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 (...) the moral psychology literature and discuss how they might be applied in the evaluation of games. (shrink)
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 (...) part of this essay, I will discuss NECESSARY EVIL (Gualeni et al., 2013), an experimental videogame that I designed as a self-reflexive virtual artifact. With the objective of clarifying the philosophical aspirations of self-reflexive videogames – and in order to understand how those aspirations can be practically pursued – I will dissect and examine the design decisions that contributed to the qualities of NECESSARY EVIL as an example of “playable philosophy”. -/- 2) Taking off from the perspectives on self-reflexive videogames offered in the first part of the essay, the second half will focus on virtual worlds as viable mediators of philosophical thought more in general. In this section, I will argue that, both through the practice of game design and through the interactive experiences of virtual worlds, twenty-first century philosophers have the possibility to challenge the often-unquestioned understanding of written discourse as the only context in which philosophical thought can emerge and be developed. (shrink)
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.
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 (...) can alternatively be thought of as anembodied experience, and if so, how can we formulate them as such, and whatfactors are at play? (shrink)
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 (...) that these two approaches have when it comes to designing videogames that engage the different aspects of a player’s moral expertise. (shrink)
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 (...) visual novel game (The Great Fire) with different intuitive and counter-intuitive morality meter settings. Overall, we found that players’ attitudes towards the morality meter in this game was complex, context sensitive and variable throughout gameplay and that the intuitiveness of the meter encouraged participants to treat the meter more ‘as a moral guide’ that prompts reflection and less ‘as a score’ to be engaged with reactively. (shrink)
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 (...) visual novel game (The Great Fire) with different intuitive and counter-intuitive morality meter settings. Overall, we found that players’ attitudes towards the morality meter in this game was complex, context sensitive and variable throughout gameplay and that the intuitiveness of the meter encouraged participants to treat the meter more ‘as a moral guide’ that prompts reflection and less ‘as a score’ to be engaged with reactively. (shrink)
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 (...) view, if the player-character fictionally performs an action then, fictionally, the player performs that action. However, we argue that the fictional identity view does not make sense of players' gameplay experiences and their descriptions of them. We develop an alternative account of the relationship between the player and player-character on which the player-character serves as the player's fictional proxy, and argue that this account makes better sense of the nature of videogames as interactive fictions. (shrink)
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 (...) defending an account of the relevant moral differences between virtual murder and virtual child molestation. Second, attempts to dissolve the dilemma by undermining the intuitions that ground it. In this paper, we argue that a narrow version of the Gamer’s Dilemma seems to survive attempts to resolve or dissolve it away entirely, since neither approach seems to be able to solve the dilemma for all cases. We thus provide a contextually sensitive version of the dilemma that more accurately tracks onto the intuitions of gamers. However, we also argue that the intuitions that ground the narrow version of the Dilemma may not have a moral foundation, and we put forward alternative non-moral normative foundations that seem to better account for the remaining intuitive difference between the two types of virtual actions. We also respond to proposed solutions to the Gamer’s Dilemma in novel ways and set out areas for future empirical work in this area. (shrink)
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, (...) Comix Zone is ultimately grounded on the philosophical claim that fictional characters are actually existing entities, distinct from, and even colliding with, their creator(s). It is pointed out that this claim on the nature of fictional characters was seriously argued for, and put it into literary practice, by the Spanish philosopher Miguel de Unamuno (1864–1936). (shrink)
