Results for 'Video games Philosophy'

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  1. (1 other version)Philosophy through video games.Jon Cogburn - 2009 - New York: Routledge. Edited by Mark Silcox.
    I, player : the puzzle of personal identity (MMORPGS and Virtual Communities) -- The game inside the mind, the mind inside the game (The Nintendo Wii Gaming Console) -- Realistic blood and gore : do violent games make violent gamers? (First-person Shooters) -- Games and God's goodness (World-builder and Tycoon Games) -- The metaphysics of interactive art (Puzzle and Adventure Games) -- Artificial and human intelligence (Single-player RPGS) -- Epilogue: Video games and the meaning (...)
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  2. Video Games and the Philosophy of Art.Aaron Smuts - 2005 - American Society for Aesthetics Newsletter.
    The most cursory look at video games raises several interesting issues that have yet to receive any consideration in the philosophy of art, such as: Are videogames art and, if so, what kind of art are they? Are they more closely related to film, or are they similar to performance arts, such as dance? Perhaps they are more akin to competitive sports and games like diving and chess? Can we even define “video game” or “game”? (...)
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  3. Simulating Philosophy: Interpreting Video Games as Executable Thought Experiments. [REVIEW]Marcus Schulzke - 2014 - Philosophy and Technology 27 (2):251-265.
    This essay proposes an alternative way of studying video games: as thought experiments akin to the narrative thought experiments that are frequently used in philosophy. This perspective incorporates insights from the narratological and ludological perspectives in game studies and highlights the philosophical significance of games. Video game thought experiments are similar to narrative thought experiments in many respects and can perform the same functions. They also have distinctive advantages over narrative thought experiments, as they situate (...)
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  4. Video Games, Violence, and the Ethics of Fantasy: Killing Time.Christopher Bartel - 2020 - London: Bloomsbury Academic.
    Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does (...)
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  5.  65
    Can video games be philosophical?Thomas J. Spiegel - 2024 - Synthese 203 (5):1-19.
    Some video games are said to be philosophical. Despite video games having received some attention in academic philosophy, that contention has not been sufficiently addressed. This paper investigates in what sense video games might be properly called “philosophical”. To this end, I utilize Wittgenstein’s distinction between saying and showing to get into view how some video games might be properly called philosophical. This leads to two senses of being philosophical: a conventional (...)
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  6. Are Video Games Art?Aaron Smuts - 2005 - Contemporary Aesthetics 3.
    I argue that by any major definition of art many modern video games should be considered art. Rather than defining art and defending video games based on a single contentious definition, I offer reasons for thinking that video games can be art according to historical, aesthetic, institutional, representational and expressive theories of art. Overall, I argue that while many video games probably should not be considered art, there are good reasons to think (...)
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  7. Video Games and Ethics.Monique Wonderly - 2017 - In Joseph C. Pitt & Ashley Shew (eds.), Spaces for the Future: A Companion to Philosophy of Technology. New York: Routledge. pp. 29-41.
    Historically, video games featuring content perceived as excessively violent have drawn moral criticism from an indignant (and sometimes, morally outraged) public. Defenders of violent video games have insisted that such criticisms are unwarranted, as committing acts of virtual violence against computer-controlled characters – no matter how heinous or cruel those actions would be if performed in real life – harm no actual people. In this paper, I present and critically analyze key aspects of this debate. I (...)
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  8. Video Games and Virtual Reality.Robert Seddon - 2017 - In Anthony F. Beavers (ed.), Macmillan Interdisciplinary Handbooks: Philosophy: Technology. Macmillan Reference USA. pp. 191-216.
  9.  31
    Gaming the system: deconstructing video games, games studies, and virtual worlds.David J. Gunkel - 2018 - Bloomington, Indiana: Indiana University Press.
    Terra nova 2.0 -- The real problem -- Social contract 2.0 -- In the face of others -- Open-ended conclusions.
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  10.  16
    Video games and spatiality in Amercian studies.Dietmar Meinel (ed.) - 2022 - Boston: De Gruyter Oldenbourg.
    While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically (...)
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  11.  37
    Video Game Fictions: A Dual-Work View.Karim Nader - 2022 - Journal of the Philosophy of Games 4 (1).
