Results for ' videogames ‐ robust and participative fictional worlds'

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  1.  5
    Stepping into Fictional Worlds.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 61–85.
    This chapter contains sections titled: Welcome to Rapture Meet Niko Bellic Experiencing Game Worlds Acting in Game Worlds.
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  2. Ruth Ronen.Are Fictional Worlds Possible - 1996 - In Calin Andrei Mihailescu & Walid Hamarneh (eds.), Fiction updated: theories of fictionality, narratology, and poetics. Buffalo: University of Toronto Press.
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  3. Fiction and Fictional Worlds in Videogames.Aaron Meskin & Jon Robson - 2012 - In J. R. Sageng, T. M. Larsen & H. Fossheim (eds.), The Philosophy of Computer Games. Springer. pp. 201-18.
  4. Videogames and interactive fiction.Grant Tavinor - 2005 - Philosophy and Literature 29 (1):24-40.
    In lieu of an abstract, here is a brief excerpt of the content:Videogames and Interactive FictionGrant TavinorIIn the third-person crime simulator Grand Theft Auto 3, the fictional performing of all sorts of criminal nuisance is a possibility. (Squeamish readers, or those that are adamant videogames are playing a decisive role in the moral degeneration of modern society might want to turn away now!) Here is one possibility for players of the game: while driving around in the rundown (...)
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  5.  7
    Fictional world and videoscenic poiesis.Gustavo Montes - 2022 - Alpha (Osorno) 55:169-191.
    Resumen: La obra videoescénica es un producto híbrido que presenta un mundo posible significado por medios teatrales y audiovisuales procedentes de dos modos de representación diferentes, el narrativo de enunciación audiovisual y el dramático. Esta investigación tiene como objetivo descubrir su funcionamiento. Para ello utiliza una metodología que pone en relación el campo interno de referencia del texto y el campo externo de referencia. Se señala a la pantalla de proyección, soporte material de la representación audiovisual, como interfaz entre medios (...)
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  6.  5
    Videogames and Fiction.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 34–60.
    This chapter contains sections titled: From Tennis for Two to Worlds of Warcraft Imaginary Worlds and Works of Fiction Fictional or Virtual? Interactive Fiction.
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  7.  13
    Enlightenment and Political Fiction: The Everyday Intellectual.Cecilia Miller - 2016 - New York: Routledge.
    ENLIGHTENMENT AND POLITICAL FICTION: -/- THE EVERYDAY INTELLECTUAL -/- (New York/London: Routledge, 2016). -/- Abstract -/- Advanced, theoretical ideas can be found in the most unlikely books. A handful of books—sometimes surprising ones—not only entertain the reader but also contribute to new ways of seeing the world. Indeed, some theorists explicitly cite literature. Adam Smith, for example, makes repeated references to Voltaire, and Marx later claims numerous literary sources, including Don Quixote. Why, though, should an historian of ideas direct sustained (...)
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  8. Fact, Fiction and Virtual Worlds.Alexandre Declos - 2020 - In R. Pouivet & V. Granata (eds.), Epistemology of Aesthetics. Rennes, France: Presses Universitaires de Rennes. pp. 195-219.
    This paper considers the medium of videogames from a goodmanian standpoint. After some preliminary clarifications and definitions, I examine the ontological status of videogames. Against several existing accounts, I hold that what grounds their identity qua work types is code. The rest of the paper is dedicated to the epistemology of videogaming. Drawing on Nelson Goodman and Catherine Elgin's works, I suggest that the best model to defend videogame cognitivism appeals to the notion of understanding.
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  9.  50
    Fiction Puzzle: Storiable Challenge in Pragmatist Videogame Aesthetics. [REVIEW]Veli-Matti Karhulahti - 2014 - Philosophy and Technology 27 (2):201-220.
    This paper surveys the ontological and aesthetic character of puzzles in worlds with storytelling potential, storiable worlds (potential storyworlds). These puzzles are termed fiction puzzles. The focus is on the fiction puzzles of videogames, which are accommodated to John Dewey's pragmatist framework of aesthetics to be examined as art products capable of producing aesthetic experiences. This leads to an establishing of analytical criteria for estimating the value of fiction puzzles in the pragmatist framework of aesthetics.
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  10.  3
    Confucianism for the contemporary world: global order, political plurality, and social action.Tze-Ki Hon (ed.) - 2017 - Albany, NY: State University of New York Press.