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 (...) spatial and operational boundaries that a (video)game environment affords its players. This book chapter discusses a particular feeling that emerge in relation to playful encounters with the ‘possibility horizons’ of videogames. I am referring here to the realization, as a player, that a game environment can be experientially exhausted and is, as such, ultimately banal. In other words, I will examine how our deliberate engagement with the interactive environments of digital games can trigger sensations that are analogous to what Romantic authors referred to as Weltschmerz (‘world-weariness’). (shrink)
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 (...) morally permissible. The result is a dilemma: either gamers must reject the intuition that virtual pedophelic acts are impermissible and so accept partaking in such acts, or they must reject the intuition that virtual murder acts are permissible, and so abstain from many (if not most) extant games. While the prevailing solution to this dilemma has been to try and find a morally relevant feature to distinguish the two cases, I argue that a different route should be pursued. It is neither the case that all acts of virtual murder are morally permissible, nor are all acts of virtual pedophelia impermissible. Our intuitions falter and produce this dilemma because they are not sensitive to the different contexts in which games present virtual acts. (shrink)
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 (...) the self-involving nature of video-game fictions is key to understanding various otherwise puzzling phenomena concerning the ways in which consumers respond to them. Video-game fictions are, however, far from being the only extant example of this class; and we suggest that the recent philosophical interest in video games would be better focused on the wider class of self-involving interactive fictions. (shrink)
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 (...) time to change their own existence—in order to stimulate philosophical, ethical, and political thinking and also to effectively simulate existential ‘‘limit situations.’’ This article is a dialogue between Sartre’s views and Life is Strange in order to examine to what extent questions such as what is freedom? what is choice? what is autonomy and responsibility? can be interpreted anew in hybrid digital–human—‘‘anthrobotic’’—environments. (shrink)
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 (...) information off to subjective conscious awareness (in much the same way that a song written on an ordinary compact-disc is only played when read by an outside medium, i.e. a CD-player). According to this theory, every possible physical “timeline” in the multiverse may be fully physically deterministic or physically-causally closed but each person’s consciousness still entirely free to choose, ex nihilo, outside of the physical order, which physically-closed timeline is experienced by conscious observers. Although Libertarian Compatibilism is admittedly fantastic, I show that it not only follows from several live scientific and philosophical hypotheses, I also show that it (A) is a far more explanatorily powerful model of quantum mechanics than more traditional interpretations (e.g. the Copenhagen, Everett, and Bohmian interpretations), (B) makes determinate, testable empirical predictions in quantum theory, and finally, (C) predicts and explains the very existence of a number of philosophical debates and positions in the philosophy of mind, time, personal identity, and free will. First, I show that whereas traditional interpretations of quantum mechanics are all philosophically problematic and roughly as ontologically “extravagant” as Libertarian Compatibilism – in that they all posit “unseen” processes – Libertarian Compatibilism is nearly identical in structure to the only working simulation that human beings have ever constructed capable of reproducing (and so explaining) every general feature of quantum mechanics we perceive: namely, massive-multiplayer-online-roleplaying videogames (or MMORPGs). Although I am not the first to suggest that our world is akin to a computer simulation, I show that existing MMORPGs (online simulations we have already created) actually reproduce every general feature of quantum mechanics within their simulated-world reference-frames. Second, I show that existing MMORPGs also replicate (and so explain) many philosophical problems we face in the philosophy of mind, time, personal identity, and free will – all while conforming to the Libertarian Compatibilist model of reality. -/- I conclude, as such, that as fantastic and metaphysically extravagant as Libertarian Compatibilism may initially seem, it may well be true. It explains a number of features of our reality that no other physical or metaphysical theory does. (shrink)
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.