    Video games fictions are interactive: some of the content is set by the game designer and some is set by the player. However, philosophers disagree over how this interaction is reflected within the fictional content of video games. First, I will show that games and playthroughs are two distinct works of fiction with their associated fictional content. Second, I argue that players engage with both fictional works when playing a video game. They imagine the (...)
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  12.  67
    Meeting Galileo: Testing the Effectiveness of an Immersive Video Game to Teach History and Philosophy of Science to Undergraduates.Logan L. Watts & Peter Barker - 2018 - Transversal: International Journal for the Historiography of Science 5:133-145.
    Can video games teach students about the history and philosophy of science? This paper reports the results of a study investigating the effects of playing an educational video game on students’ knowledge of Galileo’s life and times, the nature of scientific evidence, and Aristotle’s and Galileo’s views of the cosmos. In the game, students were immersed in a computer simulation of 16th century Venice where they interacted with an avatar of Galileo and other characters. Over a (...)
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  13.  9
    Expressive space: embodying meaning in video game environments.Gregory Whistance-Smith - 2022 - Boston: De Gruyter Oldenbourg.
    Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book (...)
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  14. Film Theory Meets Video Games: An Analysis of the Issues and Methodologies in 'ScreenPlay'. [REVIEW]Aaron Smuts - 2003 - Film-Philosophy 7 (7).
    "ScreenPlay" is the first collection of essays devoted to exploring the relationship between cinema and video games. It attempts to introduce the field of video game studies while also increasing our understanding of the two artforms. Although not all of the essays are models of clear thinking on the subject, the volume will be a valuable resource for those working in film, philosophy, new media, and video game studies. Geoff King and Tanya Krzywinska have brought (...)
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  15.  46
    Philosophy: The Video Game.Shannon Kincaid - 2005 - Philosophy Now 52:44-44.
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  16.  7
    Video Games: Rousseauvian Dream or Skinnerian Nightmare?David Waddington - 2016 - Philosophy of Education 72:122-125.
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  17.  4
    Dual wield: the interplay of poetry and video games.Jon Stone - 2022 - Boston: De Gruyter Oldenbourg.
    In recent years, poetry and videogames have begun talking to one another in earnest. Poets have found inspiration in digital-interactive landscapes, while game developers now look to poetry as a source of textual enrichment. This book examines the p.
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  18.  85
    Musical Ecologies in Video Games.Michiel Kamp - 2014 - Philosophy and Technology 27 (2):235-249.
    What makes video games unique as an audiovisual medium is not just that they are interactive, but that this interactivity is rule bound and goal oriented. This means that player experience, including experience of the music, is somehow shaped or structured by these characteristics. Because of its emphasis on action in perception, James Gibson’s ecological approach to psychology—particularly his concept of affordances—is well suited to theorise the role of music in player experience. In a game, players perceive the (...)
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  19.  13
    The world is born from zero: understanding speculation and video games.Cameron Kunzelman - 2022 - Boston: De Gruyter Oldenbourg.
    The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and (...)
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  20. Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning.Michael Hemmingsen - 2020 - Sport, Ethics and Philosophy 15 (3):435-460.
    Speedrunning is a kind of ‘metagame’ involving video games. Though it does not yet have the kind of profile of multiplayer e-sports, speedrunning is fast approaching e-sports in popularity. Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, particularly due to the incorporation of “glitches”. For many (...)
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  21.  14
    Play as Specto-performative Action ‒ Philosophical Reflections on Playing Video Games ‒.Ralf Beuthan - 2022 - Cheolhak-Korean Journal of Philosophy 151:189-221.
    비디오게임에 관한 논의는 비디오 게임의 영향(중독, 폭력), 혹은 비디오게임을 규정하는 규칙이 무엇인지의 질문에 국한 돼있다. 문제는 이에 따라, 놀이행위(gamic action) 그 자체에 대한 질문은 등한시되고 있다는 점이다. 좀 더 자세히 말하자면, 비디오게임을 하는 것(playing video games)이 어떤 특정한 행위 유형에 속하는지에 대한 물음은 간과되고 있다. 본고의 철학적 반성은 이러한 연구의 맹점을 보완하는 것을 시도한다. 여기서 비디오게임을 하는 것이 특히 ‘수행성’(performativity)과 ‘시각성’(visuality)의 관점에서 더 명료하게 개념화해야한다고 주장될 것이다. 어느정도까지 놀이활동에 대한 철학적-개념적 규명이 특수한 난점을 갖고 있는지에 대한 간략한 역사적-체계적 (...)
