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  1. The Shadow of Authority: The Shogun in Assassin's Creed Shadows.Asal Fallahnejad - manuscript - Translated by Asal Fallahnejad.
    This article explores the multifaceted role of the Shogun in the video game "Assassin's Creed Shadows," set in the tumultuous late Sengoku period of Japan. It delves into the historical significance of the Shogunate, particularly the decline of the Ashikaga Shogunate leading up to the game's 1579 setting. The analysis focuses on the portrayal of the last Ashikaga Shogun, Ashikaga Yoshiaki, as the clandestine leader of the shadowy Shinbakufu organization and his pivotal role as a central antagonist driving the narrative. (...)
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  2. Gaming the Gods: How Mythology Inspires Game Development.Asal Fallahnejad - unknown - Isis 1:18. Translated by Asal Fallahneajd.
    In the ever-evolving landscape of video game development, mythology serves as a rich source of inspiration, providing developers with a wellspring of narratives, characters, and themes that resonate with players. This article, "Gaming the Gods: How Mythology Inspires Game Development," explores the intricate relationship between ancient myths and contemporary gaming. By examining various titles that draw upon mythological elements—from the pantheons of Greek and Norse mythology to the folklore of diverse cultures—we uncover how these stories enhance gameplay, deepen character development, (...)
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  3. Emotion and Ethics in Virtual Reality.Alex Fisher - forthcoming - Australasian Journal of Philosophy.
    It is controversial whether virtual reality should be considered fictional or real. Virtual fictionalists claim that objects and events within virtual reality are merely fictional: they are imagined and do not exist. Virtual realists argue that virtual objects and events really exist. This metaphysical debate might appear important for some of the practical questions that arise regarding how to morally evaluate and legally regulate virtual reality. For instance, one advantage claimed of virtual realism is that only by taking virtual objects (...)
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  4. Extending the Gamer’s Dilemma: empirically investigating the paradox of fictionally going too far across media.Thomas Montefiore, Paul Formosa & Vince Polito - forthcoming - Philosophical Psychology.
    The Gamer’s Dilemma is based on the intuitions that in single-player video games fictional acts of murder are seen as morally acceptable whereas fictional acts of sexual assault are seen as morally unacceptable. Recently, it has been suggested that these intuitions may apply across different forms of media as part of a broader Paradox of Fictionally Going Too Far. This study aims to empirically explore this issue by determining whether fictional murder is seen as more morally acceptable than fictional sexual (...)
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  5. Video game aesthetics and the sense of presence in virtual reality.Rami Ali - 2025 - In Leighton Evans, Virtual Reality Gaming: Perspectives on Immersion, Embodiment and Presence. Leeds, England: Emerald Publishing. pp. 163-175.
    Virtual reality (VR) offers a new medium for video games. But how does VR as a medium affect the aesthetics and design of VR video games? In this chapter my aim is to answer this question. I begin by introducing video games as an art form, then highlight two types of pitfalls that a game’s design can fall prey to. A game can be too permissive, or too restrictive, when structuring the player’s agential role given its aesthetic aims. I argue (...)
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  6. Critical Nostalgia and the Utopian Impulse in 'UFO 50'.James Cartlidge - 2025 - Games and Culture.
    This article offers a political reading of Mossmouth's UFO 50, a collection of 50 retro-style games that evoke the aesthetics and design principles of 1980s gaming. Drawing on Fredric Jameson's concepts of the ‘nostalgia mode’ and the ‘utopian impulse’, I argue that UFO 50's nostalgia is not a superficial longing for the past, but a political gesture that challenges the current state of the video game industry. By creatively appropriating the past, UFO 50 critiques the complacency of modern game production (...)
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  7. Virtual Reality Gaming: Perspectives on Immersion, Embodiment and Presence.Leighton Evans (ed.) - 2025 - Leeds, England: Emerald Publishing.
