Results for 'videogames'

40 found
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  1. Videogames and the First Person.Jon Robson & Aaron Meskin - 2012 - In G. Currie, P. Kotako & M. Pokorny (eds.), Mimesis: Metaphysics, Cognition, Pragmatics. College Publishing.
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  2. Measuring morality in videogames research.Malcolm Ryan, Paul Formosa, Stephanie Howarth & Dan Staines - 2020 - Ethics and Information Technology 22 (1):55-68.
    There has been a recent surge of research interest in videogames of moral engagement for entertainment, advocacy and education. We have seen a wealth of analysis and several theoretical models proposed, but experimental evaluation has been scarce. One of the difficulties lies in the measurement of moral engagement. How do we meaningfully measure whether players are engaging with and affected by the moral choices in the games they play? In this paper, we survey the various standard psychometric instruments from (...)
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  3. Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts.Stefano Gualeni - 2016 - G.A.M.E. - The Italian Journal of Game Studies 5 (1).
    Self-reflexive videogames are videogames designed to materialize critical and/or satirical perspectives on the ways in which videogames themselves are designed, played, sold, manipulated, experienced, and understood as social objects. This essay focuses on the use of virtual worlds as mediators, and in particular on the use of videogames to guide and encourage reflections on technical, interactive, and thematic conventions in videogame design and development. Structurally, it is composed of two interconnected parts: -/- 1) In the first (...)
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  4. Split-Screen : Videogame History through Local Multiplayer Design.Veli-Matti Karhulahti & Pawel Grabarczyk - forthcoming - Design Issues.
    By looking at videogame production through a two-vector model of design – a practice determined by the interplay between economic and technological evolution – we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but has since become problematic due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary loss of a design pattern’s contextual function due to techno-economical evolution.
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  5.  79
    Embodying the Avatar in Videogames.Mahdi Dibaei - 2022 - Dissertation, University College Dublin
    Videogames are a pervasive part of lives of children and adults alike, with 73%of Americans older than 2 years engaging with them (Group, 2019). Playingvideogames can be seen as an activity that is done through our fingertips andwith our visual apparatus focused on a screen, without involvement of the restof our body, and it is usually considered as such from a cognitivist point ofview (Campbell, 2012; Gee, 2003; Klimmt and Hartmann, 2006) however thisraises the question of whether videogames (...)
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  6. Papers, Please and the systemic approach to engaging ethical expertise in videogames.Formosa Paul, Ryan Malcolm & Staines Dan - 2016 - Ethics and Information Technology 18 (3):211-225.
    Papers, Please, by Lucas Pope (2013), explores the story of a customs inspector in the fictional political regime of Arstotzka. In this paper we explore the stories, systems and moral themes of Papers, Please in order to illustrate the systemic approach to designing videogames for moral engagement. Next, drawing on the Four Component model of ethical expertise from moral psychology, we contrast this systemic approach with the more common scripted approach. We conclude by demonstrating the different strengths and weaknesses (...)
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  7. Morality meters and their impacts on moral choices in videogames: a qualitative study.Paul Formosa, Malcolm Ryan, Stephanie Howarth, Jane Messer & Mitchell McEwan - 2022 - Games and Culture 1 (17):89-121.
    Morality meters are a commonly used mechanic in many ethically notable video games. However, there have been several theoretical critiques of such meters, including that people can find them alienating, they can instrumentalise morality, and they reduce morality to a binary of good and evil with no room for complexity. While there has been much theoretical discussion of these issues, there has been far less empirical investigation. We address this gap through a qualitative study that involved participants playing a custom-built (...)
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  8. Morality meters and their impacts on moral choices in videogames: a qualitative study.Paul Formosa, Malcolm Ryan, Stephanie Howarth, Jane Messer & Mitchell McEwan - 2022 - Games and Culture 17 (1):89-121.
    Morality meters are a commonly used mechanic in many ethically notable video games. However, there have been several theoretical critiques of such meters, including that people can find them alienating, they can instrumentalise morality, and they reduce morality to a binary of good and evil with no room for complexity. While there has been much theoretical discussion of these issues, there has been far less empirical investigation. We address this gap through a qualitative study that involved participants playing a custom-built (...)
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  9. Me and My Avatar: Player-Character as Fictional Proxy.Matt Carlson & Logan Taylor - 2019 - Journal of the Philosophy of Games 1.