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 (...) the standardization of the virtual world, society as well as players can have impact on it to reduce the realism. The violation of the prescribed rules by a player is regarded as cheating. And it is subjected to sanctions, but the attitude toward it is ambiguous, sometimes positive. Some rules are formed as a result of the interaction between players. (shrink)
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, (...) differentiating among video games that use its narrative content to focus attention to issues of philosophical nature, video games that have content within which they philosophise in layman terms about philosophical problems, and videogames that apply professional philosophy to construct narrative content. Conclusively, the paper briefly discusses the issue of the category of games as complete philosophical works, understood in such a way that by removing their philosophical dimension both their narrative content and playing mechanisms would collapse and they would fully lose their meaning. (shrink)
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 (...) on to independent and alternative comics about ten years ago by a good friend who’s a successful comics artist and that played a role in my writing about comics. (shrink)
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 (...) the same game over and over if I moved Pacman in precisely the same way each time. The ghosts always followed the same behavioral pattern and didn’t deviate from that pattern until I changed my pattern. Experimenting with Pacman in this way revealed to me something about the ghosts’ behavior. True, they make decisions, but their decisions are firmly and predictably determined by the way I move around the maze. (shrink)
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 (...) midiáticos, ciência e política, e dicas de atividades específicas ligadas a jogos de videogames, beleza e gastronomia) se dá no encontro de uma formulação estruturada pela imbricação de diferentes materialidades significantes (a imagem, o corpo, a sonoridade, a língua) e os rituais de criação de um vlog regulamentados e determinados pelo e no YouTube. (shrink)
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 (...) with the empirical. We discuss theories of perception with an emphasis on Heidegger, Merleau-Ponty and Gibson, the role of the senses and the Spinozian belief procedure. The aim is to contribute to our understanding of this phenomenon. A telepresence-study that included the affordance concept is used to empirically study how players report sense-reactions to virtual sightseeing in two cities. We investigate and explore the interplay of the philosophical and the empirical. The findings indicate that it is not only the visual sense that plays a role in this experience, but all senses. (shrink)
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 (...) the design problems raised by each. To conclude, we analyse two recent games, The Walking Dead and Papers, Please, and show how the lenses give us insight into important design differences between these games. (shrink)
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 (...) en suspens. (shrink)
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 (...) account of truth in interactive fiction requires distinguishing two works for each interactive fiction, which contain distinct fictional truths. The actual work encompasses what is in fact represented as fictional, whilst in the implied work, truth in fiction is governed by authorial intention, hence mistakes are not fictionally true. This dual account best captures our aesthetic evaluation of interactive fictions, for which we often need to distinguish how the work actually is from how it was intended to be. (shrink)
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 (...) studies and virtual world research largely ignored processes of ‘roling’ and ‘de-roling’ that separate the lived experience of role-play from our everyday sense of the self. The concluding sections argue that de-roling techniques are likely to become more relevant, both academically and in terms of their practical applications, with the growing diffusion of virtual technologies in social practices. The relationships we can establish with ourselves and with our surroundings in digital virtual worlds are, we argue, only partially comparable with similar occurrences in pre-digital practices of subjectification. We propose a perspective according to which the accessibility and immersive phenomenological richness of virtual reality technologies are likely to exacerbate the potentially dissociative effects of virtual reality applications. This text constitutes an initial step towards framing specific socio-technical concerns and starting a timely conversation that binds together dramatherapy, psychodrama, game studies, and the design of digital virtual worlds. (shrink)
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.