    Virtual reality (VR) offers a new medium for video games. But how does VR as a medium affect the aesthetics and design of VR video games? In this chapter my aim is to answer this question. I begin by introducing video games as an art form, then highlight two types of pitfalls that a game’s design can fall prey to. A game can be too permissive, or too restrictive, when structuring the player’s agential role given its aesthetic aims. I argue (...)
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  8. Gaming the Gods: How Mythology Inspires Game Development.Asal Fallahnejad - 2025 - Philpeople. Translated by Asal Fallahneajd.
    In the ever-evolving landscape of video game development, mythology serves as a rich source of inspiration, providing developers with a wellspring of narratives, characters, and themes that resonate with players. This article, "Gaming the Gods: How Mythology Inspires Game Development" explores the intricate relationship between ancient myths and contemporary gaming. We uncover how these stories enhance gameplay, deepen character development, and create immersive worlds by examining various titles that draw upon mythological elements—from the pantheons of Greek and Norse mythology to (...)
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  9. DeusEx Saved My Life: A Feminist-Autoethnography of Video-Gaming Through Major Depressive Disorder.Nicholas Norman Adams - 2024 - Qualitative Health Research:1-15.
    Autoethnographic accounts of mental illness (MI) are sparse in academic scholarship, despite generating valuable insights into how MI can be experienced and coped with in real-life contexts. First-person accounts from men are especially lacking, possibly linked to historic trend for masculine stoicism stifling male MI discussions. Some scholarships explore video-gaming as a positive, escapist aid benefiting individuals experiencing major depressive disorder (MDD). However, no research exists presenting in-depth perspectives on possible positive effects, self-identified and articulated by actors engaging with gaming (...)
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  10. Aesthetics and Video Games.Christopher Bartel - 2024 - London: Bloomsbury Academic.
    The aesthetics of video games has as much to do with the player as it has to do with the game itself. The aesthetic values that players find in video games depends on the kind of attitude that the player takes toward playing the game. There are three distinct attitudes that players take when they play video games. I call these the goal-seeking attitude, the narrative attitude, and the dollhouse attitude. Each of these attitudes has a distinctive impact on the (...)
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  11. The ontology of videogames.Alexandre Declos - 2024 - Synthese 204 (4):1-20.
    What are the identity and persistence conditions of videogames? This paper surveys the contemporary philosophical literature on this topic. Specifically, I discuss various views which attempt to ground the identity of videogame works in their rules, in their algorithmic structure, in their source code, or in contextual parameters surrounding gameplay. While these proposals all have merits of their own, I argue that none of them are satisfactory. My conclusion is therefore negative: we still lack an adequate theoretical model to account (...)
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  12. Entrevista al doctor Víctor Navarro Remesal sobre la cultura de los videojuegos.Jesús Miguel Delgado Del Aguila - 2024 - Revista Crítica Cultural 19 (1):1-10.
    Esta entrevista hecha al doctor Víctor Navarro Remesal pretende resolver la interrogante de cuál es la función que ha tenido siempre la cultura de los videojuegos en la sociedad. Para ello, el especialista responderá con conocimientos prácticos de la realidad. Es más, confrontará los teoremas vigentes de los Game Studies, los cuales buscan esa interacción de lo lúdico con lo social.
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  13. Ficta and Virtuality: An Ingardenian Ontology of Virtualized Ficta.Hicham Jakha - 2024 - Rivista di Estetica 85 (1):199-212.
    In my paper, I establish an Ingardenian phenomenological ontology of "virtualized ficta", i.e., fictional entities introduced to virtual gaming. The first Section of my paper provides an ontology of virtualized ficta, focusing primarily on their ‘‘existential moments’’. But in order to have a firm grasp of the ontological aspects grounding the virtual work, it’s important to engage its strata. This is what I attempt to do in Section 1.2. Virtualized ficta’s intentional dependencies are strongly manifest in what I call the (...)
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  14. Why It's Ok to Be a Gamer.Sarah Malanowski & Nicholas R. Baima - 2024 - Routledge.
