Computing machinery and emergence: The aesthetics and metaphysics of video games

Minds and Machines 15 (1):73-89 (2004)
  Copy   BIBTEX

Abstract

We build on some of Daniel Dennett’s ideas about predictive indispensability to characterize properties of video games discernable by people as computationally emergent if, and only if: (1) they can be instantiated by a computing machine, and (2) there is no algorithm for detecting instantiations of them. We then use this conception of emergence to provide support to the aesthetic ideas of Stanley Fish and to illuminate some aspects of the Chomskyan program in cognitive science

Links

PhilArchive



    Upload a copy of this work     Papers currently archived: 92,574

External links

Setup an account with your affiliations in order to access resources via your University's proxy server

Through your library

Similar books and articles

The art of videogames.Grant Tavinor - 2009 - Malden, MA: Wiley-Blackwell.
Philosophy through video games.Jon Cogburn - 2009 - New York: Routledge. Edited by Mark Silcox.
Video Games and the Philosophy of Art.Aaron Smuts - 2005 - American Society for Aesthetics Newsletter.
Locating the wrongness in ultra-violent video games.David I. Waddington - 2007 - Ethics and Information Technology 9 (2):121-128.
Defending the morality of violent video games.Marcus Schulzke - 2010 - Ethics and Information Technology 12 (2):127-138.
Are Video Games Art?Aaron Smuts - 2005 - Contemporary Aesthetics 3.

Analytics

Added to PP
2009-01-28

Downloads
132 (#140,453)

6 months
14 (#188,120)

Historical graph of downloads
How can I increase my downloads?

Author Profiles

Jon Cogburn
Louisiana State University
Mark Silcox
University of Central Oklahoma

References found in this work

Consciousness Explained.Daniel C. Dennett - 1993 - Philosophy and Phenomenological Research 53 (4):905-910.
Real patterns.Daniel C. Dennett - 1991 - Journal of Philosophy 88 (1):27-51.

View all 14 references / Add more references