It’s about Time: Film, Video Games, and the Advancement of an Artform

Philosophies 4 (4):56 (2019)
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Abstract

Jon Robson and Aaron Meskin have argued that the insights obtained through the philosophical analysis of video games is not specific to video games, but to a larger class of artistic creations they term Self-Involving Interactive Fictions, or SIIFs. But there is at least one aspect of SIIF video games that is philosophically interesting and does not apply to the class of SIIFs as a whole, the ability to represent non-classical time. If SIIF video games are considered to be an extension of the art form of graphic narrative story-telling, the art form dominated by film, then the ability to represent time in in this fashion represents a revolution akin to that of vanishing point perspective in painting. This makes SIIF video games philosophically interesting for both philosophers of film and philosophers of video games.

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Steve Gimbel
Gettysburg College

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References found in this work

The unreality of time.John Ellis McTaggart - 1908 - Mind 17 (68):457-474.
Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
Video Games as Self-Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2016 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
The Puzzle of Multiple Endings.Florian Cova & Amanda Garcia - 2015 - Journal of Aesthetics and Art Criticism 73 (2):105-114.

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