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Grant Tavinor
Lincoln University
  1. 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 worlds -- Games through fiction -- The nature of gaming -- (...)
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  2.  11
    What Are Videogames Anyway?Grant Tavinor - 2009 - In Dominic McIver Lopes (ed.), The Art of Videogames. Oxford, UK: Wiley‐Blackwell. pp. 15–33.
    This chapter contains sections titled: On Definition Theories of Gaming A Definition of Videogames.
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  3. 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 red-light district of (...)
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  4.  91
    What's My Motivation? Video Games and Interpretative Performance.Grant Tavinor - 2017 - Journal of Aesthetics and Art Criticism 75 (1):23-33.
    The interpretation of character motivations is a crucial part of the understanding of many narratives, including those found in video games. This interpretation can be complicated in video games by the player performing the role of a player-character within the game narrative. Such performance finds the player making choices for the character and also interpreting the resulting character actions and their effect on the game's narrative. This can lead to interpretative difficulties for game narratives and their players: if a decision (...)
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  5.  47
    On Virtual Transparency.Grant Tavinor - 2019 - Journal of Aesthetics and Art Criticism 77 (2):145-156.
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  6.  79
    Video Games as Mass Art.Grant Tavinor - 2011 - Contemporary Aesthetics 9.
  7. Definition of videogames.Grant Tavinor - 2008 - Contemporary Aesthetics 6.
  8. Videogames and aesthetics.Grant Tavinor - 2010 - Philosophy Compass 5 (8):624-634.
    Videogames are one of the most striking developments in recent popular arts. Many of the issues traditional to philosophical aesthetics find a new setting in videogames, and often take on a dramatic new form. Little has been written specifically on videogames in the philosophy of the arts, although they are often discussed in non-philosophical disciplines, such as media studies. A number of issues seem prominent, particularly those following from the interactive nature of videogames. This article is a survey of the (...)
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  9. 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 chose (...)
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  10.  22
    The Aesthetics of Videogames.Jon Robson & Grant Tavinor (eds.) - 2018 - New York: Routledge.
    This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, (...)
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  11.  3
    Emotion in Videogaming.Grant Tavinor - 2009 - In Dominic McIver Lopes (ed.), The Art of Videogames. Oxford, UK: 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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  12.  2
    Games through Fiction.Grant Tavinor - 2009 - In Dominic McIver Lopes (ed.), The Art of Videogames. Oxford, UK: 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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  13. Glossary.Grant Tavinor - 2009 - In Dominic McIver Lopes (ed.), The Art of Videogames. Oxford, UK: Wiley‐Blackwell. pp. 197–208.
    The prelims comprise: Half‐Title Page Wiley Series Page Title Page Copyright Page Dedication Page Table of Contents Acknowledgments.
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  14.  2
    Stepping into Fictional Worlds.Grant Tavinor - 2009 - In Dominic McIver Lopes (ed.), The Art of Videogames. Oxford, UK: 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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  15.  60
    The Aesthetics of Virtual Reality.Grant Tavinor - 2021 - New York: Routledge.
    This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of (...)
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  16.  1
    The Morality of Videogames.Grant Tavinor - 2009 - In Dominic McIver Lopes (ed.), The Art of Videogames. Oxford, UK: Wiley‐Blackwell. pp. 150–171.
    This chapter contains sections titled: The Problem with Crime Simulators Are Games Bad for You? On Being Offensive Sticking up for Videogames.
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  17.  1
    Videogames as Art.Grant Tavinor - 2009 - In Dominic McIver Lopes (ed.), The Art of Videogames. Oxford, UK: 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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  18.  2
    Videogames and Fiction.Grant Tavinor - 2009 - In Dominic McIver Lopes (ed.), The Art of Videogames. Oxford, UK: 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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  19.  3
    Videogames and Narrative.Grant Tavinor - 2009 - In Dominic McIver Lopes (ed.), The Art of Videogames. Oxford, UK: Wiley‐Blackwell. pp. 110–129.
    This chapter contains sections titled: The Stories Games Tell Would You Kindly Put down That Wrench? Reconciling Games and Narratives.
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  20. Virtual worlds and interactive fictions.Grant Tavinor - 2011 - In Franck Lihoreau (ed.), Truth in Fiction. Ontos Verlag. pp. 223--244.