Results for ' stories games tell'

983 found
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  1.  34
    Sport, fiction, and the stories they tell.R. Scott Kretchmar - 2017 - Journal of the Philosophy of Sport 44 (1):55-71.
    The article is intended to reveal important similarities between fiction and sport. I build on Jonathan Gottschall’s discussion in The Storytelling Animal: How Stories Make Us Human by celebrating the significance of stories and their ‘witchy power’ and by examining factors that demonstrate similarities between fiction and sport. I suggest that an unmistakable semantic, structural, and cultural kinship exists between the two. This argument requires a discussion of play theory, play resources and constitutive rules, the semantic power of (...)
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  2. Interests, evidence and games.Brian Weatherson - 2018 - Episteme 15 (3):329-344.
    Pragmatic encroachment theories have a problem with evidence. On the one hand, the arguments that knowledge is interest-relative look like they will generalise to show that evidence too is interest-relative. On the other hand, our best story of how interests affect knowledge presupposes an interest-invariant notion of evidence. -/- The aim of this paper is to sketch a theory of evidence that is interest-relative, but which allows that ‘best story’ to go through with minimal changes. The core idea is that (...)
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  3.  25
    Videogames and Narrative.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes, The Art of Videogames. 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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  4.  58
    Fictional Games: A Philosophy of Worldbuilding and Imaginary Play.Stefano Gualeni & Riccardo Fassone - 2023 - London (UK): Bloomsbury Publishing. Edited by Riccardo Fassone.
    What role do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the reader will never watch or play? Combining perspectives from philosophy, literature and game studies, this book provides the first in-depth investigation into the significance of games in fictional worlds. With examples from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce four key functions that (...)
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  5.  80
    Thomas Hobbes: Telling the story of the science of politics.Anat Biletzki - 2000 - Philosophy and Rhetoric 33 (1):59-73.
    In lieu of an abstract, here is a brief excerpt of the content:Philosophy and Rhetoric 33.1 (2000) 59-73 [Access article in PDF] Thomas Hobbes: Telling the Story of the Science of Politics Anat Biletzki Science and storytelling First, the traditional commonplaces: Science does not tell stories. Disciplines purporting to be sciences eschew their storytelling aspects in favor of axiomatic, deductive, demonstrative, or whatnot essentials of science. Those deeming the story itself essential give up (happily or less willingly) the (...)
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  6.  53
    Wittgenstein’s Language Games and García Márquez´ Magical Realism.Bermúdez Barrera - 2008 - Proceedings of the Xxii World Congress of Philosophy 26:21-28.
    “There’s no need for DNA tests to prove that One Hundred Years of Solitude is Don Quixote’s heir.” G. Rabassa This paper is a personal attempt to relate the concept of language games as portrayed by the Austrian Philosopher Ludwig Wittgenstein with the literary magic of Gabriel García Márquez. The topic came up to me after reading an essay of the Colombian writer Carlos Patiño Roselli. His exposition on the language games in Wittgenstein triggered a series ofassociations in (...)
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  7. Precis of Games: Agency as Art.C. Thi Nguyen - manuscript
    Games are a distinctive form of art — and very different from many traditional arts. Games work in the medium of agency. Game designers don’t just tell stories or create environments. They tell us what our abilities will be in the game. They set our motivations, by setting the scoring system and specifying the win-conditions. Game de-signers sculpt temporary agencies for us to occupy. And when we play games, we adopt these designed agencies, submerging (...)
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  8. 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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  9. Ethics and Video Games.Christopher Bartel - 2023 - In James Harold, The Oxford handbook of Ethics and Art. New York, NY: Oxford University Press.
    Ethics in video gaming is broad topic that extends beyond the familiar instances of “moral panics”. This chapter will first divide ethical issues into internal and external moral questions. Roughly, this equates to a distinction between the ethics in games and the ethics of games. The ethical issues internal to video games arise due to both their status as fictions and their status as games. Many games afford players the opportunity to perform violent and vicious (...)