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 (...) game studies discourse. To counter this lack, this chapter draws upon philosophical work on space by Casey, Martin Heidegger, Yi-Fu Tuan and Christian Norberg-Schulz, using these as a conceptual lens to identify spatial structures and practices in digital games that diverge from the hermetic mode. Attention is paid to games that invite pausing and lingering in place, games where the player's relation to place is structured around practices of building, the phenomenology of home and dwelling in games, and familiarity and identity as experiential characteristics of being at home. Minecraft and Animal Crossing: New Leaf are examined in detail as case studies, though the chapter also refers to examples from other games. (shrink)
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 (...) (2002-2008) + commentary February 2018! • (2016) Kastner + (2017) R. E. Kastner, Stuart Kauffman, Michael Epperson • (2017) Lee Smolin (2017) • (May 2018) ‘Thus spoke Zarathustra!’ - A fairy-tale with Eugen Ionesco and the Idiot about Nothingness -/- II. PHYSICS • (2011) Radu Ionicioiu (Physics, University of Bucharest, Romania) and Daniel R. Terno’s ideas (Physics, Macquarie University, Sydney • (2013) Côté B. Gilbert (Oontario, Canada) • (2015) Pikovski Igor, Zych Magdalena, Costa Fabio, and Brukner Časlav • (2015) Elisabetta Caffau (Center for Astronomy at the University of Heidelberg and the Paris Observatory) • (2015) Wolfram Schommers • (2015) Some astrophysicists • (2016) Dylan H. Mahler, Lee Rozema, Kent Fisher, Lydia Vermeyden, Kevin J. Resch, Howard M. Wiseman, and Aephraim Steinberg • (2016) Bill Poirier • (2016 or 2017) Adam Frank • (2017, 2017) Sebastian de Haro • (2017) Laura Condiotto • (2016) Hugo F. Alrøe and Egon Noe • (2017) Federico Zalamea • (2018) Unbelievable similarities between Peter J. Lewis’s ideas (2018) and my ideas (2002-2008) • (2018) Timothy Hollowood, ‘Classical from Quantum’ • (2018) Mario Hubert and Davide Romano, ‘The Wave-Function as a Multi-Field’ -/- III. COGNITIVE NEUROSCIENCE AND PHILOSOPHY OF MIND • (2011-2014) Did Georg Northoff (Psychoanalysis, Institute of Mental Health) plagiarize my ideas (2002-2008)? • (2011) Kalina Diego Cosmelli, Legrand Dorothée and Thompson Evan’s ideas (USA) • (2015) David Ludwig (Philosophy, University of Amsterdam) • (2016) Neil D. Theise (Department of Pathology, Icahn School of Medicine at Mount Sinai, New York, USA) and Kafatos C. Menas • David Bourget (2018) (or University of Western Ontario) + Chalmers • (2016) Dan Siegel (Mindsight Institute, USA) -/- IV. Philosophy (of science) • (2010) Alexey Alyushin (Moscow, Russia) • (2013 + 2017) Markus Gabriel (Bonn University) • (2013) Andrew Newman’s ideas (University of Nebraska, at Omaha, USA) • (2016) Tahko E. Tuomas (University of Helsinki, Finland) + Tahko E. Tuomas • (2017) Jani Hakkarainen (University of Tampere, Finland) + (2017) Markku Keinänen, Antti Keskinen & Jani Hakkarainen • (2017) Dean Rickles (HPS, Univ. of Sydney) • (2017) Did Dirk K. F. Meijer and Hans J. H. Geesink (University of Groningen, Netherlands) • (2018) Jason Winning’s ideas (2018) • (2018) David Mark Kovacs (Lecturer of philosophy at Tel Aviv University) -/- July 2018 • Oreste M. Fiocco • Baptiste Le Bihan (University of Geneva, forthcoming) • Antonella Mallozzi (The Graduate Center – CUNY, forthcoming in Synthese, penultimate draft) • Erik C. Banks (Wright State University, 