    Players of videogames describe their gameplay in the first person, e.g. “I took cover behind a barricade.” Such descriptions of gameplay experiences are commonplace, but also puzzling because players are actually just pushing buttons, not engaging in the activities described by their first-person reports. According to a view defended by Robson and Meskin (2016), which we call the fictional identity view, this puzzle is solved by claiming that the player is fictionally identical with the player character. Hence, on this (...)
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  10. Resisting the Gamer’s Dilemma.Thomas Montefiore & Paul Formosa - 2022 - Ethics and Information Technology 24 (3):1-13.
    Intuitively, many people seem to hold that engaging in acts of virtual murder in videogames is morally permissible, whereas engaging in acts of virtual child molestation is morally impermissible. The Gamer’s Dilemma (Luck in Ethics Inf Technol 11:31–36, 2009) challenges these intuitions by arguing that it is unclear whether there is a morally relevant difference between these two types of virtual actions. There are two main responses in the literature to this dilemma. First, attempts to resolve the dilemma by (...)
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  11.  66
    Homo video-ludens. [REVIEW]Simone Santamato - 2023 - Singola.
    My review of Ariemma's "Filosofia del gaming. Da Talete alla PlayStation", published by Tlon (ISBN: 979-1255540021) in 2023, not only wants to point the structure of the book but even expose the urgency of a philosophical analysis of the videogame. Thanks to Ariemma's suggestions, videogames can be argued to be experience virtualizers or "Nietzschean machines". Even further, I try to develop a so called "videogame transcendentalism", where kantism can join the debate by extending the subject transcendental structure into the (...)
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  12.  57
    Giocare è una cosa seria. [REVIEW]Simone Santamato - 2023 - Singola.
    In this paper, I review Bittanti's "Reset. Politica e videogiochi", published by Mimesis (ISBN: 9788857595405) in 2023. The aim of my review is not only to focus on the main themes exposed in the miscellaneous but, further, to see which suggestions they give us, especially given the importance of the topic: videogames and how they shape our political inclinations.
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  13. Sega’s Comix Zone and Miguel de Unamuno on the Ontological Status of Fictional Characters.Alberto Oya - 2022 - Andphilosophy.Com—The Blackwell Philosophy and Pop Culture Series.
    Comix Zone (Sega Technical Institute, 1995) is a two-dimensional scrolling beat ‘em up videogame released in 1995 for the Sega Mega Drive (known as Sega Genesis in North America). Comix Zone has two peculiarities which makes it even today an easily distinguishable videogame. These peculiarities are interrelated. First, Comix Zone imitates the aesthetics and visual settings peculiar to comic books, the aim of which is to join the experience of playing a videogame with that of reading a comic; and second, (...)
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  14. Virtual World-Weariness: On Delaying the Experiential Erosion of Digital Environments.Stefano Gualeni - 2019 - In Andri Gerber & Ulrich Götz (eds.), The Architectonics of Game Spaces: The Spatial Logic of the Virtual and its Meaning for the Real. Transcript. pp. 153-165.
    A common understanding of the role of a game developer includes establishing (or at least partially establishing) what is interactively and perceptually available in (video)game environments: what elements and behaviors those worlds include and allow, and what is – instead – left out of their ‘possibility horizon’. The term ‘possibility horizon’ references the Ancient Greek origin of the term ‘horizon’, ὄρος (oros), which denotes a frontier – a spatial limit. On this etymological foundation, ‘horizon’ is used here to indicate the (...)
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  15. A new solution to the gamer’s dilemma.Rami Ali - 2015 - Ethics and Information Technology 17 (4):267-274.
    Luck (2009) argues that gamers face a dilemma when it comes to performing certain virtual acts. Most gamers regularly commit acts of virtual murder, and take these acts to be morally permissible. They are permissible because unlike real murder, no one is harmed in performing them; their only victims are computer-controlled characters, and such characters are not moral patients. What Luck points out is that this justification equally applies to virtual pedophelia, but gamers intuitively think that such acts are not (...)
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  16. 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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  17. Fact, Fiction and Virtual Worlds.Alexandre Declos - 2020 - In R. Pouivet & V. Granata (eds.), Epistemology of Aesthetics. Rennes, France: Presses Universitaires de Rennes. pp. 195-219.