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  10.  21
    Ethics and Video Games.Christopher Bartel - 2023 - In James Harold, The Oxford handbook of Ethics and Art. New York, NY: Oxford University Press.
    Ethics in video gaming is broad topic that extends beyond the familiar instances of “moral panics”. This chapter will first divide ethical issues into internal and external moral questions. Roughly, this equates to a distinction between the ethics in games and the ethics of games. The ethical issues internal to video games arise due to both their status as fictions and their status as games. Many games afford players the opportunity to perform violent and vicious (...)
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  11.  18
    Être and paraître: The games of truth in the book of Susanna.Dickh M. Kanonge - 2018 - HTS Theological Studies 74 (3).
    Recent literary methods have opened new possibilities in reading and understanding the logic of narratives. The Greimassian approach offers such a possibility. Though Greimas’ approach is by now accepted as part of the canon of narratology, some of its components have not yet received due attention. This is the case with his ‘veridictory square’, a diagram that applies especially to texts where oppositions such as truth-falsehood, hero-villain and subject-anti-subject are prominent themes. This article aims to demonstrate that these kinds of (...)
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  12. From the ‘Selva Oscura’ to Paradise Reimagining the Pilgrim's Journey through the Transmedial Realm of Role-Playing Video Games.Serafina Paladino - 2021 - Dissertation, University of St Andrews
    This dissertation was written for the purpose of displacing the negative stereotype of video games being deemed as ‘lowbrow’ entertainment within critical and academic circles, when in actuality the medium has the ability to tell a captivating story through a unique lens unlike the narratives that are traditionally found in a film or a novel. Most of the criticism that games have received in the humanities come from literary scholars who have denounced the medium’s attempts to adapt (...)
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  13.  55
    Plato's Statesman Story: The Birth of Fiction Reconceived.John Tomasi - 1990 - Philosophy and Literature 14 (2):348-358.
    In lieu of an abstract, here is a brief excerpt of the content:PLATO'S STATESMAN STORY: THE BIRTH OF FICTION RECONCEIVED by John Tomasi In "Plato's Atlantis Story and the Birth of Fiction," Christopher Gill wants to distinguish the story ofAdantis in the Critias from Plato's earlier stories—like diat in the Statesman.1 These stories, Gill claims, belong to different literary genres. While the Statesman story is but another example of fable, the Adantis story of the Critias represents the first (...)
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  14.  49
    It’s about Time: Film, Video Games, and the Advancement of an Artform.Steven Gimbel & Joseph Roman - 2019 - Philosophies 4 (4):56.
    Jon Robson and Aaron Meskin have argued that the insights obtained through the philosophical analysis of video games is not specific to video games, but to a larger class of artistic creations they term Self-Involving Interactive Fictions, or SIIFs. But there is at least one aspect of SIIF video games that is philosophically interesting and does not apply to the class of SIIFs as a whole, the ability to represent non-classical time. If SIIF video games are (...)
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  15.  21
    Historical Being, LEON J. GOLDSTEIN.Boethian Historians Tell Their Story - 1991 - The Monist 74 (3):452-453.
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  16. Self-knowledge and the limitations of narrative.Jeanette Bicknell - 2004 - Philosophy and Literature 28 (2):406-416.
    In lieu of an abstract, here is a brief excerpt of the content:Self-Knowledge and the Limitations of NarrativeJeanette BicknellIn this passage from his Confessions, St. Augustine recounts some youthful shenanigans: "In a garden nearby to our vineyard there was a pear tree.... Late one night—to which hour, according to our pestilential custom, we had kept up our street games, a group of very bad youngsters set out to shake down and rob this tree. We took great loads of fruit (...)
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  17. Interrupting Lyotard: Whither the we?I. Telling Stories Linking Phrases - 2002 - In Hugh J. Silverman, Lyotard: Philosophy, Politics and the Sublime. New York: Routledge. pp. 127.
     
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  18. Cryonics: Traps and transformations.Daniel Story - 2024 - Bioethics 38 (4):351-355.