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  22.  64
    Philosophy Through Video Games[REVIEW]Tad Bratkowski - 2010 - Teaching Philosophy 33 (3):317-320.
  23.  5
    Hermeneutyka gier wideo: intepretacja, immersja, utopia = Hermeneutics of video games: interpretation, immersion, utopia.Michał Kłosiński - 2018 - Warszawa: Instytut Badań Literackich PAN. Wydawnictwo.
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  24. Non-Perceptual Representational Immersion in Video Games: A Response to David Chalmers' 'Reality+'.James Cartlidge - 2024 - Philosophy and Technology 37 (85):1-27.
    This article criticises David Chalmers’ ‘Reality+’ by interrogating its distinction of virtual reality (VR) from 2D, non-VR video games, a distinction made on the grounds that VR is immersive and these types of video games are not because immersion is a distinct characteristic of 3D perceptually represented VR. Building on the Balcerak Jacksons’ account of ‘representational immersion’, which they acknowledge has ‘perceptual’ and ‘non-perceptual’ elements, I develop an account of ‘non-perceptual representational immersion’ and use it to (...)
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  25. Claim: Video gaming companies should not create violent video games due to the fact that they can provoke unethical behaviors in children.Nikki Kent - forthcoming - Philosophy.
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  26.  9
    Gaming and the virtual sublime: rhetoric, awe, fear, and death in contemporary video games.Matthew Spokes - 2020 - United Kingdom: Emerald Publishing.
    Gaming and the Virtual Sublime considers the 'virtual sublime' as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.
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  27.  61
    Generic Structures, Generic Experiences: A Cognitive Experientialist Approach to Video Game Analysis.Andreas Gregersen - 2014 - Philosophy and Technology 27 (2):159-175.
    The article discusses the issue of how to categorize video games—not the medium of video games, but individual video games. As a lead in to this discussion, the article discusses video game specificity and genericity and moves on to genre theory. On the basis of this discussion, a cognitive experientialist genre framework is sketched, which incorporates both general points from genre theory and theories more specific to the video game domain. The framework (...)
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  28.  27
    Understanding video game players through game data analysis: Magy Seif El-Nasr, Truong-Huy D. Nguyen, Alessandro Canossa, and Anders Drachen: Game data science. Oxford: Oxford University Press, 2021, 397 pp, $105.00 HB. [REVIEW]Christopher Bartel - 2023 - Metascience 32 (1):79-81.
  29.  33
    Unpacking an affordance-based model of chronic pain: a video game analogy.Sabrina Coninx, B. Michael Ray & Peter Stilwell - forthcoming - Phenomenology and the Cognitive Sciences:1-24.
    Chronic pain is one of the most disabling medical conditions globally, yet, to date, we lack a satisfying theoretical framework for research and clinical practice. Over the prior decades, several frameworks have been presented with biopsychosocial models as the most promising. However, in translation to clinical practice, these models are often applied in an overly reductionist manner, leaving much to be desired. In particular, they often fail to characterize the complexities and dynamics of the lived experience of chronic pain. Recently, (...)
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  30.  63
    Game: Animals, Video Games and Humanity.Janet McCracken - 2023 - Journal of Aesthetics and Art Criticism 81 (1):117-120.
    In her provocative 1978 essay, “Eating Meat and Eating People,” (Philosophy Vol. 53, No. 206, pp. 465–479) Cora Diamond asks us to consider Jane Legge’s “Learni.
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  31.  2
    Asian histories and heritages in video games.Yowei Kang, Kenneth C. C. Yang, Michal Mochocki, Jakub Majewski & Paweł Schreiber (eds.) - 2024 - New York, NY: Routledge.