    This paper considers the medium of videogames from a goodmanian standpoint. After some preliminary clarifications and definitions, I examine the ontological status of videogames. Against several existing accounts, I hold that what grounds their identity qua work types is code. The rest of the paper is dedicated to the epistemology of videogaming. Drawing on Nelson Goodman and Catherine Elgin's works, I suggest that the best model to defend videogame cognitivism appeals to the notion of understanding.
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  18.  65
    Androide a chi? Nier: Automata di Yoko Taro.Simone Santamato - 2023 - Fata Morgana Web.
    Can a videogame tell us something about what it means to be human? Or even further, what is human as such? Yoko Taro's NieR: Automata tries to answer these questions with the astonishing characteristic of the videogames: the immersion. Thanks to a coherent coincidence between playing subjectivity and virtuality given by the joypad, videogames can deeply investigate the subject about moral, ethical and existential questions. My aim in the paper is to explain what is about of the human (...)
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  19. Still Self-Involved: A Reply to Patridge.Jon Robson & Aaron Meskin - 2017 - Journal of Aesthetics and Art Criticism 75 (2):184-187.
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  20. Life Is Strange and ‘‘Games Are Made’’: A Philosophical Interpretation of a Multiple-Choice Existential Simulator With Copilot Sartre.Luis de Miranda - 2016 - Games and Culture 1 (18).
    The multiple-choice video game Life is Strange was described by its French developers as a metaphor for the inner conflicts experienced by a teenager in trying to become an adult. In psychological work with adolescents, there is a stark similarity between what they experience and some concepts of existentialist philosophy. Sartre’s script for the movie Les Jeux Sont Faits (literally ‘‘games are made’’) uses the same narrative strategy as Life is Strange—the capacity for the main characters to travel back in (...)
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  21. A New Theory of Free Will.Marcus Arvan - 2013 - Philosophical Forum 44 (1):1-48.
    This paper shows that several live philosophical and scientific hypotheses – including the holographic principle and multiverse theory in quantum physics, and eternalism and mind-body dualism in philosophy – jointly imply an audacious new theory of free will. This new theory, "Libertarian Compatibilism", holds that the physical world is an eternally existing array of two-dimensional information – a vast number of possible pasts, presents, and futures – and the mind a nonphysical entity or set of properties that "read" that physical (...)
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  22. Social Norms in Virtual Worlds of Computer Games.Daria Bylieva & Tatiana Nam - 2018 - In Advances in Social Science, Education and Humanities Research. Proceedings of the International Conference Communicative Strategies of Information Society (CSIS 2018). pp. 369-373.
    Immersing in the virtual world of the Internet, information and communication technologies are changing the human being. In spite of the apparent similarity of on-line and off-line, social laws of their existence are different. According to the analysis of games, based on the violation of the accepted laws of the world off-line, their censoring, as well as the cheating, features of formation and violations of social norms in virtual worlds were formulated. Although the creators of the games have priority in (...)
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  23. Filozofijska dimenzija pripovjednog sadržaja videoigara.Luka Perušić - 2020 - Metodicki Ogledi 27 (1):57-78.
    In the paper, laid out are the categories of the presence of the philosophical dimension of narrative content in video games, to establish a ground for more thorough thinking of practical and historical relation of philosophy and video games. In the introductory, described is the appearance of the philosophical dimension of the narrative content in the fifth generation of video games, and the importance of that happening is highlighted. The central part of the paper describes the categories of the presence, (...)
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  24. The Ghostly Illusion of Freewill.Brent Silby - 2012 - Cafe Philosophy 4 (Jan/Feb 2012).
    During my childhood I was fascinated by videogames. One game that stands out in my memory is Pacman. It wasn’t the gameplay that interested me so much as the behavior of the ghosts. As you watch them roam around the maze, you get the feeling that they are intelligent. They seem to be making decisions about how best to catch Pacman. But how free are their decisions? One of the interesting things I noticed was that I could play exactly (...)
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  25. Philosophical Games.Stefano Gualeni - 2022 - The Encyclopedia of Ludic Terms.
    Philosophical games are games designed to invite players to think philosophically within (and about) their gameworlds. They are interactive fictions allowing players to engage with philosophical themes in ways that often set them apart from non-interactive kinds of speculative fictions (such as philosophical novels or thought experiments). To better understand philosophical games, this entry proposes to distinguish two primary ways in which a philosophical game can approach its themes: dialectically or rhetorically.