    Cryonics is the practice of cryopreserving the bodies or brains of legally dead individuals with the hope that these individuals will be reanimated in the future. A standard argument for cryonics says that cryonics is prudentially justified despite uncertainty about its success because at worst it will leave you no worse off than you otherwise would have been had you not chosen cryonics, and at best it will leave you much better off than you otherwise would have been. Thus, it (...)
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  19.  32
    Stories We Tell After Orlando.Francesca T. Royster - 2018 - Feminist Studies 44 (2):503.
    In lieu of an abstract, here is a brief excerpt of the content:Feminist Studies 44, no. 2. © 2018 by Francesca T. Royster 503 Francesca T. Royster Stories We Tell After Orlando We are in Laila’s backyard for a Sunday barbecue, a cool and windy Chicago June day that immediately followed one of the very hottest days so far this year. My partner Annie and I have brought our fouryear -old daughter Cece and her best friend Gilda to (...)
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  20.  38
    Stories Worth Telling: Moral Experiences of Suicidal Behavior.Scott J. Fitzpatrick - 2014 - Narrative Inquiry in Bioethics 4 (2):147-160.
    Moral constructions of suicide are deliberately avoided in contemporary suicidology, yet morality persists, little or imperfectly acknowledged, in its practices and in the policies, discourses, and instruments that it underpins. This study used narrative methodologies to examine the normative force of suicidology and its implications for persons who had engaged in an act of nonfatal suicidal behavior. I interviewed a convenience sample of twelve persons from two inner–urban community mental health centers who were receiving crisis and case management services after (...)
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  21.  84
    Virtual competitions and the gamer’s dilemma.Karim Nader - 2020 - Ethics and Information Technology 22 (3):239-245.
    This paper expands Rami Ali’s dissolution of the gamer’s dilemma (Ethics Inf Technol 17:267-274, 2015). Morgan Luck’s gamer’s dilemma (Ethics Inf Technol 11(1):31-36, 2009) rests on our having diverging intuition when considering virtual murder and virtual child molestation in video games. Virtual murder is seemingly permissible, when virtual child molestation is not and there is no obvious morally relevant difference between the two. Ali argues that virtual murder and virtual child molestation are equally permissible/impermissible when considered under different modes (...)
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  22. (1 other version)Stories We Tell.[author unknown] - 2013
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  23. the cultural evolution of institutional religions.Michael Vlerick - forthcoming - Religion, Brain and Behavior.
    In recent work, Atran, Henrich, Norenzayan and colleagues developed an account of religion that reconciles insights from the ‘by-product’ accounts and the adaptive accounts. According to their synthesis, the process of cultural group selection driven by group competition has recruited our proclivity to adopt and spread religious beliefs and engage in religious practices to increase within group solidarity, harmony and cooperation. While their account has much merit, I believe it only tells us half the story of how institutional religions have (...)
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  24.  8
    Stories we tell ourselves: making meaning in a meaningless universe.Richard Holloway - 2021 - Edinburgh: Canongate.
    A thought-provoking and playful examination of how we make sense of the world, from the Sunday Times bestselling author.
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  25.  25
    The Many Worlds of Hugh Everett III: Multiple Universes, Mutual Assured Destruction, and the Meltdown of a Nuclear Family.Peter Byrne - 2012 - Oxford University Press.
    Peter Byrne tells the story of Hugh Everett III (1930-1982), whose "many worlds" theory of multiple universes has had a profound impact on physics and philosophy. Using Everett's unpublished papers (recently discovered in his son's basement) and dozens of interviews with his friends, colleagues, and surviving family members, Byrne paints, for the general reader, a detailed portrait of the genius who invented an astonishing way of describing our complex universe from the inside. Everett's mathematical model (called the "universal wave function") (...)
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  26.  30
    The Story God Tells.Ralph McInerney - 2004 - The Chesterton Review 30 (3/4):433-435.
