Self-Location in Interactive Fiction

British Journal of Aesthetics 61 (1):41-52 (2021)
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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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Paal Antonsen
University of Bergen

Citations of this work

Emotion in Fiction: State of the Art.Stacie Friend - 2022 - British Journal of Aesthetics 62 (2):257-271.

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References found in this work

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.
Mimesis as Make-Believe: On the Foundations of the Representational Arts.Kendall L. Walton - 1990 - Journal of Aesthetics and Art Criticism 49 (2):161-166.

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