    Discusses contemporary Confucianism's relevance and its capacity to address pressing social and political issues of twenty-first-century life. Condemned during the Maoist era as a relic of feudalism, Confucianism enjoyed a robust revival in post-Mao China as China’s economy began its rapid expansion and gradual integration into the global economy. Associated with economic development, individual growth, and social progress by its advocates, Confucianism became a potent force in shaping politics and society in mainland China, Hong Kong, Taiwan, and overseas Chinese (...)
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  11. Fictional Expectations and the Ontology of Power.Torsten Menge - 2020 - Philosophers' Imprint 20 (29):1-22.
    What kind of thing, as it were, is power and how does it fit into our understanding of the social world? I approach this question by exploring the pragmatic character of power ascriptions, arguing that they involve fictional expectations directed at an open future. When we take an agent to be powerful, we act as if that agent had a robust capacity to make a difference to the actions of others. While this pretense can never fully live up (...)
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  12.  25
    Cervantes, the Novel, and the New World (review).Celia Elaine Richmond Weller - 2001 - Philosophy and Literature 25 (2):376-379.
    In lieu of an abstract, here is a brief excerpt of the content:Philosophy and Literature 25.2 (2001) 376-379 [Access article in PDF] Book Review Cervantes, the Novel, and the New World Cervantes, the Novel, and the New World, by Diana de Armas Wilson; 254 pp. Oxford: Oxford University Press, 2001, $74.00. In Cervantes, the Novel, and the New World, Diana de Armas Wilson describes and analyzes the link between the birth of the New World in European consciousness and the expression (...)
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  13. The art of videogames.Grant Tavinor - 2009 - Malden, MA: Wiley-Blackwell.
    The new art of videogames -- What are videogames anyway? -- On definition -- Theories of gaming -- A definition of videogames -- Videogames and fiction -- From tennis for two to worlds of warcraft -- Imaginary worlds and works of fiction -- Fictional or virtual? -- Interactive fiction -- Stepping into fictional worlds -- Welcome to rapture -- Meet niko bellic -- Experiencing game worlds -- Acting in game (...) -- Games through fiction -- The nature of gaming -- What are the rules of this game? -- Playing, cheating, fragging, and griefing -- Videogames and narrative -- The stories games tell -- Would you kindly put down that wrench? -- Reconciling games and narratives -- Emotion in videogaming -- How can we be moved by the fate of Niko Bellic? -- My fear of mutants -- The role of the emotions in gaming -- The morality of videogames -- The problem with crime simulators -- Are games bad for you? -- On being offensive -- Sticking up for videogames -- Videogames as art -- Are videogames art? -- A cluster theory of art -- The art in videogames -- New art from old bottles. (shrink)
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  14.  4
    Videogames as Art.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 172–196.
    This chapter contains sections titled: Are Videogames Art? A Cluster Theory of Art The Art in Videogames New Art from Old Bottles.
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  15.  34
    Phenomenology of imagining and the pragmatics of fictional language.Michela Summa - 2020 - Continental Philosophy Review 53 (4):465-486.
    This paper focuses on the performative character of fictional language. While assuming that all speaking is a form of acting, it aims to shed light on the nature of fictional, and particularly literary, speech acts. To this aim, relevant input can be found in the discussion of the ontological status of fictional entities and of their constitution and in the inquiry into the interaction between author and receiver of a fictional work. Based on the critical assessment (...)
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  16. Participation and immersion in Walton and calvino.M. Carleton Simpson - 2005 - Philosophy and Literature 29 (2):321-336.
    In lieu of an abstract, here is a brief excerpt of the content:Participation and Immersion in Walton and CalvinoM. Carleton SimpsonThe novel begins in a railway station, a locomotive huffs, steam from a piston covers the opening of the chapter, a cloud of smoke hides part of the first paragraph... The pages of the book are clouded like the windows of an old train, the cloud of smoke rests on the sentences.1Part of Kendall Walton's theory of psychological participation, explicated in (...)
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  17. Measuring the unimaginable: Imaginative resistance to fiction and related constructs.Jessica Black & Jennifer Barnes - 2017 - Personality and Individual Differences 111 (1):71-79.
    Imaginative resistance refers to a perceived inability or unwillingness to enter into fictional worlds that portray deviant moralities (Gendler, 2000): we can all easily imagine that dragons exist, but many people feel incapable of imagining fictional worlds in which morality works differently. Although this phenomenon has received much attention from philosophers, no one has attempted to operationalize the construct in a self-report scale. In Study 1, we developed the Imaginative Resistance Scale (IRS), investigated its relationship to (...)
