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Grant Tavinor
Lincoln University
  1. The Art of Videogames.Grant Tavinor - 2009 - 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. Videogames and Interactive Fiction.Grant Tavinor - 2005 - Philosophy and Literature 29 (1):24-40.
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    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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  4. Bioshock and the Art of Rapture.Grant Tavinor - 2009 - Philosophy and Literature 33 (1):pp. 91-106.
  5. 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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  6.  53
    Video Games as Mass Art.Grant Tavinor - 2011 - Contemporary Aesthetics 9.
  7.  93
    Definition of Videogames.Grant Tavinor - 2008 - Contemporary Aesthetics 6.
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    The Aesthetics of Videogames.Jon Robson & Grant Tavinor (eds.) - 2018 - 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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  9.  34
    On Virtual Transparency.Grant Tavinor - 2019 - Journal of Aesthetics and Art Criticism 77 (2):145-156.
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  10.  17
    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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  11. Virtual Worlds and Interactive Fictions.Grant Tavinor - 2011 - In Franck Lihoreau (ed.), Truth in Fiction. Ontos Verlag. pp. 223--244.