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C. Thi Nguyen’s Games: Agency as Art delivers on three ambitious aims: It offers a novel take on human cognition—it claims that we are able to ‘layer’ our agency during gameplay,It contributes to t... |
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It is commonly accepted that what we ought to do collectively does not imply anything about what each of us ought to do individually. According to this line of reasoning, if cooperating will make no difference to an outcome, then you are not morally required to do it. And if cooperating will be personally costly to you as well, this is an even stronger reason to not do it. However, this reasoning results in a self-defeating, yet entirely predictable outcome. If (...) |
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This paper argues that striving is a cardinal virtue in sport and life. It is an overlooked virtue that is an important component of human happiness and a source of a sense of dignity. The human ps... |
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What we might usefully call “playing full-stop” and playing games plausibly figure in a well-lived life. Yet there are reasons to worry that the two not only do not naturally go hand in hand, but are in fact deeply opposed. In this essay I investigate the apparent tension between playing full-stop and playing competitive games. I argue that the nature of this tension is easily exaggerated. While there is a psychological tension between simultaneously engaging in earnest competitive game play and (...) No categories |
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We behave oddly in our aesthetic lives. In other parts of our lives, we use some very powerful resources to form our judgments and beliefs. We trust experts. We. |
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There seems to be a deep tension between two aspects of aesthetic appreciation. On the one hand, we care about getting things right. On the other hand, we demand autonomy. We want appreciators to arrive at their aesthetic judgments through their own cognitive efforts, rather than deferring to experts. These two demands seem to be in tension; after all, if we want to get the right judgments, we should defer to the judgments of experts. The best explanation, I suggest, is (...) |
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One of the many brilliant insights of C. Thi Nguyen’s brilliant book, Games: Agency as Art, is the connection he draws between the distinctive agency of game play and one important feature of a lif... |
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The practical phenomenon of moral diversity is a central feature of many contemporary societies and poses a distinct problem to moral theory building. Because of its goal to settle the moral question fully and exclusively and/or to provide better understanding of moral disagreement, traditional first-order moral theory often does not provide sufficient guidance to address this phenomenon and moral agency in deeply morally diverse societies. In this article, I move beyond traditional first-order moral theorizing and, based on multilevel social contract (...) |
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Many influential philosophers have claimed that truth is valuable, indeed so valuable as to be the ultimate standard of correctness for intellectual activity. Yet most philosophers also think that truth is only instrumentally valuable. These commitments make for a strange pair. One would have thought that an ultimate standard would enjoy more than just instrumental value. This paper develops a new argument for the non-instrumental value of truth: inquiry is non-instrumentally valuable; and truth inherits some of its value from the (...) No categories |
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Ethics is a skill set. But what skill set is it? An answer to this question would help make progress for both theory and moral agency. I argue that moral performance may best be understood on the model of athletic performance; both moral and athletic performance are rule-structured unions of efficiency and inefficiency, enabling us to engage in the wholehearted and autonomous pursuit of goals subject to constraints. By understanding how athletics demands embodied performance, we better understand moral demand and (...) |
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In the debate about actions in virtual environments two interdependent types of question have been pondered: What is a person doing who acts in a virtual environment? Second, can virtual actions be evaluated morally? These questions have been discussed using examples from morally dubious computer games, which seem to revel in atrocities. The examples were introduced using the terminology of “virtual murder” “virtual rape” and “virtual pedophilia”. The terminological choice had a lasting impact on the debate, on the way action (...) |
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Spontaneous freedom, the freedom of unplanned and unscripted activity enjoyed by “free spirits,” is central to everyday talk about “freedom.” Yet the freedom of spontaneity is absent from contemporary moral philosophers’ theories of freedom. This article begins to remedy the philosophical neglect of spontaneous freedom. I offer an account of the nature of spontaneous freedom and make a case for its value. I go on to show how an understanding of spontaneous freedom clarifies the free will debate by helping to (...) |
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In this article, I consider Alkis Kontos’ and Allan Bäck’s critiques to Suits that his theory of games and good living lack ontological grounds or rests on the wrong foundations. Taking these criti... |
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Imaginary worlds are extremely successful. The most popular fictions produced in the last few decades contain such a fictional world. They can be found in all fictional media, from novels (e.g., Lord of The Rings and Harry Potter) to films (e.g., Star Wars and Avatar), video games (e.g., The Legend of Zelda and Final Fantasy), graphic novels (e.g., One Piece and Naruto), and TV series (e.g., Star Trek and Game of Thrones), and they date as far back as ancient literature (...) |
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In this paper, I revisit the question of how and in what sense can individuals comprising a group be held responsible for morally reprehensible behaviour by that group. The question is tackled by posing a counterfactual: what would happen if selfish individuals became moral creatures? A game called the Samaritan’s Curse is developed, which sheds light on the dilemma of group moral responsibility, and raises new questions concerning ‘conferred morality’ and self-fulfilling morals, and also forces us to question some implicit (...) |
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The gamer’s dilemma offers three plausible but jointly inconsistent premises: Virtual murder in video games is morally permissible. Virtual paedophelia in video games is not morally permissible. 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 original formulation. The two ideas are those of occurring in (...) |
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Most people are in agreement that guilty pleasures exist, and that we feel them at some point in our life. In my masters thesis I am going to try and answer why guilty pleasure exists and if it should exist. I am going to do this by exploring three different types of situations where our aesthetic tastes may not align with what we think is correct to like. I will call these situations the self theory, the social theory and the (...) |
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Are we being manipulated online? If so, is being manipulated by online technologies and algorithmic systems notably different from human forms of manipulation? And what is under threat exactly when people are manipulated online? This volume provides philosophical and conceptual depth to debates in digital ethics about online manipulation. The contributions explore the ramifications of our increasingly consequential interactions with online technologies such as online recommender systems, social media, user-friendly design, micro-targeting, default-settings, gamification, and real-time profiling. The authors in this (...) |
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In this paper, we report on an experiment with The Walking Dead (TWD), which is a narrative-driven adventure game where players have to survive in a post-apocalyptic world filled with zombies. We used OpenFace software to extract action unit (AU) intensities of facial expressions characteristic of decision-making processes and then we implemented a simple convolution neural network (CNN) to see which AUs are predictive of decision-making. Our results provide evidence that the pre-decision variations in action units 17 (chin raiser), 23 (...) |
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I make a proposal about what wondering is and how it differs from other mental phenomena like curiosity. I argue that, though it's tempting to analyze wondering as a desire to know the answer to the question one wonders about, that would be wrong, since wondering is an activity rather than a state, i.e., something we do. I also argue that wondering about a question needn't even essentially involve a desire to know the answer to that question, even as a (...) |
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Introduction Conceptual Distinctions: Work, Labor, Employment, Leisure The Value of Work and the ‘Anti-Work’ Critique Work, Meaning, and Dignity Work and Distributive Justice Work and Contributive Justice Work and Productive Justice Work and its Future BIBLIOGRAPHY . |
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