    This book explores the representations of national Asian histories in digital games. Situated at the intersection of regional game studies and historical game studies, this book offers chapters on histories and heritages of Japan, China, Iran, Iraq, Taiwan, South Korea, Indonesia, Singapore, Turkey, and Russia. The volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical (...)- from postcolonialism to identity politics to heritage studies. It demonstrates various methodological approaches to historical/regional game studies: case studies of nationally produced historical games that deal with local history, studies of media reception of history/heritage-themed games, text-mining methods studying attitudes expressed by players of such games, and educational perspectives on games in teaching cultural heritage. Through the lens of videogames, the authors explore how nations struggle with the legacies of war, colonialism and religious strife that have been a part of nationbuilding - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies. (shrink)
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  32.  48
    The Civic Potential of Video Games by Joseph Kahne, Ellen Middaugh and Chris Evans.David I. Waddington - 2010 - Journal of Philosophy of Education 44 (4):599-602.
  33.  1
    It’s (not) Me: Dynamic Nature of Immersive Experiences in Video Game Play.Eugene Kukshinov - forthcoming - Human Studies:1-22.
    Immersion in video games is a complex psychological process often defined as a unitary phenomenon, but it actually takes at least a dual form, as video games encompass both narratives and simulations. This study aimed to understand the relationship between sensory and mental immersive experiences in video game play. A mixed-methods, interview-based study was conducted with eight dedicated players. Phenomenological analysis revealed a dynamic relationship between sensory and mental immersion, with one type sometimes becoming dominant (...)
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  34.  25
    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 (...)
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  35.  76
    Applying Kant’s Ethics to Video Game Business Models.Nandita Roy - 2021 - Business and Professional Ethics Journal 40 (1):109-127.
    This article expands on existing models of analyzing business ethics of monetization in video games using the concept of categorical imperatives, as posited by the philosopher Immanuel Kant. A model is advanced to analyze and evaluate the business logics of video game monetization using a Kantian framework, which falls in the deontological category of normative ethics. Using two categorical imperatives, existing models of game monetization are divided into ethical or unethical, and presented using the case example of (...)
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  36.  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 (...) games are considered to be an extension of the art form of graphic narrative story-telling, the art form dominated by film, then the ability to represent time in in this fashion represents a revolution akin to that of vanishing point perspective in painting. This makes SIIF video games philosophically interesting for both philosophers of film and philosophers of video games. (shrink)
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  37.  4
    Central and Eastern European histories and heritages in video games.Michal Mochocki, Paweł Schreiber, Jakub Majewski & Yaraslau I. Kot (eds.) - 2024 - New York: Routledge.
    This book explores the representations of Central and Eastern European histories in digital games. Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, the volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games - from postcolonialism to identity politics to heritage studies. The book (...)
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  38.  51
    Ten Things Video Games Can Teach Us , by Jordan Erica Webber and Daniel Griliopoulos. [REVIEW]Joshua D. Crabill - 2017 - Teaching Philosophy 40 (4):486-490.
  39.  17
    Fulfilling the Rousseauian Fantasy: Video Games and Well-Regulated Freedom.Gideon Dishon - 2016 - Philosophy of Education 72:113-121.
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  40.  17
    Compact spaces and privileged times; what the video game asteroids can teach us about the present.Ann C. Thresher - 2023 - Synthese 202 (5):1-18.
    The A-Theory of time has long struggled with the results of special relativity. One proposed solution is to stipulate the existence of a physically or metaphysically privileged frame which defines the global present for all observers. Recently this proposal has cropped up in literature on spatially closed universes (SCUs) which seem to naturally instantiate such structures. This paper examines the privileged frame proposal through the lens of SCUs, arguing that even in these space-times which seem overwhelmingly friendly to A-theoretic accounts (...)
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  41.  34
    The art of education: Creative thinking and video games.Lina Georgieva & Alexander Nikulin - 2023 - Balkan Journal of Philosophy 15 (2):179-186.
    The COVID-19 pandemic has shed new light on some significant problems that have been present in the education systems for decades. Тhe lack of various educational methods is becoming more and more evident, leading to a decreasing interest in learning and critical thinking. Оn the other hand, more and more research shows that different types of digital games can enhance creative and critical thinking in students. А closer look at the requirements of the educational programs shows how strict they (...)