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  27.  71
    Game Spirituality: How Games Tell Us More than We Might Think.Chad Carlson - 2017 - Sport, Ethics and Philosophy 12 (1):81-93.
    While we often see games as less serious or at least less transcendental than religion there is reason to believe that games can evoke similarly meaningful narratives that allow us to learn a great deal about ourselves and our world. And games do so often using the same symbolic and metaphorical mechanisms that generate meaning in religious experience. In this paper, I explore some of the ways in which game myths—the myths created from and through games—generate (...)
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  28. The Story Luke Tells: Luke’s Unique Witness to the Gospel.[author unknown] - 2015
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  29. Leibniz’s Legacy and Impact.Julia Weckend & Lloyd Strickland (eds.) - 2019 - New York: Routledge.
    This volume tells the story of the legacy and impact of the great German polymath Gottfried Wilhelm Leibniz (1646-1716). Leibniz made significant contributions to many areas, including philosophy, mathematics, political and social theory, theology, and various sciences. The essays in this volume explores the effects of Leibniz’s profound insights on subsequent generations of thinkers by tracing the ways in which his ideas have been defended and developed in the three centuries since his death. Each of the 11 essays is concerned (...)
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  30.  44
    The “book problem” and its neural correlates.Phil Turner - 2014 - AI and Society 29 (4):497-505.
    Presence research can tell us why we feel present in the real world and can experience presence while using virtual reality technology (and movies and games) but has strikingly less to say on why we feel present in the scenes described in a book. Just how is it that the wonderful tangible detail of the real world or the complexity of digital technology can be matched and even surpassed by a story in a paperback book? This paper identifies (...)
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  31.  10
    Shard cinema.Evan Calder Williams - 2017 - London: Repeater Books, an imprint of Watkins Media.
    Shard cinema tells an expansive story of how moving images have changed in the last three decades, and how they have changed us along with them, rewiring the ways we watch, fight, and navigate an unsteady world. In a set of interrelated essays that range from the writings of early factory workers to the distributed sight of contemporary surveillance, Williams argues for deep links between the images we see and the hidden labors frozen into them, exploring how even the apparently (...)
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  32.  9
    Folded wisdom: notes from Dad on life, love, and growing up.Joanna Guest - 2019 - New York, NY: Celadon Books. Edited by Robert Guest.
    For her entire childhood, Joanna's father, Bob, had a ritual: wake up at dawn, walk the dog, and sit down at the kitchen table with a blank pad of paper and plenty of colored markers to craft notes for his two children. Over the years, word games and puzzles for five-year-olds morphed into thoughtful guidance and reflections for his teenagers approaching adulthood. Now, with more than 3,500 of her father's colorful notes in hand, Joanna has decided that the lessons (...)
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  33.  96
    Telling a story or telling a world?Ruth Lorand - 2001 - British Journal of Aesthetics 41 (4):425-443.
  34.  22
    Frank Ramsey: A Sheer Excess of Powers.Cheryl J. Misak - 2020 - Oxford: Oxford University Press.
    Frank Ramsey was a brilliant Cambridge philosopher, mathematician, and economist who died in 1930 at 26 having made landmark contributions to decision theory, game theory, mathematics, logic, semantics, philosophy of science, and the theory of truth. This rich biography tells the story of his extraordinary life and intellectual achievement.
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  35.  15
    Is there a story to tell?Antony Easthope, British Post-Structuralism , xiv + 255 pp.Keith A. Reader - 1991 - Paragraph 14 (3):306-308.
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  36.  27
    “I have no story to tell!”: Maternal Rage in Susan Hill’s The Woman in Black.Donna Cox - 2000 - Intertexts 4 (1):74-88.
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  37.  46
    Just for Fun: The Playful Image of Nanotechnology. [REVIEW]Colin Milburn - 2011 - NanoEthics 5 (2):223-232.