     
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  18.  20
    Theatrical fictional worlds, counterfactuals, and scientific thought experiments.Irit Degani-Raz - 2005 - Semiotica 2005 (157):353-375.
    It is commonly accepted that theatrical fictional worlds could serve as a potent tool for increasing man’s understanding of his own world. This research connects insights that have been developed in such diverse areas of thought as semiotics of theater and drama, philosophical logic and ontology, epistemology, and philosophy of science, so as to establish a model that suggests an explication of this epistemic effect and thereby a new observation of the theatrical enterprise. The theory advanced in this (...)
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  19.  88
    Subtlety and moral vision in fiction.Eileen John - 1995 - Philosophy and Literature 19 (2):308-319.
    In lieu of an abstract, here is a brief excerpt of the content:Subtlety and Moral Vision in FictionEileen JohnIIn Martha Nussbaum’s work in Love’s Knowledge, the subtlety of literary fiction is given a prominent role in explaining literature’s moral influence. 1 Nussbaum argues that the subtlety displayed in certain works of literary fiction can help readers develop habits of perception such that they will perceive their actual moral world more finely and respond to it with a more nuanced range of (...)
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  20. Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts.Stefano Gualeni - 2016 - G.A.M.E. - The Italian Journal of Game Studies 5 (1).
    Self-reflexive videogames are videogames designed to materialize critical and/or satirical perspectives on the ways in which videogames themselves are designed, played, sold, manipulated, experienced, and understood as social objects. This essay focuses on the use of virtual worlds as mediators, and in particular on the use of videogames to guide and encourage reflections on technical, interactive, and thematic conventions in videogame design and development. Structurally, it is composed of two interconnected parts: -/- 1) In the (...)
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  21.  33
    The Simulated Self – Fiction Reading and Narrative Identity: ‘How can I have a complete identity without a mirror?’.Susanne Mathies - 2020 - Philosophia 48 (1):325-345.
    How do participating in a work of fiction and imagining a fictional world intertwine with the reader’s life? I develop an account that explores the relation between fiction reading and the reader’s narrative identity. Starting with an investigation of Paul Ricoeur’s account of narrative identity and of Kendall Walton’s account of the nature of representations, I develop my own model of fiction reading. My account is based on two starting assumptions: first, that human beings are entangled in stories, and (...)
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  22. How do we regard fictional people? How do they regard us?Meghan M. Salomon-Amend & Lance J. Rips - forthcoming - Psychonomic Bulletin and Review.
    Readers assume that commonplace properties of the real world also hold in realistic fiction. They believe, for example, that the usual physical laws continue to apply. But controversy exists in theories of fiction about whether real individuals exist in the story’s world. Does Queen Victoria exist in the world of Jane Eyre, even though Victoria is not mentioned in it? The experiments we report here find that when participants are prompted to consider the world of a fictional individual (“Consider (...)
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  23. Robustness and integrative survival in significance testing: The world's contribution to rationality.J. D. Trout - 1993 - British Journal for the Philosophy of Science 44 (1):1-15.
    Significance testing is the primary method for establishing causal relationships in psychology. Meehl [1978, 1990a, 1990b] and Faust [1984] argue that significance tests and their interpretation are subject to actuarial and psychological biases, making continued adherence to these practices irrational, and even partially responsible for the slow progress of the ‘soft’ areas of psychology. I contend that familiar standards of testing and literature review, along with recently developed meta-analytic techniques, are able to correct the proposed actuarial and psychological biases. In (...)
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  24.  13
    Worlds as Transcendental and Political Fictions.Rok Benčin - 2022 - Filozofski Vestnik 42 (2).
    By examining the idea found in the works of several contemporary philosophers that the multiplicity of worlds is no longer merely possible – as it was for Leibniz – but actually determines our experience of reality, the article proposes an understanding of worlds as transcendental structures that frame the ontological multiplicity. The article argues that such a proliferation of actual worlds implies that the concept of world should be seen today as a category that belongs to the (...)
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  25. Two Varieties of Literary Imagination: Metaphor, Fiction, and Thought Experiments.Elisabeth Camp - 2009 - Midwest Studies in Philosophy 33 (1):107-130.