    If you enjoy video games as a pastime, you are certainly not alone―billions of people worldwide now play video games. However, you may still find yourself reluctant to tell others this fact about yourself. After all, we are routinely warned that video games have the potential to cause addiction and violence. And when we aren’t being warned of their outright harms, we are told we should be doing something better with our time, like going outside, socializing with others, or reading (...)
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  15. Is Ellie’s Revenge Ethically Justified?Alberto Oya - 2024 - In Charles Joshua Horn, The Last of Us and Philosophy: Look for the Light. Wiley-Blackwell. pp. 37-44.
    The aim of this paper is to discuss the way the videogame The Last of Us: Part II (Naughty Dog, 2020) manages to entice players to question the ethical adequacy of their own gaming behaviour.
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  16. What is it like to be a Clicker? Consciousness and cognition in The Last of Us.Remis Ramos Carreño & Lucas Hinojosa-López - 2024 - In Charles Joshua Horn, The Last of Us and Philosophy: Look for the Light. Wiley-Blackwell. pp. 121-128.
    Nagel (1974) kickstarted a now-long tradition in the Philosophy of Mind of using thought experiments to elucidate the relationship between conscious experience and the body, and the difficulties of explaining its character in a pure physicalist fashion. In this article, Nagel points out that, even though we know a lot about how bats use echolocation to navigate and make sense of their environments, these (naturalistic, mechanical) explanations don’t help us to imagine what it is like to be a bat, how (...)
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  17. Legami, empatia e co-ontologia. Kingdom Hearts di Tetsuya Nomura.Simone Santamato - 2024 - Fata Morgana Web.
    In this paper, I present the Kingdom Hearts series as a video game declination of the ontological concept of relation and the phenomenological view on the empathy. My aim is to explicit the philosophical background of the video games, concluding that they offer a solidly grounded analysis of what is about to be a self, and what are bounds for the subjectivity.
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  18. Can video games be philosophical?Thomas J. Spiegel - 2024 - Synthese 203 (5):1-19.
    Some video games are said to be philosophical. Despite video games having received some attention in academic philosophy, that contention has not been sufficiently addressed. This paper investigates in what sense video games might be properly called “philosophical”. To this end, I utilize Wittgenstein’s distinction between saying and showing to get into view how some video games might be properly called philosophical. This leads to two senses of being philosophical: a conventional sense of expressing philosophy through propositions, i.e., through saying, (...)
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  19. (Un-)Recht im Computerspiel? Ein naturrechtlicher Aufschlag mit J. G. Fichte.Samuel Ulbricht - 2024 - In Maria Schwartz, Meike Neuhaus & Samuel Ulbricht, Digitale Lebenswelt: Philosophische Perspektiven. Berlin, Heidelberg: J.B. Metzler. pp. 157-176.
    Gelten Rechtsnormen auch im Computerspiel? Mit dieser Frage, die anders als die Frage nach moralischen Normen im Computerspiel kaum je gestellt wurde, beschäftigt sich der vorliegende Beitrag und entwickelt eine Antwort mithilfe der Naturrechtstheorie J. G. Fichtes. Es wird sich zeigen, dass Computerspiele alle Bedingungen für ein Fichte’sches Rechtsverhältnis erfüllen: Sie konstituieren virtuelle Räume, in denen wirksame und freie Handlungen in der Interaktion mit anderen Individuen ausgeführt werden können. Dennoch bergen Computerspiele rechtsphilosophische Besonderheiten: Handlungen im Computerspiel sind rechtlich irrelevant, wenn (...)
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  20. "Fear the Old Blood." Bloodborne, Christian Concepts of Communion, and Theological Reflection.Ed Watson - 2024 - Gamevironments 20:169-178.
    What might it mean to read video games as a source for critical theological reflection? This project explores the extent to which FromSoftware’s 2015 classic Bloodborne can be read in just this way for at least two reasons. Firstly, the game makes visible foundational but often taken-for-granted Christian themes, as well as their internal paradoxes. Secondly, Bloodborne’s gameplay is structured through these themes in ways that invite the player to take on a mode of theological reflection which allows them to (...)
