Results for 'BioShock'

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  1.  9
    BioShock's Meta‐Narrative.Collin Pointon - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 1–14.
    BioShock begins simply with the text “1960 Mid‐Atlantic.” The player's horizon shifts to accommodate this fact, like not being so surprised that Jack can smoke in the airplane. What follows in BioShock is the development of a narrative where it is assumed that Jack is entering Rapture for the first time in his life. Later, it is revealed that he is not. When Andrew Ryan exposes Jack's real identity, Ryan is falsifying both the narrative of Jack coming to (...)
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  2.  6
    BioShock Infinite and Transworld Individuality.Charles Joshua Horn - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 76–85.
    In the massive plot twist at the end of BioShock Infinite, the writers beautifully put forth a hypothesis that individuals might exist in more than one possible world. In philosophy, the idea that an individual can exist in more than one world is called transworld identity. An important rival to transworld identity theory is counterpart theory, the idea that individuals cannot exist in more than one possible world and are therefore “world bound.” Modal realism is the thesis according to (...)
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  3.  11
    BioShock as Plato's Cave.Roger Travis - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 69–75.
    Everyone misses the point of Plato's cave. What a coincidence, because everyone also misses the point of BioShock. The moment one's interactivity with the game is revealed as a fake isn't the moment when one kills Andrew Ryan in a cutscene. It's what happens after that. Atlas tells to abort the self‐destruct sequence. One has the choice of whether to abort self‐destruct sequence or not, but, positioned as it is, that choice has been exposed as meaningless within the basic (...)
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  4. Bioshock and the art of rapture.Grant Tavinor - 2009 - Philosophy and Literature 33 (1):pp. 91-106.
    In lieu of an abstract, here is a brief excerpt of the content:Bioshock and the Art of RaptureGrant TavinorI am Andrew Ryan, and I am here to ask you a question. Is a man not entitled to the sweat of his brow? "No!" says the man in Washington, "It belongs to the poor." "No!" says the man in the Vatican, "It belongs to God." "No!" says the man in Moscow, "It belongs to everyone." I rejected these answers; instead, I (...)
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  5.  10
    Bioshock and Philosophy: Irrational Game, Rational Book.Luke Cuddy & William Irwin (eds.) - 2015 - Malden, MA: Wiley-Blackwell.
    Considered a sign of the ‘coming of age’ of video games as an artistic medium, the award-winning BioShock franchise covers vast philosophical ground. _BioShock and Philosophy: Irrational Game, Rational Book _presents expert reflections by philosophers on this critically acclaimed and immersive fan-favorite. Reveals the philosophical questions raised through the artistic complexity, compelling characters and absorbing plots of this ground-breaking first-person shooter Explores what _BioShock_ teaches the gamer about gaming, and the aesthetics of video game storytelling Addresses a wide array (...)
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  6.  5
    The Value of Art in BioShock.Jason Rose - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 15–26.
    BioShock made a big splash not only for the depth of its subject matter, but also for the way it utilized its video game medium to present its big ideas in a uniquely engaging way. The game weaves many themes into its complicated narrative, complete with shifting identities, science fiction superpowers, and survival‐horror overtones. It is clear that BioShock wants to be taken as a spiritual sequel to Rand's philosophical novel Atlas Shrugged, revealing a possible fate for John (...)
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  7. Propaganda, Lies, and Bullshit in Bioshock.Rachel McKinnon - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley.
    Bioshock is replete with propaganda and lies. Most of us associate this sort of behavior with dishonest governments attempting to control their citizens’ behavior, including their thoughts. Often the most perverse propaganda is successful precisely because it convinces its audience of things that they wouldn’t otherwise believe, and often against their own interests. But what is it about such speech that makes it morally problematic? Moreover, what difference, if any, is there between propaganda, lies, and bullshit? In this chapter, (...)
     
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  8.  10
    Propaganda, Lies, and Bullshit in BioShock's Rapture.Rachel McKinnon - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 107–113.
    From nearly the author's first experience entering the underwater city of Rapture in BioShock, she is treated to a taste of Andrew Ryan's propaganda. Andrew Ryan regularly says that citizens of Rapture need to avoid all contact with the surface world because it's filled with parasites who seek to destroy Rapture. Even though what Ryan says about the outside world is true, he's lying because he believes it to be false. According to Harry Frankfurt, bullshit is when the speaker (...)
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  9.  8
    The bindings are there as a safeguard.Rick Elmore - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 95–106.
    BioShock Infinite begins with the question of “founding.” One enters Columbia for the first time on “Secession Day,” the anniversary of Columbia's secession from the United States in 1902, and the commemoration of the founding of Columbia as the “New Eden.” Racial difference is one of the major antagonisms in BioShock Infinite. BioShock Infinite exemplifies Carl Schmitt's concept of the political, as grounded on fundamental antagonisms that express the will of “the people” of Columbia. Sovereignty is the (...)
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  10.  3
    The cage is somber.Catlyn Origitano - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 38–48.