    Recently, philosophers have discovered that they have a lot to learn from, or at least to ponder about, fiction. Many metaphysicians are attracted to fiction as a model for our talk about purported objects and properties, such as numbers, morality, and possible worlds, without embracing a robust Platonist ontology. In addition, a growing group of philosophers of mind are interested in the implications of our engagement with fiction for our understanding of the mind and emotions: If I don’t (...)
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  26.  9
    Emotion in Videogaming.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 130–149.
    This chapter contains sections titled: How Can We Be Moved by the Fate of Niko Bellic? My Fear of Mutants The Role of the Emotions in Gaming.
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  27.  12
    Corporate power and billionaire agency in world politics.Uchenna Okeja - 2022 - Journal of Global Ethics 18 (2):226-233.
    ABSTRACT In Billionaires in World Politics Peter Hägel considers how the experience of wealth accumulation shapes billionaires’ political agency. To understand the agentic power billionaires exercise in world politics, he proposes that we should examine (1) personality traits that dispose people to participate in politics and (2) connections between capacity and intentions. In this paper, I argue that Hägel’s account of billionaires’ agency in world politics depends on two assumptions. The first is an implied meaning of world politics and the (...)
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  28.  27
    Fictional Worlds and the Moral Imagination.Garry L. Hagberg (ed.) - 2021 - Palgrave-Macmillan.
    This edited collection investigates the kinds of moral reflection we can undertake within the imaginative worlds of literature. In philosophical contexts of ethical inquiry we can too easily forget that literary experience can play an important role in the cultivation of our ethical sensibilities. Because our ethical lives are conducted in the real world, fictional representations of this world can appear removed from ethical contemplation. However, as this stimulating volume shows, the dichotomy between fact and fiction cannot be (...)
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  29.  66
    Models and experiments? An exploration: Review of Michael Weisberg’s Simulation and Similarity: Using Models to Understand the World, Oxford, 2013.William C. Wimsatt - 2015 - Biology and Philosophy 30 (2):293-298.
    Michael Weisberg has given us a lovely book on models. It has very broad coverage of issues intersecting the nature of models and their use, an extensive consideration of long ignored “concrete” models with a rich case study, a discussion and classification of the many diverse kinds of models, and a particularly groundbreaking and innovative discussion of similarity concerning how models relate to the world. Included are insightful discussions of increasingly used “agent based” models, and the conjoint use of multiple (...)
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  30.  9
    Political Philosophy: Fact, Fiction and Vision.Mario Bunge - 2009 - Routledge.
    This book is about politics, political theory, and political philosophy. Although these disciplines are often conflated because they interact, they actually are distinct. Political theory is part of political science, whereas political philosophy is a hybrid of political theory and philosophy. The former discipline is descriptive and explanatory, whereas the latter is prescriptive--to the point that it is often called "normative theory." It is in fact the evaluative study of political societies. Whereas political theorists describe and explain politics, political philosophers (...)
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  31.  61
    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.
    Here, we focus on the underexplored fictional relevance of videogame glitches. For this purpose, we will make use philosophical theories on fiction, as well as standard suggestions about how best to deal with unintended errors within fiction. Focusing on glitches like that of Red Dead Redemption’s "manimals", we argue that glitches, more than any kinds of mistakes in traditional, non-interactive fictions, can actually have a significant influence on the fictional worlds of the work in which they appear. (...)
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  32.  39
    Augustinian and Thomist Engagements with the World.Tracey Rowland - 2009 - American Catholic Philosophical Quarterly 83 (3):441-459.
    Neither Augustine nor Aquinas can accept a political order in which religious doctrine as such is barred from serving as an explicit basis of political, legal, and economic norms. Certain twentieth-century commentators indebted (wittingly or not) to Kantianism or to other Enlightenment ideologies ignored this fact, or minimized its importance. Aquinas was misread as a forerunner of modern liberal democracy; Augustine was portrayed, with equal injustice, as seeking to dissuade Christians from participation in the political arena. In reality, the political (...)
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  33.  14
    Fictional Worlds and the Political Imagination.Garry L. Hagberg (ed.) - 2024 - Palgrave-Macmillan.
    There has been a steady stream of articles written on the relations between political thought and the interpretation of literature, but there remains a need for a book that both introduces and significantly contributes to the field – particularly one that shows in detail how we can think more freely and creatively about political possibilities by reading and reflecting on politically significant literature. This volume offers analytically acute and culturally rich ways of understanding how it is that we can productively (...)
