Video Games as Self-Involving Interactive Fictions

Journal of Aesthetics and Art Criticism 74 (2):165-177 (2016)
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Abstract

This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that appreciating the self-involving nature of video-game fictions is key to understanding various otherwise puzzling phenomena concerning the ways in which consumers respond to them. Video-game fictions are, however, far from being the only extant example of this class; and we suggest that the recent philosophical interest in video games would be better focused on the wider class of self-involving interactive fictions

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Citations of this work

Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
Don’t stop make-believing.Nathan Wildman - 2019 - Journal of the Philosophy of Sport 46 (2):261-275.
Video Games and Imaginative Identification.Stephanie Patridge - 2017 - Journal of Aesthetics and Art Criticism 75 (2):181-184.

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The Nature of Fiction.Gregory Currie - 1990 - Cambridge University Press.
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.
Fiction as a Genre.Stacie Friend - 2012 - Proceedings of the Aristotelian Society 112 (2pt2):179--209.

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