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  21. Ethics and Video Games.Christopher Bartel - 2023 - In James Harold, The Oxford handbook of Ethics and Art. New York, NY: Oxford University Press.
    Ethics in video gaming is broad topic that extends beyond the familiar instances of “moral panics”. This chapter will first divide ethical issues into internal and external moral questions. Roughly, this equates to a distinction between the ethics in games and the ethics of games. The ethical issues internal to video games arise due to both their status as fictions and their status as games. Many games afford players the opportunity to perform violent and vicious acts; however, these are of (...)
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  22. Ethics and Video Games.Christopher Bartel - 2023 - In James Harold, The Oxford handbook of Ethics and Art. New York, NY: Oxford University Press.
    Ethics in video gaming is broad topic that extends beyond the familiar instances of “moral panics”. This chapter will first divide ethical issues into internal and external moral questions. Roughly, this equates to a distinction between the ethics in games and the ethics of games. The ethical issues internal to video games arise due to both their status as fictions and their status as games. Many games afford players the opportunity to perform violent and vicious acts; however, these are of (...)
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  23. Interpreting Dwarf Fortress: Finitude, Absurdity, and Narrative.James Cartlidge - 2023 - Games and Culture 19 (2).
    This paper interprets the influential colony management simulator ‘Dwarf Fortress’ existentially, in terms of finitude, absurdity, and narrative. It applies Aarseth/Möring’s proposed method of game interpretation, adopting their definition of ‘cybermedia’ as a generalized game ontology, then providing a specialized ontology of ‘Dwarf Fortress’ which describes its genre and salient gameplay features, incorporating Ian Bogost’s concept of ‘procedural rhetoric’. It then gives an existentialist interpretation of ‘Dwarf Fortress’ which centres on ‘finitude’, ‘absurdity’, and ‘narrative’, showing that ‘Dwarf Fortress’ is a (...)
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  24. Double-Standard Moralism: Why We Can Be More Permissive Within Our Imagination.Mattia Cecchinato - 2023 - British Journal of Aesthetics 64 (1):67–87.
    Although the fictional domain exhibits a prima facie freedom from real-world moral constraints, certain fictive imaginings seem to deserve moral criticism. Capturing both intuitions, this paper argues for double-standard moralism, the view that fictive imaginings are subject to different moral standards than their real-world counterparts. I show how no account has, thus far, offered compelling reasons to warrant the moral appropriateness of this discrepancy. I maintain that the normative discontinuity between fiction and the actual world is moderate, as opposed to (...)
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  25. An empirical investigation of the Gamer's Dilemma: a mixed methods study of whether the dilemma exists.Paul Formosa, Thomas Montefiore, Mitchell McEwan & Omid Ghasemi - 2023 - Behaviour and Information Technology 43 (3):571-589.
    The Gamer’s Dilemma challenges us to justify the moral difference between enacting virtual murder and virtual child molestation in video games. The Dilemma relies for its argumentative force on the claim that there is an intuitive moral difference between these acts, with the former intuited as morally acceptable and the latter as morally unacceptable. However, there has been no empirical investigation of these claims. To explore these issues, we developed an experimental survey study in which participants were asked to reflect (...)
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  26. Games: Agency as Art by C Thi Nguyen (Oxford University Press, 2020). [REVIEW]Jonathan Gingerich - 2023 - Philosophy 98 (1):111-118.
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  27. Fictional Games: A Philosophy of Worldbuilding and Imaginary Play.Stefano Gualeni & Riccardo Fassone - 2023 - London (UK): Bloomsbury Publishing. Edited by Riccardo Fassone.
    What role do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the reader will never watch or play? Combining perspectives from philosophy, literature and game studies, this book provides the first in-depth investigation into the significance of games in fictional worlds. With examples from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce four key functions that different types of (...)
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  28. Game: Animals, Video Games and Humanity.Janet McCracken - 2023 - Journal of Aesthetics and Art Criticism 81 (1):117-120.