    In 1959, Richard Feynman suggested that the most compelling reason to pursue nanoscale research might be ‘just for fun.’ This article traces a history of playful images and ludic practices in nanotechnology. Two case studies—nanocars and nanosoccer—exemplify the ways in which scientific research mobilizes speculative futures, less through engineering design or stepwise protocol than through the recreational dynamics of play. Although such molecular toys might appear frivolous, they index the increasingly widespread conditions of play labor, or ‘playbor’, shaping today’s technoculture. (...)
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  38.  8
    The Stories We Tell - On Selves and Risk in Arendt and Levinas.Jill Stauffer - 2024 - Arendt Studies 8:49-60.
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  39.  17
    (1 other version)The Stories We Tell Ourselves.Nancy M. P. King - 2003 - Hastings Center Report 33 (5):48-48.
  40.  13
    The Stories We Tell About Opioids.Megan Becker-Leckrone - 2018 - Narrative Inquiry in Bioethics 8 (3):193-196.
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  41.  19
    The Story I Tell Myself, by Hazel E. Barnes.Haim Gordon - 2000 - Journal of the British Society for Phenomenology 31 (2):213-214.
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  42.  27
    Aśvaghoṣa’s Viśeṣaka : The Saundarananda and Its Pāli “Equivalents”.Eviatar Shulman - 2019 - Journal of Indian Philosophy 47 (2):235-256.
    When compared with the Pāli versions of the Nanda tale—the story of the ordainment and liberation of the Buddha’s half-brother—some of the peculiar features of Aśvaghoṣa’s telling in the Saundarananda come to the fore. These include the enticing love games that Nanda plays with his wife Sundarī before he follows Buddha out of the house, and the powerful, troubling scene in which Buddha forces Nanda to ordain. While the Pāli versions are aware of fantastic elements such as the flight (...)
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  43.  15
    Preface.Richard J. Bernstein - 2023 - In Martin Müller, Handbuch Richard Rorty. Springer Fachmedien Wiesbaden. pp. 3-6.
    Richard Rorty (1931–2007) was one of the most provocative and controversial philosophers of the past 50 years. He had a rare ability to combine sophisticated arguments with wit, charm, and humor. He was never dull – and he reached a wide public throughout the world. Originally trained in the history of philosophy and the grand tradition of metaphysics, he became fascinated with the linguistic turn in philosophy. During his early philosophical career, he wrote articles that were at the cutting edge (...)
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  44. Game-theoretic models, stories, and their assessment.Till Grüne-Yanoff - unknown
    Ever since game theory has become a dominant mode of investigation in economics, critics have pointed out that it is a formally strong but empirically weak, if not empty, practice.1 We argue against the empirical irrelevance of game theory by investigating the architecture of game theoretic explanations more closely. In particular, we study the role of game models, and find that they assume the role of mediators as autonomous relaters of theory and phenomena. We further argue that stories play (...)
     
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  45.  68
    Sages at the Games: Intellectual Displays and Dissemination of Wisdom in Ancient Greece.Håkan Tell - 2007 - Classical Antiquity 26 (2):249-275.
    This paper explores the role the Panhellenic centers played in facilitating the circulation of wisdom in ancient Greece. It argues that there are substantial thematic overlaps among practitioners of wisdom , who are typically understood as belonging to different categories . By focusing on the presence of σοφοί at the Panhellenic centers in general, and Delphi in particular, we can acquire a more accurate picture of the particular expertise they possessed, and of the range of meanings the Greeks attributed to (...)
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  46.  31
    Sports Teaching, Traditional Games, and Understanding in Physical Education: A Tale of Two Stories.Raúl Martínez-Santos, María Pilar Founaud, Astrid Aracama & Asier Oiarbide - 2020 - Frontiers in Psychology 11:581721.