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  42.  17
    Schiller meets “Grand Theft Auto”: Perspectives of Video Game Ethics.Ralf Beuthan - 2021 - Cheolhak-Korean Journal of Philosophy 148:113-138.
    ‘비디오게임 하는 것’은 어떤 윤리적 모델을 통해 새로운 방식으로 게임행위를 평가할 수 있는지에 대한 질문을 제기하도록 만들었다. 이러한 맥락 속에서 고전적인 윤리학적 모델 (덕 윤리, 의무론, 공리주의)은 궁극적으로 오직 ‘현실적 행위’에만 적용되고, 비디오 게임의 ‘가상적 행위’에 적용되지 않는다는 논증은 “놀이 무도덕주의” (Ostritsch 2018) 테제로 귀결된다. 이는 특히 노골적인 ‘폭력의 행위’의 경우의 게임 행위가 도덕적으로 판단될 수 있고 그래야만 한다는 공적 토론의 크게 우세한 직감(直感)에 의해 반박되어 왔다. 이러한 양자의 논의 속에 프리드리히 실러 (Friedrich Schiller)의 고전적 놀이 이론에 따른 중간적 입장이 (...)
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  43.  32
    Ayn Rand’s Objectivist Ethics Applied to Video Game Business.J. Tuomas Harviainen, Janne Paavilainen & Elina Koskinen - 2019 - Journal of Business Ethics 167 (4):761-774.
    This article analyzes the business ethics of digital games, using Ayn Rand’s philosophy of Objectivism. It identifies different types of monetization options as virtuous or nonvirtuous, based on Rand’s views on rational self-interest. It divides the options into ethical Mover and unethical Looter designs, presents those logics in relation to an illustrative case example, Zynga, and then discusses a view on the role of players in relation to game monetization designs. Through our analysis of monetization options in the (...)
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  44.  28
    Subverting utilitarian subject-object relations in video games: A philosophical analysis of Thatgamecompany’s Journey.Corné du Plessis - 2018 - South African Journal of Philosophy 37 (4):466-479.
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  45.  1
    Visual Semiotics and Digital Game Spaces: A Review of Gabriele Aroni: The Semiotics of Architecture in Video Games (Bloomsbury Academic 2022). [REVIEW]Massimiliano Nigro - forthcoming - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique:1-4.
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  46.  13
    Literary gaming.Astrid Ensslin - 2014 - London, England: The MIT Press.
    A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for (...)
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  47.  82
    Introduction to the Special Issue on the Philosophy of Computer Games.Patrick John Coppock, Graeme Kirkpatrick, Olli Tapio Leino & Anita Leirfall - 2014 - Philosophy and Technology 27 (2):151-157.
    The seven articles that constitute this special issue illustrate scholarly interactions between philosophy and game studies. The wide range of game types/genres and the multiple philosophical issues concerning them are rich and productive. They indicate well the significant contribution that philosophical approaches can make to further development of scholarly understandings of computer games and gaming. Each article breaks new conceptual ground in ways likely to resonate within the new discipline of computer game studies but also, beyond this, in (...)
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  48. Interacting with the Past: Historical Sciences and Historical Games.David Černín - forthcoming - Teorie Vědy / Theory of Science.
    Historical video games are uniquely tied to the scientific practices of professional historians, archaeologists, and many other experts. However, since video games are an interactive medium and the most common-sensical view of history is that the past is fixed, it is clear that, at least from a representationalist point of view, there is some unresolved tension. The article explores this predicament and draws heavily from contemporary historical non-representationalism – a position that shifts focus from the idea (...)
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  49.  27
    The Well-Played Game: A Player's Philosophy.Bernie DeKoven - 2013 - MIT Press.
    The return of a classic book about games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video (...)
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  50.  20
    Metagames: Games about G ames.Agata Waszkiewicz - 2024 - New York: Routledge/Taylor & Francis Group.
    Metagames: Games About Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player's role is in play, and to raise more profound topics such as those describing experiences (...)
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