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  34.  18
    Fictional Worlds and the Political Imagination.Garry L. Hagberg (ed.) - 2024 - Palgrave-Macmillan.
    There has been a steady stream of articles written on the relations between political thought and the interpretation of literature, but there remains a need for a book that both introduces and significantly contributes to the field – particularly one that shows in detail how we can think more freely and creatively about political possibilities by reading and reflecting on politically significant literature. This volume offers analytically acute and culturally rich ways of understanding how it is that we can productively (...)
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  35. Fictional Worlds and Philosophical Reflection.Garry L. Hagberg (ed.) - 2022
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  36.  58
    Reality+: Virtual Worlds and the Problems of Philosophy by David J. Chalmers (review).Anand Jayprakash Vaidya - 2023 - Philosophy East and West 73 (1):1-6.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Reality+: Virtual Worlds and the Problems of Philosophy by David J. ChalmersAnand Jayprakash Vaidya (bio)Reality+: Virtual Worlds and the Problems of Philosophy. By David J. Chalmers. New York, NY: W.W Norton & Company, 2022. Pp. xi + 520. Hardcover $22.49, isbn 978-0-393635-80-5.It isn't uncommon to think that virtual worlds, the worlds we engage with in video games, for example, are not real or at (...)
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  37. De-Roling from Experiences and Identities in Virtual Worlds.Stefano Gualeni - 2017 - Journal of Virtual Worlds Research 10 (2).
    Within dramatherapy and psychodrama, the term ‘de-roling’ indicates a set of activities that assist the subjects of therapy in ‘disrobing’ themselves from their fictional characters. Starting from the psychological needs and the therapeutic goals that ‘de-roling’ techniques address in dramatherapy and psychodrama, this text provides a broader understanding of procedures and exercises that define and ease transitional experiences across cultural practices such as religious rituals and spatial design. After this introductory section, we propose a tentative answer as to why (...)
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  38.  6
    Games through Fiction.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 86–109.
    This chapter contains sections titled: The Nature of Gaming What Are the Rules of This Game? Playing, Cheating, Fragging, and Griefing.
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  39. Robustness and idealization in models of cognitive labor.Ryan Muldoon & Michael Weisberg - 2011 - Synthese 183 (2):161-174.
    Scientific research is almost always conducted by communities of scientists of varying size and complexity. Such communities are effective, in part, because they divide their cognitive labor: not every scientist works on the same project. Philip Kitcher and Michael Strevens have pioneered efforts to understand this division of cognitive labor by proposing models of how scientists make decisions about which project to work on. For such models to be useful, they must be simple enough for us to understand their dynamics, (...)
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  40. The Fragile World Hypothesis: Complexity, Fragility, and Systemic Existential Risk.David Manheim - forthcoming - Futures.
    The possibility of social and technological collapse has been the focus of science fiction tropes for decades, but more recent focus has been on specific sources of existential and global catastrophic risk. Because these scenarios are simple to understand and envision, they receive more attention than risks due to complex interplay of failures, or risks that cannot be clearly specified. In this paper, we discuss the possibility that complexity of a certain type leads to fragility which can function as a (...)
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  41.  10
    Escaping Fiction.Nellie Wieland - 2024 - Croatian Journal of Philosophy 24 (70):81-96.
    In this paper I argue that a norm of literary fiction is to compel the reader to form beliefs about the world as it is. It may seem wrong to suggest that the reason I believe p is because I imagined p, yet literary fiction can make this the case. I argue for an account grounded in indexed doxastic susceptibilities mapped between a fictional context and the particular properties of a reader, more specifically the susceptibilities in her beliefs, attitudes, (...)
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  42.  68
    How Fictional Worlds Are Created.Deena Skolnick Weisberg - 2016 - Philosophy Compass 11 (8):462-470.
    Both adults and children have the ability to not only think about reality but also use their imaginations and create fictional worlds. This article describes the process by which world creation happens, drawing from philosophical and psychological treatments of this issue. First, world creators recognize the need to create a fictional world, as when starting a pretend game or opening a novel. Then, creators merge some real-world knowledge with the premises of the fictional world to construct (...)
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  43.  10
    From the Visible World to the Invisible Worlds: Looking for Images, Symbols and Archetypes in Kanak Myths.Hélène Savoie Colombani - 2015 - Iris 36:191-210.