    Unlike Dickens’s novel, this is not a tale of light and darkness, order and chaos, good and evil… It is, though, a story worth to be told about two standpoints about games and sports, teaching and research, physical education simply put, that have pursued similar interests on parallel tracks for too long, despite their apparent closeness and expected shared cultural grounds. The objective of this conceptual analysis is to try and reconcile two perspectives, namely motor praxeology and teaching (...) for understanding (TGfU), born in the last third of the XX century in France and England with the intention to rethink the foundations of physical education (PE) and sports teaching. Pierre Parlebas, from the French side of the English Channel, claimed in 1967 that sports make part of PE, that team sports must be considered from a specific, sociomotor point of view, and that motor conducts (i.e. the significative organization of motor behaviour), not sports techniques, are the corner-stone of PE and sports coaching. In the early 1980s, from the English side of La Manche, Almond, Thorpe, and Bunker made a plea for a shift in the way to teach games (sporting collective duels mostly), deeply concerned by the negative impact of the traditional technics-centred approach on motivation, competence and attained level of the least able in school situations. Our conclusion is that TGfU, or game-based approaches to sports coaching and teaching, can take great advantage of the motor-praxeological rationale for three reasons: firstly, because concepts like understanding, game sense and action principles are operatively, semiotically linked to the reality of the playing process; secondly, because the inner structures of the games that constrain players and guide their motor conducts, permit to integrate games in the general system of sporting games, no matter their level of institutionalisation; finally, because the intervention practice is better thought of and more systematically developed upon the operational concepts of internal logic and expected practical effects of game playing. This time, Paris could be the place to go to in search of solutions, not the city to run away from in hope of consolation. (shrink)
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  47.  54
    Detroit Become Human as Philosophy: Moral Reasoning Through Gameplay.Kimberly S. Engels & Sarah Evans - 2022 - In David Kyle Johnson, The Palgrave Handbook of Popular Culture as Philosophy. Palgrave-Macmillan. pp. 1811-1831.
    Detroit Become Human (DBH) offers a stunningly visual gameplay experience that both tells a philosophical story and stimulates the moral reasoning process in players. The game features a futuristic world where highly intelligent androids are bought and sold as workers who take on menial labor tasks for humans. In this chapter, we explore three dimensions of moral reasoning: accounts of moral agency, ethical theories or frameworks, and accounts of moral patiency. We then explore how DBH addresses all of these philosophical (...)
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  48. Cosmic Pessimism.Eugene Thacker - 2012 - Continent 2 (2):66-75.
    continent. 2.2 (2012): 66–75 ~*~ We’re Doomed. Pessimism is the night-side of thought, a melodrama of the futility of the brain, a poetry written in the graveyard of philosophy. Pessimism is a lyrical failure of philosophical thinking, each attempt at clear and coherent thought, sullen and submerged in the hidden joy of its own futility. The closest pessimism comes to philosophical argument is the droll and laconic “We’ll never make it,” or simply: “We’re doomed.” Every effort doomed to failure, every (...)
     
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  49. Newcomb’s Paradox Realized with Backward Causation.Jan Hendrik Schmidt - 1998 - British Journal for the Philosophy of Science 49 (1):67-87.
    In order to refute the widely held belief that the game known as ‘Newcomb's paradox’ is physically nonsensical and impossible to imagine (e.g. because it involves backward causation), I tell a story in which the game is realized in a classical, deterministic universe in a physically plausible way. The predictor is a collection of beings which are by many orders of magnitude smaller than the player and which can, with their exquisite measurement techniques, observe the particles in the player's (...)
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  50. Not Giving Up on Zuko: Relational Identity and the Stories We Tell.Barrett Emerick & Audrey Yap - 2022 - In Helen De Cruz & Johan De Smedt, Avatar: The Last Airbender and Philosophy: Wisdom From Aang to Zuko. Wiley-Blackwell. pp. 170–177.
    Everyone thinks they know who Prince Zuko is and can be. His father, Fire Lord Ozai, and sister, Azula, think him weak, disobedient, and undeserving of the crown. His Uncle Iroh thinks him good, if troubled, but ultimately worthy of his faith. The kids initially think him a villain, but eventually come to see him as a person – neither monster nor saint – someone who can choose to go in a new way. Zuko himself shows great ambivalence between these (...)
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