    In her provocative 1978 essay, “Eating Meat and Eating People,” (Philosophy Vol. 53, No. 206, pp. 465–479) Cora Diamond asks us to consider Jane Legge’s “Learni.
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  29. Can E-Sport Gamers Permissibly Engage with Off-Limits Virtual Wrongdoings?Thomas Montefiore & Paul Formosa - 2023 - Philosophy and Technology 36 (4):1-3.
    David Ekdahl (2023), in a constructive and thoughtful commentary, outlines both points of agreement with and suggestions for further research arising from our paper ‘Crossing the Fictional Line: Moral Graveness, the Gamer’s Dilemma, and the Paradox of Fictionally Going Too Far’ (Montefiore & Formosa, 2023).
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  30. Crossing the Fictional Line: Moral Graveness, the Gamer’s Dilemma, and the Paradox of Fictionally Going Too Far.Thomas Montefiore & Paul Formosa - 2023 - Philosophy and Technology 36 (3):1-21.
    The Gamer’s Dilemma refers to the philosophical challenge of justifying the intuitive difference people seem to see between the moral permissibility of enacting virtual murder and the moral impermissibility of enacting virtual child molestation in video games (Luck Ethics and Information Technology, 1:31, 2009). Recently, Luck in Philosophia, 50:1287–1308, 2022 has argued that the Gamer’s Dilemma is actually an instance of a more general “paradox”, which he calls the “paradox of treating wrongdoing lightly”, and he proposes a graveness resolution to (...)
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  31. Games Unlike Life.C. Thi Nguyen - 2023 - Journal of Ethics and Social Philosophy 23 (3).
    This is a reply to Elisabeth Camp's and Elijah Millgram's probing discussions of "Games and the Art of Agency", in a symposium in Journal of Ethics and Social Philosophy. Millgram argues that games cannot function as a guide to life, because they are too different from life. Games are limited in a special way: in life, we deliberate about what goals we want to take on, but in games, the goals are fixed and given to us. Camp argues that there (...)
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  32. First-Person Shooter Videogames.Alberto Oya - 2023 - Leiden: Brill.
    This book offers a comprehensive and accessible characterisation of the first-person shooter videogame genre. After providing an overview of the history of the first-person shooter videogame genre, Alberto Oya comments on the various defining peculiarities of this genre, namely the first-person perspective, the shooting gaming mechanics, the heroic in-game narrative or background story, and multiplayer gaming. Oya also argues that educators can use first-person shooter videogames to encourage their students to reflect on historical and philosophical issues.
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  33. 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 in Taro's (...)
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  34. 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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  35. 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 videogame (...)
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  36. The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications.Kristina Šekrst - 2023 - Sic: Journal of Literature, Culture and Literary Translation 3.
    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 (...)
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  37. Ethik in Computerspielen.Samuel Ulbricht - 2023 - In Ralf Biermann, Johannes Fromme & Florian Kiefer, Computerspielforschung: Interdisziplinäre Einblicke in das digitale Spiel und seine kulturelle Bedeutung. Verlag Barbara Budrich. pp. 171-190.
    Die Frage nach der Ethik in Computerspielen fragt im Kern danach, wie Computerspiele moralische Fragen aushandeln können. Ausgangspunkt ist die folgende Beobachtung: Situationen und Tätigkeiten, die in Wirklichkeit¹ moralisch brisant wären, sind seit jeher ein beliebter Gegenstand von Computerspielen. Seien es spielerische Umsetzungen von Kriegssituationen wie in den Reihen Call of Duty oder Metal Gear Solid, seien es heftige körperliche Auseinandersetzungen wie in Tekken oder auch in Super Smash Bros., seien es bleihaltige Abenteuer wie in Uncharted oder Tomb Raider – (...)
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  38. 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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  39. The video gamer’s dilemmas.Rami Ali - 2022 - Ethics and Information Technology 24 (2).