    Le mythe participe à la fois du vécu et du réel transcendés par le symbole, qui fait appel autant au visible qu’à l’immatériel. Exprimant une fiction selon certains, ou des vérités profondes pour d’autres, il traduit des croyances sur la cosmogenèse et l’anthropogenèse. Il a pour objet de dévoiler un mystère, et l’événement fondateur du cosmos et de l’humain.Le symbole, dans sa moitié signifiante, est toujours lié au concret, c’est-à-dire au matériel, au visible et au fini. Selon Paul Ricœur, un (...)
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  44. Make-believe morality and fictional worlds.Mary Mothersill - 2006 - In José Luis Bermúdez & Sebastian Gardner (eds.), Art and Morality. London/New York: Routledge. pp. 74-94.
  45.  11
    Doubly robust estimators for generalizing treatment effects on survival outcomes from randomized controlled trials to a target population.Xiaofei Wang, Shu Yang & Dasom Lee - 2022 - Journal of Causal Inference 10 (1):415-440.
    In the presence of heterogeneity between the randomized controlled trial (RCT) participants and the target population, evaluating the treatment effect solely based on the RCT often leads to biased quantification of the real-world treatment effect. To address the problem of lack of generalizability for the treatment effect estimated by the RCT sample, we leverage observational studies with large samples that are representative of the target population. This article concerns evaluating treatment effects on survival outcomes for a target population and considers (...)
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  46.  22
    Characters in Fictional Worlds: Understanding Imaginary Beings in Literature, Film, and Other Media.Jens Eder, Fotis Jannidis & Ralf Schneider (eds.) - 2010 - De Gruyter.
    Although fictional characters have long dominated the reception of literature, films, television programs, comics, and other media products, only recently have they begun to attract their due attention in literary and media theory. The book systematically surveys todays diverse and at times conflicting theoretical perspectives on fictional character, spanning research on topics such as the differences between fictional characters and real persons, the ontological status of characters, the strategies of their representation and characterization, the psychology of their (...)
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  47.  28
    Fiction and the Real World: The Aesthetic Experience of Theatre.Caterina Piccione - 2022 - Croatian Journal of Philosophy 22 (65):217-228.
    In what sense can aesthetic experience be considered an opportunity for the development of personal identity, cognitive abilities, and emotions? Theatre proves to be an important field of investigation to approach this question. During a theatrical experience, the connection between fiction and reality can take the form of active cooperation between author, actor, and spectator. A better understanding of this point can be drawn by pointing out three kinds of spectator: we can distinguish a critical spectator, an emotional spectator, and (...)
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  48.  31
    A Social Phenomenology of Non-Player Characters (NPCs) in Videogames.Paul Scriven - 2023 - Techné Research in Philosophy and Technology 27 (2):240-259.
    Non-player characters (NPCs) are a common feature in contemporary videogames, particularly role-playing games (RPGs). Evidence suggests player relationships with these fictional, digital characters can manifest as deeply emotional experiences that can ‘bleed’ off the screen and affect the daily lives of players. However, research in this area is still in its infancy, and as yet has not been given a thorough conceptual treatment. Applying the sociological phenomenology of Alfred Schütz, this paper will examine the structure of the experiences (...)
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  49.  41
    Fictions and the Spatiotemporal World—in the Light of Ingarden.Ingvar Johansson - 2010 - Polish Journal of Philosophy 4 (2):81-103.
    The paper is an attempt to take Ingarden’s unfinished critique of idealism one step further. It puts forward a schematic solution to the external-world realist’sproblem of how to explain the fact that we can identify and re-identify fictions, entities that in one sense do not exist. The solution contains three proposals: to accept, with Husserl and Ingarden, that there are universals with intentionality (Husserl’s “intentional essences”), to accept, contra Husserl and Ingarden, an immanent realism for universals, and to accept Ingarden’s (...)
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  50.  14
    Found in Translation: "New People" in Twentieth-Century Chinese Science Fiction by Jing Jiang (review).Yingying Huang - 2024 - Utopian Studies 34 (3):591-594.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Found in Translation: “New People” in Twentieth-Century Chinese Science Fiction by Jing JiangYingying HuangJing Jiang. Found in Translation: “New People” in Twentieth-Century Chinese Science Fiction. New York: Columbia University Press, 2021. 144 pp. Paperback, ISBN 9780924304941.One of the Association of Asian Studies’ Asia Shorts series, Jing Jiang’s monograph is a delightful 130-page read including notes and a bibliography. It contributes new and cross-cultural perspectives to the Chinese SF (...)
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