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  26. L'ontologie du virtuel.Alexandre Declos - 2022 - Klēsis Revue Philosophique 52:1-25.
    David Chalmers a récemment soutenu que la réalité virtuelle est réelle, plutôt que fictionnelle. Dans cet article, j’examine les implications ontologiques de ce « réalisme virtuel ». Comme je le suggère, cette position s’associe naturellement à une ontologie algorithmique, qui identifie les objets virtuels à des structures de données comprises de manière fonctionnelle. Je présente ensuite plusieurs objections à cette ontologie algorithmique. Tant que celles-ci ne sont pas réglées, la question de l’identité des mondes et des objets virtuels reste encore (...)
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  27. Far Cry 2: Are You Sure about Being a Hero?Alberto Oya - 2022 - Andphilosophy.Com — the Blackwell Philosophy and Pop Culture Series.
    In this article it is argued that the videogame Far Cry 2 manages to take advantage of the heroic formula so characteristic of the first-person shooter videogame genre in a way that potentially prompts players to reflect on the ethical adequacy of their own decision to immerse themselves in a fictional scenario in which they take the role of a fictional character whose behaviour primarily, if not exclusively, consists in shooting.
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  28. Aesthetics And Popular Art: An Interview With Aaron Meskin.Aaron Meskin - 2010 - Postgraduate Journal of Aesthetics 7 (2):1-9.
    As is usually the case with what I work on, I read some stuff I liked. I 1 read an article on comics by Greg Hayman and Henry Pratt and some work on 2 videogames,GrantTavinor’sreallyexcellentworkonthattopic. Ifoundthematerial interesting and I thought I had something to say about it. That’s what usually motivates me and that’s what did in these cases. With comics, my interest in the medium played a big role. I was a child collector of Marvel. I got turned (...)
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  29. Focus, Sensitivity, Judgement, Action: Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2017 - Transactions of the Digital Games Research Association 2 (3):143-173.
    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how these skills can be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and describe (...)
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  30. O "Eu", a Autoria e os Vlogs: Formas Históricas do poder-dizer.Guilherme Adorno - 2015 - Anais Do SEAD 7:1-9.
    Uma entrada produtiva para explorar o funcionamento discursivo das textualidades digitais é o modo como a autoria se relaciona com a inscrição político-ideológica do sujeito, historizando o discurso em suas diferentes materialidades significantes2. Para este trabalho, trago compreensões sobre os vlogs (videologs) que circulam e são produzidos para a plataforma YouTube. Nos vlogs, a tomada de posição de um “eu”, no efeito de falar diretamente para a câmera e assumindo o “falar sobre” (a vida pessoal, fatos cotidianos, comentários sobre acontecimentos (...)
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  31. 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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  32. Telepresence and the Role of the Senses.Ingvar Tjostheim, Wolfgang Leister & J. Waterworth - 2019 - In Matteo Vincenzo D'Alfonso & Don Berkich (eds.), On the Cognitive, Ethical, and Scientific Dimensions of Artificial Intelligence. Springer Verlag. pp. 169-187.
    The telepresence experience can be evoked in a number of ways. A well-known example is a player of videogames who reports about a telepresence experience, a subjective experience of being in one place or environment, even when physically situated in another place. In this paper we set the phenomenon of telepresence into a theoretical framework. As people react subjectively to stimuli from telepresence, empirical studies can give more evidence about the phenomenon. Thus, our contribution is to bridge the theoretical (...)
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  33. De-Roling from Experiences and Identities in Virtual Worlds.Stefano Gualeni - 2017 - Journal of Virtual Worlds Research 10 (2).
    Within dramatherapy and psychodrama, the term ‘de-roling’ indicates a set of activities that assist the subjects of therapy in ‘disrobing’ themselves from their fictional characters. Starting from the psychological needs and the therapeutic goals that ‘de-roling’ techniques address in dramatherapy and psychodrama, this text provides a broader understanding of procedures and exercises that define and ease transitional experiences across cultural practices such as religious rituals and spatial design. After this introductory section, we propose a tentative answer as to why game (...)
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  34. Truth in interactive fiction.Alex Fisher - 2022 - Synthese 200 (6):1-18.