    BioShock Infinite follows the journey of Booker DeWitt, a reluctant detective from New York City who is transplanted via rowboat and lighthouse‐turned‐rocket to the city of Columbia. Booker is charged with the task of bringing back a girl in order to wipe away his debt. The girl, Elizabeth Comstock, has been locked in a tower since infancy by her father, Zachary Comstock, and is protected by a menacing Songbird. Although the game centers on Booker and his story, this chapter (...)
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  11.  4
    Shockingly Limited.Scott Squires & James McBain - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 86–93.
    At the end of BioShock Infinite, Booker is faced with the challenge of not allowing the tragedy to befall Columbia. There has to be a way, he believes, to prevent the rise of Father Comstock, the imprisonment and abuse of Elizabeth, and the creation of a Columbia that persecutes people for both religious and racial reasons. Booker's action is predicated on the necessity of Booker becoming Comstock. Elizabeth takes Booker back to Father Comstock's creation and it is revealed that (...)
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  12.  4
    Infinite Lighthouses, Infinite Stories.László Kajtár - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 127–138.
    BioShock Infinite is a piece of fiction that lets one peer into a world where this linearity seems overridden by a multiverse where all the possibilities exist. Stories are important for video games. Its story is one of the reasons BioShock Infinite resonates with audiences all around the world. The field of philosophy that deals with art is called aesthetics. If one think that it's even worth asking the question of whether BioShock Infinite is art or not, (...)
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  13.  10
    Have You Ever Been to Rapture?Stefan Schevelier - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 139–149.
    If one knows everything there is to know about a person's state while playing BioShock, if one could describe the exact neurons firing, the synapses responding, and so on, one still wouldn't know what it is like to play BioShock. This is precisely what phenomenology is interested in. Some philosophers would argue that there are a great number of phenomenological methods, but the author thinks they basically fall into two categories: the phenomenological tradition and art as phenomenology. Infinite (...)
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  14.  3
    Evolve today!Simon Ledder - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 150–160.
    The Plasmids in BioShock are essentially enhancement technologies for “healthy” individuals. Although the sea slug in BioShock is a work of fiction, in the real world researchers are investigating species‐transcending gene technology. BioShock makes apparent the usefulness of biological enhancements, but also warns us about the potential dangers of playing with biology. Not everyone is in favor of human enhancement technologies. Their opponents fear that some procedures might change what it means to be human on a fundamental (...)
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  15.  4
    SHODAN vs. the Many.Robert M. Mentyka - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 27–37.
    If there's one element that glues together the various games connected to the BioShock series, it's a willingness to challenge players to think. Traditionally, philosophers have chosen one of two general candidates to serve as the criterion of personal identity, the feature or characteristic that makes a person who they are and not someone else. These two criteria are (1) our physical bodies and (2) our conscious experiences as a “psychological continuity.” SHODAN was the protagonist in the original System (...)
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  16.  12
    Vending Machine Values.Michael J. Muniz - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 161–167.
    Steinman indicates that his ability to understand beauty is limited by his imagination. Beauty, as it has been traditionally defined, is an ultimate value, an ideal on same level as truth and goodness. Many of the ancient Greeks believed that symmetry represented order, and order was beautiful because it revealed a type of cosmic justice and truth that no person could deny. So, when Steinman's application of beauty comes into play, he is definitely emphasizing the order and justice that beauty (...)
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  17.  5
    The Vox Populi Group, Marx, and Equal Rights for All.Tyler DeHaven & Chris Hendrickson - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 114–126.
    The story of the Vox Populi embodies conflict theory, one popular interpretation of Marx's ideas, portraying a bloody revolution that loses sight of its ideals, turns anarchistic, and becomes the new oppressor. In Columbia, Zachary Hale Comstock and Jeremiah Fink illustrate the way the bourgeoisie may come to create and control the means of production. As the friction builds between the bourgeoisie and the proletariat, historical processes contribute to the inevitable collapse of capitalism. In BioShock Infinite, the simmering friction (...)
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  18.  12
    Would You Kindly Bring Us the Girl and Wipe Away the Debt.Oliver Laas - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 58–68.
    “Father” Zachary Hale Comstock is a self‐professed prophet, religious zealot, and racist, who has kept his “heir” under lock and key in the floating city of Columbia. Booker DeWitt is a washed‐up, disgraced ex‐Pinkerton agent haunted by his participation in the Wounded Knee Massacre. He enters Columbia to rescue Elizabeth in exchange for having his gambling debts settled. After much bloodshed, Booker saves Elizabeth and kills Comstock. In the past, Booker attended a baptism to assuage his guilt over Wounded Knee. (...)
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  19.  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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  20.  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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  21.  5
    Rapture in a Physical World.James Cook - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 49–57.
    In Rapture some mad shit happens: there are Plasmids that allow players to fire bees out of their hands, generate electricity bolts, set enemies on fire, pick stuff up using telekinetic powers, and much more. One theory is that physical things are those that can be completely described by the vocabulary of the best possible theory of physics. Physicalism would thus be the view that this theory of physics would completely specify all the fundamental categories, all the ingredients we need (...)
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