The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications

Sic: Journal of Literature, Culture and Literary Translation 3 (2023)
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Abstract

The goal of this paper is to see how mental and language representations are unique from a video-game perspective, using two main criteria. First, I will posit that the level of being both an interactive work of fiction and a self-involving interactive fiction belongs to a fuzzy interval and that some works – and, therefore, some video games – are more immersive than others. Second, I will observe how propositions tie the player’s representations of the real world and the game world. Starting from psychological theories of pretense in children’s make-believe games, I will then expand Nichols and Stich’s cognitive theory of pretense to include an extra layer related to the game world, i.e., player-specific representations that govern player-specific propositions. The representations dealing with the work world are the socially shared ones, while the possible-world representations, dealing with most of the game world, are player-specific and tied to unique language use.

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Kristina Šekrst
University of Zagreb

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References found in this work

On Denoting.Bertrand Russell - 1905 - Mind 14 (56):479-493.
Logic and Conversation.H. Paul Grice - 1989 - In Studies in the Way of Words. Harvard University Press. pp. 22-40.
Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
Qualia.Michael Tye - 1997 - Stanford Encyclopedia of Philosophy.

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