzling element of these emotions that always resurfaced within discussions on the paradox is the fact that, although these emotions feel real to the people who have them, their difference from ›real‹ emotions is that they cannot motivate (...)
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  5.  16
    Breaking the Fourth Wall in Videogames.Nele Van de Mosselaer - 2022 - In Enrico Terrone & Vera Tripodi (eds.), Being and Value in Technology. Palgrave Macmillan. pp. 163–186.
    In this chapter, I investigate the imaginary boundary between the actual world and fictional gameworlds by focusing on videogame situations in which this fourth wall is foregrounded or broken. For this purpose, I first define the videogame experience as a self-involving, interactive fiction experience, based on Kendall Walton’s account of fiction (1990). I then describe how, in the current academic discourse on games, it is often claimed that the concept of fourth wall breaks cannot be applied to videogames due to (...)
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  6.  44
    Emoties door onware proposities.Nele Van de Mosselaer - 2018 - Algemeen Nederlands Tijdschrift voor Wijsbegeerte 110 (4):473-489.
    Emotions Caused by Untrue Propositions: A Broader View of the Paradox of Fiction Ever since Colin Radford wrote his article ‘How Can We Be Moved by the Fate of Anna Karenina?’ in 1975, philosophers have tried to solve the so-called paradox of fiction, or the question how we can be moved by objects of which we know they don’t really exist. What is striking about discussions on the paradox of fiction is that they often present fictional works as collections of (...)
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  7. Old Lies, New Media A Review of "A Defense of Simulated Experience: New Noble Lies" by Mark Silcox. [REVIEW]Nele Van de Mosselaer & Stefano Gualeni - 2019 - Journal of the Philosophy of Games 2 (1).
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