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

Abstract
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...
Keywords No keywords specified (fix it)
Categories (categorize this paper)
ISBN(s)
DOI 10.1080/00948705.2019.1613411
Options
Edit this record
Mark as duplicate
Export citation
Find it on Scholar
Request removal from index
Revision history

Download options

PhilArchive copy


Upload a copy of this paper     Check publisher's policy     Papers currently archived: 69,226
External links

Setup an account with your affiliations in order to access resources via your University's proxy server
Configure custom proxy (use this if your affiliation does not provide a proxy)
Through your library

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.

View all 24 references / Add more references

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.

Add more citations

Similar books and articles

Variations on a Game of Gale (I): Coding Strategies.Marion Scheepers - 1993 - Journal of Symbolic Logic 58 (3):1035-1043.
More on the Pressing Down Game.Jakob Kellner & Saharon Shelah - 2011 - Archive for Mathematical Logic 50 (3-4):477-501.
Game-Players and Game-Playing: A Response to Kreider.Richard Royce - 2013 - Journal of the Philosophy of Sport 40 (2):225 - 239.
What's My Motivation? Video Games and Interpretative Performance.Grant Tavinor - 2017 - Journal of Aesthetics and Art Criticism 75 (1):23-33.
Proof and Refutation in MALL as a Game.Olivier Delande, Dale Miller & Alexis Saurin - 2010 - Annals of Pure and Applied Logic 161 (5):654-672.
Game Sentences and Ultrapowers.Renling Jin & H. Jerome Keisler - 1993 - Annals of Pure and Applied Logic 60 (3):261-274.
Games, Rules, and Practices.Yuval Eylon & Amir Horowitz - 2018 - Sport, Ethics and Philosophy 12 (3):241-254.

Analytics

Added to PP index
2019-05-14

Total views
18 ( #605,634 of 2,499,697 )

Recent downloads (6 months)
3 ( #209,789 of 2,499,697 )

How can I increase my downloads?

Downloads

My notes