2014) • Sami Pihlström (2009) • Katherin Koslicki’s ideas (2008) The Structure of Objects, Oxford University Press) and my ideas (2002-2005-2006) -/- November 2018 • Maurizio Ferraris (2014/2012) Manifesto of New Realism • Graham Harman (2017) : Object-Oriented Ontology: A New Theory of Everything (Penguin Books) -/- January 2019 • Philip Ball (2018) • Gerhard Grössing • Anne Sophie Meincke (November 2018) • Baptiste Le Bihana (University of Geneva) and James Read (Oxford Univ.) • Baptiste Le Bihan (University of Geneva) • Alexander Alexandrovich Antonov (2016) (Research Center of Information Technologies “TELAN Electronics”, Kiev, Ukraine): -/- February 2019 • James Barham (2019) • Giorgio Lando (2017) • (2018) Albrecht von M¨uller • Elias Zafiris • (2019) Flaminia Giacomini, Esteban Castro-Ruiz, & Časlav • (2019) Valia Allori, OUP (2019) • (2018) Paulo De Jesus Phenom Cogn Sci • (2016) TIMOTHY MORTON, For a Logic of Future Coexistence • (2017) Andrew Cooper, Two directions for teleology: naturalism and idealism, Synthese -/- March 2019 • (2019) Massimiliano Proietti,1 Alexander Pickston,1 Francesco Graffitti,1 Peter Barrow,1 Dmytro Kundys,1 Cyril Branciard,2 Martin Ringbauer,1, 3 and Alessandro Fedrizzi1: (2019) • (2015) Cˇaslav Brukner On the quantum measurement problem, at arXiv:1507.05255v1 [quant-ph] 19 Jul 2015 • (2015) Mateus Araújo, Cyril Branciard, Fabio Costa, Adrien Feix, Christina Giarmatzi, Časlav Brukner, Witnessing causal nonseparability, • (2008 + 2013) Giulio Chiribella,∗ Giacomo Mauro D’Ariano,† and Paolo Perinotti‡ QUIT Group, Dipartimento di Fisica “A. Volta” and INFM, via Bassi 6, 27100 Pavia, Italy§ (Dated: October 22, 2018): Transforming quantum operations: quantum supermaps arXiv:0804.0180v2 [quant-ph] (22 Oct 2008) + Giulio Chiribella,1, ∗ Giacomo Mauro D’Ariano,2, † Paolo Perinotti,2, ‡ and Benoit Valiron3, § (2013), Quantum computations without definite causal structure, at • (2013) Ognyan Oreshkov1;2, Fabio Costa1, Cˇ aslav Brukner1;3, Quantum correlations with no causal order, • (2018) Marcus Schmieke, Kränzlin, 17 July 2018 These articles are in this book: Reality and its Structure - Essays in Fundamentality, Ricki Bliss and Graham Priest (2018), -/- Gabriel Oak Rabin (2018) Grounding Orthodoxy and the Layered Conception Daniel Nolan (2018) Cosmic Loops Naomi Thompson (2018) Metaphysical Interdependence, Epistemic Coherentism, and Tuomas E. Tahko (2018) Holistic Explanation Fundamentality and Ontological Minimality Matteo Morganti (2018) The Structure of Physical Reality Beyond Foundationalism Nathan Wildman (2018) On Shaky Ground? Exploring the Contingent Fundamentality Thesis -/- April 2019 (2015) M. Ringbauer1;2, B. Du_us1;2, C. Branciard1;3, E. G. Cavalcanti4, A. G. White1;2 & A. Fedrizzi: “Measurements on the reality of the wavefunction” -/- June 2019 Timothy Morton (2013), Realist Magic: Objects, Ontology, Causality (2013) Open Humanities Press Ian Bogost, Alien Phenomenology or, What It’s Like to Be a Thing (Minneapolis: University of Minnesota Press, 2012), 1–34 “Ian Bogost thinks objects as units”: Unit Operations: An Approach to Videogame Criticism (Cambridge: MIT Press, 2008) in Timothy Morton 2013, Realist Magic: Objects, Ontology, Causality (2013) OPEN HUMANITIES PRESS (I have not read Bogost yet, but in Morton’s book, I found UNBELIEVABLE similarity between Bogost’s main ideas and my EDWs ideas!!) -/- [Obviously, there are other “specialists” that published UNBELIEVABLE similar ideas to my ideas but I have not discovered them yet…] -/- . (shrink)
