British Journal of Aesthetics 61 (1):41-52 (2021)

Authors
Paal Antonsen
University of Bergen
Abstract
The aim of this paper is to make sense of a characteristic feature of interactive fictions, such as video game fictions, adventure books and role playing games. In particular, I describe one important way consumers of interactive fiction ‘take on the role’ of a fictional character and are ‘involved’ in the story. I argue that appreciative engagement with such works requires imagining being someone else and imagining parts of the story in a self-locating manner. In short, consuming works of interactive fiction involves imagining the story from the protagonist’s perspective.
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DOI 10.1093/aesthj/ayaa037
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References found in this work BETA

Attitudes de Dicto and de Se.David Lewis - 1979 - Philosophical Review 88 (4):513-543.
Alief and Belief.Tamar Szabó Gendler - 2008 - Journal of Philosophy 105 (10):634-663.
The Nature of Fiction.Gregory Currie - 1990 - Cambridge University Press.
Mimesis as Make-Believe.Kendall L. Walton - 1996 - Synthese 109 (3):413-434.
Fearing Fictions.Kendall L. Walton - 1978 - Journal of Philosophy 75 (1):5-27.

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