    The gamer’s dilemma offers three plausible but jointly inconsistent premises: (1) Virtual murder in video games is morally permissible. (2) Virtual paedophelia in video games is not morally permissible. (3) There is no morally relevant difference between virtual murder and virtual paedophelia in video games. In this paper I argue that the gamer’s dilemma can be understood as one of three distinct dilemmas, depending on how we understand two key ideas in Morgan Luck’s (2009) original formulation. The two ideas are (...)
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  40. Video Games and Comedy.Krista Bonello Rutter Giappone, Tomasz Majkowski & Jaroslav Švelch (eds.) - 2022 - Palgrave Macmillan.
    Video Games and Comedy is the first edited volume to explore the intersections between comedy and video games. This pioneering book collects chapters from a diverse group of scholars, covering a wide range of approaches and examining the relationship between video games, humour, and comedy from many different angles. The first section of the book includes chapters that engage with theories of comedy and humour, adapting them to the specifics of the video game medium. The second section explores humour in (...)
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  41. Are you (relevantly) experienced? A moral argument for video games.Amanda Cawston & Nathan Wildman - 2022 - In Laura D'Olimpio, Panos Paris & Aidan P. Thompson, Educating Character Through the Arts. Routledge.
    Many have offered moral objections to video games, with various critics contending that they depict and promote morally dubious attitudes and behaviour. However, few have offered moral arguments in favour of video games. In this chapter, we develop one such positive moral argument. Specifically, we argue that video games offer one of the only morally acceptable methods for acquiring some ethical knowledge. Consequently, we have (defeasible) moral reasons for creating, distributing, and playing certain morally educating video games.
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  42. 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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  43. Variations goodmaniennes sur le jeu vidéo.Alexandre Declos - 2022 - Nouvelle Revue d'Esthétique 30 (2):43-53.
    Dans cet article, je propose d’examiner un aspect relativement méconnu de la philosophie de l’art de Nelson Goodman, à savoir sa théorie de la variation, succinctement exposée dans Reconceptions en philosophie (Goodman & Elgin, 1988). Si la variation est un procédé courant dans les arts, son fonctionnement reste difficile à cerner. Goodman défend qu’il s’agit d’une opération sémiotique et référentielle complexe : la variation implique l’exemplification de caractéristiques partagées et constrastées, ainsi qu’une référence de la variation au thème via ces (...)
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  44. 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 can alternatively (...)
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  45. Player Engagement with Games: Formal Reliefs and Representation Checks.Karl Egerton - 2022 - Journal of Aesthetics and Art Criticism 80 (1):95-104.
    Alongside the direct parallels and contrasts between traditional narrative fiction and games, there lie certain partial analogies that provide their own insights. This article begins by examining a direct parallel between narrative fiction and games—the role of fictional reliefs and reality checks in shaping aesthetic engagement—before arguing that from this a partial analogy can be developed stemming from a feature that distinguishes most games from most traditional fictions: the presence of rules. The relation between rules and fiction in games has (...)
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  46. Both Physical and Virtual: On Immediacy in Esports.David Ekdahl - 2022 - Frontiers in Sports and Active Living 4.
    This article strives to make novel headway in the debate concerning esports' relationship to sports by focusing on the relationship between esports and physicality. More precisely, the aim of this article is to critically assess the claim that esports fails to be sports because it is never properly “direct” or “immediate” compared to physical sports. To do so, I focus on the account of physicality presented by Jason Holt, who provides a theoretical framework meant to justify the claim that esports (...)
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  47. 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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  48. 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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  49. 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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  50. Planescape: Torment as Philosophy: Regret Can Change the Nature of a Man.Steven Gubka - 2022 - In David Kyle Johnson, The Palgrave Handbook of Popular Culture as Philosophy. Palgrave-Macmillan. pp. 1847-1864.
    In Planescape: Torment, players assume the role of the Nameless One, an immortal being who suffers from amnesia. By making choices for the Nameless One, players decide not only what happens to the Nameless One but also the development of his moral character. In this way, Planescape: Torment invites its players to consider “what can change the nature of a man.” In the game’s canonical ending, the Nameless One regrets the great harm he inflicted on others, and he gives up (...)
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