Journal of the Philosophy of Sport 46 (2):191-207 (2019)

ABSTRACTVideogames often confront players with frustratingly difficult challenges, fearsome enemies, and tragic stories. As such, they can evoke feelings of failure, sadness, anger, and fear. Although these feelings are usually regarded as undesirable, many players seem to enjoy videogames which cause them. In this paper, I argue that player misery often originates from a fictional or lusory attitude which brackets game events from real-life, making the player’s emotions solely relevant within the game context. As they are part of the game themselves, these negative emotions can be enjoyed and easily relativized, since players can acknowledge that their cause is ‘only a game’. However, there are feelings of misery associated with the playing of videogames which are not caused by either the game’s fiction or challenge. In the last part of this paper, I describe a qualitatively different kind of player misery: one that is caused by elements that are not perceived as part of the game by the player, and is no...
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DOI 10.1080/00948705.2019.1613411
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References found in this work BETA

Mimesis as Make-Believe.Kendall L. Walton - 1996 - Synthese 109 (3):413-434.
Fiction and Narrative.Derek Matravers - 2014 - Oxford 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.
Upheavals of Thought: The Intelligence of Emotions.Martha C. Nussbaum - 2004 - Philosophy and Phenomenological Research 68 (2):458-464.

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Citations of this work BETA

Glitches as Fictional (Mis)Communication.Nele Van de Mosselear & Nathan Wildman - 2021 - In Timothy Barker & Maria Korolkova (eds.), Miscommunication: Error, mistakes, media. Bloomsbury. pp. 300-315.

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