    This paper provides an account of truth in interactive fiction. Interactive fiction allows the audience to make choices, resulting in many different possible fictions within each interactive fiction, unlike in literary fiction where there is just one. Adequately capturing this feature of interactive fiction requires us to address familiar issues regarding impossible fiction and the nature of time in fiction. Truth in interactive fiction thus requires a complex account to capture its multitude of fictions. It is argued that a full (...)
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  35. The Forms and Fluidity of Game Play.C. Thi Nguyen - 2019 - In Games, Sports, and Play: Philosophical Essays. Oxford University Press. pp. 54-73.
    Are games essentially a form of make-believe, or essentially an act of struggling against obstacles? There have been several attempts to reduce one of these accounts to the other. Kendall Walton has argued for the primacy of the make-believe account of games. Even when we are struggling against obstacles in games, says Walton, we are engaged in a form of make-believe: we are making believe that these lines are real obstacles, that these points really matter. Bernard Suits has argued for (...)
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  36. There's No Place Like Home: Dwelling and Being at Home in Digital Games.Daniel Vella - 2019 - In Espen Aarseth & Stephan Günzel (eds.), Ludotopia: Spaces, Places, and Territories in Computer Games. Transcript Verlag, Roswitha Gost, Sigrid Nokel U. Dr. Karin Werner. pp. 141-166.
    This chapter considers the presence, in digital games, of experiences of dwelling. Starting with an engagement with the philosopher Edward S. Casey's distinction between hestial and hermetic spatial modes, the chapter argues that the player's spatial engagement with digital game worlds has tended to align with the hermetic pole, emphasizing movement, traversal and exploration. By contrast, hestial spatial practices, characterized by centrality, lingering and return, are far less prevalent both in digital games themselves and in discussions on spatiality in the (...)
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  37. (June 2019 to 2014) The UNBELIEVABLE similarities between the ideas of some people (2011-2016) and my ideas (2002-2008) in physics (quantum mechanics, cosmology), cognitive neuroscience, philosophy of mind, and philosophy.Gabriel Vacariu - manuscript
    COTENT -/- (April 2019) Why so many people (from so many countries/domains/on so many topics) have already plagiarized my ideas? (Gabriel Vacariu) -/- Some preliminary comments Introduction: The EDWs perspective in my article from 2005 and my book from 2008 -/- I. PHYSICS, COGNITIVE NEUROSCIENCE, PHILOSOPHY (‘REBORN DINOSAURS’) • (2016) Sean Carroll (California Institute of Technology, USA) • (2016) Frank Wilczek (Nobel Prize in Physics) • (2017-2019 - NEW March 2019) Carlo Rovelli in three books (2015, 2017) to my ideas (...)
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  38. (June 2019 to 2014) The UNBELIEVABLE similarities between the ideas of some people (2011-2016) and my ideas (2002-2008) in physics (quantum mechanics, cosmology), cognitive neuroscience, philosophy of mind, and philosophy.Gabriel Vacariu - manuscript
    COTENT -/- (April 2019) Why so many people (from so many countries/domains/on so many topics) have already plagiarized my ideas? (Gabriel Vacariu) -/- Some preliminary comments Introduction: The EDWs perspective in my article from 2005 and my book from 2008 -/- I. PHYSICS, COGNITIVE NEUROSCIENCE, PHILOSOPHY (‘REBORN DINOSAURS’) • (2016) Sean Carroll (California Institute of Technology, USA) • (2016) Frank Wilczek (Nobel Prize in Physics) • (2017-2019 - NEW March 2019) Carlo Rovelli in three books (2015, 2017) to my ideas (...)
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  39. Existential Ludology and Peter Wessel Zapffe.Stefano Gualeni & Daniel Vella - 2021 - In Victor Navarro-Remesal & Oliver Perez-Latorre (eds.), Perspectives on the European Videogame. Amsterdam University Press. pp. 175-192.
    A relatively common approach in game studies understands gameworlds as constituting an existential situation for the player. Taking that stance, which is rooted in the European philosophical tradition of Existentialism, in this chapter we investigate the relationships and similarities between our existence within and without gameworlds. To do so, we first provide a review of existing literature in ‘existential ludology’ - work in game studies which considers our engagement with gameworlds from an existential perspective. In the second part of the (...)
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  40. Interactivity, Fictionality, and Incompleteness.Nathan Wildman & Richard Woodward - 2018 - In Grant Tavinor & Jon Robson (eds.), The Aesthetics of Videogames. Routledge.
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