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 (...) (2002-2008) + commentary February 2018! • (2016) Kastner + (2017) R. E. Kastner, Stuart Kauffman, Michael Epperson • (2017) Lee Smolin (2017) • (May 2018) ‘Thus spoke Zarathustra!’ - A fairy-tale with Eugen Ionesco and the Idiot about Nothingness -/- II. PHYSICS • (2011) Radu Ionicioiu (Physics, University of Bucharest, Romania) and Daniel R. Terno’s ideas (Physics, Macquarie University, Sydney • (2013) Côté B. Gilbert (Oontario, Canada) • (2015) Pikovski Igor, Zych Magdalena, Costa Fabio, and Brukner Časlav • (2015) Elisabetta Caffau (Center for Astronomy at the University of Heidelberg and the Paris Observatory) • (2015) Wolfram Schommers • (2015) Some astrophysicists • (2016) Dylan H. Mahler, Lee Rozema, Kent Fisher, Lydia Vermeyden, Kevin J. Resch, Howard M. Wiseman, and Aephraim Steinberg • (2016) Bill Poirier • (2016 or 2017) Adam Frank • (2017, 2017) Sebastian de Haro • (2017) Laura Condiotto • (2016) Hugo F. Alrøe and Egon Noe • (2017) Federico Zalamea • (2018) Unbelievable similarities between Peter J. Lewis’s ideas (2018) and my ideas (2002-2008) • (2018) Timothy Hollowood, ‘Classical from Quantum’ • (2018) Mario Hubert and Davide Romano, ‘The Wave-Function as a Multi-Field’ -/- III. COGNITIVE NEUROSCIENCE AND PHILOSOPHY OF MIND • (2011-2014) Did Georg Northoff (Psychoanalysis, Institute of Mental Health) plagiarize my ideas (2002-2008)? • (2011) Kalina Diego Cosmelli, Legrand Dorothée and Thompson Evan’s ideas (USA) • (2015) David Ludwig (Philosophy, University of Amsterdam) • (2016) Neil D. Theise (Department of Pathology, Icahn School of Medicine at Mount Sinai, New York, USA) and Kafatos C. Menas • David Bourget (2018) (or University of Western Ontario) + Chalmers • (2016) Dan Siegel (Mindsight Institute, USA) -/- IV. Philosophy (of science) • (2010) Alexey Alyushin (Moscow, Russia) • (2013 + 2017) Markus Gabriel (Bonn University) • (2013) Andrew Newman’s ideas (University of Nebraska, at Omaha, USA) • (2016) Tahko E. Tuomas (University of Helsinki, Finland) + Tahko E. Tuomas • (2017) Jani Hakkarainen (University of Tampere, Finland) + (2017) Markku Keinänen, Antti Keskinen & Jani Hakkarainen • (2017) Dean Rickles (HPS, Univ. of Sydney) • (2017) Did Dirk K. F. Meijer and Hans J. H. Geesink (University of Groningen, Netherlands) • (2018) Jason Winning’s ideas (2018) • (2018) David Mark Kovacs (Lecturer of philosophy at Tel Aviv University) -/- July 2018 • Oreste M. Fiocco • Baptiste Le Bihan (University of Geneva, forthcoming) • Antonella Mallozzi (The Graduate Center – CUNY, forthcoming in Synthese, penultimate draft) • Erik C. Banks (Wright State University, 2014) • Sami Pihlström (2009) • Katherin Koslicki’s ideas (2008) The Structure of Objects, Oxford University Press) and my ideas (2002-2005-2006) -/- November 2018 • Maurizio Ferraris (2014/2012) Manifesto of New Realism • Graham Harman (2017) : Object-Oriented Ontology: A New Theory of Everything (Penguin Books) -/- January 2019 • Philip Ball (2018) • Gerhard Grössing • Anne Sophie Meincke (November 2018) • Baptiste Le Bihana (University of Geneva) and James Read (Oxford Univ.) • Baptiste Le Bihan (University of Geneva) • Alexander Alexandrovich Antonov (2016) (Research Center of Information Technologies “TELAN Electronics”, Kiev, Ukraine): -/- February 2019 • James Barham (2019) • Giorgio Lando (2017) • (2018) Albrecht von M¨uller • Elias Zafiris • (2019) Flaminia Giacomini, Esteban Castro-Ruiz, & Časlav • (2019) Valia Allori, OUP (2019) • (2018) Paulo De Jesus Phenom Cogn Sci • (2016) TIMOTHY MORTON, For a Logic of Future Coexistence • (2017) Andrew Cooper, Two directions for teleology: naturalism and idealism, Synthese -/- March 2019 • (2019) Massimiliano Proietti,1 Alexander Pickston,1 Francesco Graffitti,1 Peter Barrow,1 Dmytro Kundys,1 Cyril Branciard,2 Martin Ringbauer,1, 3 and Alessandro Fedrizzi1: (2019) • (2015) Cˇaslav Brukner On the quantum measurement problem, at arXiv:1507.05255v1 [quant-ph] 19 Jul 2015 • (2015) Mateus Araújo, Cyril Branciard, Fabio Costa, Adrien Feix, Christina Giarmatzi, Časlav Brukner, Witnessing causal nonseparability, • (2008 + 2013) Giulio Chiribella,∗ Giacomo Mauro D’Ariano,† and Paolo Perinotti‡ QUIT Group, Dipartimento di Fisica “A. Volta” and INFM, via Bassi 6, 27100 Pavia, Italy§ (Dated: October 22, 2018): Transforming quantum operations: quantum supermaps arXiv:0804.0180v2 [quant-ph] (22 Oct 2008) + Giulio Chiribella,1, ∗ Giacomo Mauro D’Ariano,2, † Paolo Perinotti,2, ‡ and Benoit Valiron3, § (2013), Quantum computations without definite causal structure, at • (2013) Ognyan Oreshkov1;2, Fabio Costa1, Cˇ aslav Brukner1;3, Quantum correlations with no causal order, • (2018) Marcus Schmieke, Kränzlin, 17 July 2018 These articles are in this book: Reality and its Structure - Essays in Fundamentality, Ricki Bliss and Graham Priest (2018), -/- Gabriel Oak Rabin (2018) Grounding Orthodoxy and the Layered Conception Daniel Nolan (2018) Cosmic Loops Naomi Thompson (2018) Metaphysical Interdependence, Epistemic Coherentism, and Tuomas E. Tahko (2018) Holistic Explanation Fundamentality and Ontological Minimality Matteo Morganti (2018) The Structure of Physical Reality Beyond Foundationalism Nathan Wildman (2018) On Shaky Ground? Exploring the Contingent Fundamentality Thesis -/- April 2019 (2015) M. Ringbauer1;2, B. Du_us1;2, C. Branciard1;3, E. G. Cavalcanti4, A. G. White1;2 & A. Fedrizzi: “Measurements on the reality of the wavefunction” -/- June 2019 Timothy Morton (2013), Realist Magic: Objects, Ontology, Causality (2013) Open Humanities Press Ian Bogost, Alien Phenomenology or, What It’s Like to Be a Thing (Minneapolis: University of Minnesota Press, 2012), 1–34 “Ian Bogost thinks objects as units”: Unit Operations: An Approach to Videogame Criticism (Cambridge: MIT Press, 2008) in Timothy Morton 2013, Realist Magic: Objects, Ontology, Causality (2013) OPEN HUMANITIES PRESS (I have not read Bogost yet, but in Morton’s book, I found UNBELIEVABLE similarity between Bogost’s main ideas and my EDWs ideas!!) -/- [Obviously, there are other “specialists” that published UNBELIEVABLE similar ideas to my ideas but I have not discovered them yet…] -/- . (shrink)
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 (...) chapter, we then engage with some of the most notable ideas of the Norwegian philosopher Peter Wessel Zapffe. Zapffe understood human life as inherently meaningless and identified four ways in which human beings typically protect themselves from the existential panic that accompanies the awareness of that meaninglessness: isolation, anchoring, distraction, and sublimation. These four categories are used as the foundation for an examination of gameworlds as technologies for repressing existential panic. (shrink)
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