Results for 'videogames and narrative'

982 found
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  1.  17
    Videogames and Narrative.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), 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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  2. 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 (...)
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  3.  3
    Exploring videogames with Deleuze and Guattari: towards an affective theory of form.Ciara Cremin - 2016 - New York: Routledge.
    Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari's non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to (...)
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  4. 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 (...)
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  5.  54
    Labour and the Ecological Critique of Capitalism in Videogames: The Case of Stardew Valley.A. R. Awagjan, A. A. Kalugin & P. R. Kondrashov - 2020 - Sociology of Power 32 (3):242-266.
    In this paper we conduct an analysis of the critical narratives of Stardew Valley and compare them to other relevant videogames in order to develop new possibilities for an ecological critique of capitalist extractive econo­mies. Critical narratives of this game are aimed primarily at the alienating conditions of labour and deeply devastating modes of production under capitalism that impact and severely damage the environment. Analysing these narratives, we superimpose the immediate messages of the game with the procedural rhetoric and (...)
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  6.  54
    The Collapse and Reconstitution of the Cinematic Narrative: Interactivity vs. Immersion in Game Worlds.Otto Lehto - 2009 - Ec - Rivista Dell'associazione Italiana Studi Semiotici:21-28.
    This article analyses the phenomenology and ontology of videogames through the lens of semiotics. The difference between games and more traditional narrative models (such as those found in books and movies) lies on the structural level. The game narrative needs to be ‘written’ (played) before it can be ‘read’ (interpreted). Games provide fluidity of interactive immersion: the interface as the place of the merger between the player and the game. A connection, without delay, is established between the (...)
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  7.  46
    First-Person Shooter Videogames.Alberto Oya - 2023 - Leiden: Brill.
    This book offers a comprehensive and accessible characterisation of the first-person shooter videogame genre. After providing an overview of the history of the first-person shooter videogame genre, Alberto Oya comments on the various defining peculiarities of this genre, namely the first-person perspective, the shooting gaming mechanics, the heroic in-game narrative or background story, and multiplayer gaming. Oya also argues that educators can use first-person shooter videogames to encourage their students to reflect on historical and philosophical issues.
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  8. 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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  9.  59
    Fiction Puzzle: Storiable Challenge in Pragmatist Videogame Aesthetics. [REVIEW]Veli-Matti Karhulahti - 2014 - Philosophy and Technology 27 (2):201-220.
    This paper surveys the ontological and aesthetic character of puzzles in worlds with storytelling potential, storiable worlds (potential storyworlds). These puzzles are termed fiction puzzles. The focus is on the fiction puzzles of videogames, which are accommodated to John Dewey's pragmatist framework of aesthetics to be examined as art products capable of producing aesthetic experiences. This leads to an establishing of analytical criteria for estimating the value of fiction puzzles in the pragmatist framework of aesthetics.
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  10.  11
    The Birth of Heteroludoglossia from the Dissonant Languages of Videogames.T. Majkowski - 2020 - Sociology of Power 32 (3):74-90.
    This paper employs Mikhail Bakhtin’s concept of heteroglossia as a frame­work to interpret internal tensions within contemporary digital games. To that end, I propose to acknowledge the multimodal character of entertain­ment software, with audial, visual, haptic, spatiotemporal and systemic elements of a game in constant interaction. But to properly understand said tensions — frequently dubbed “dissonance” in game criticism — it is im­portant to acknowledge the complex multimodal structure of games that attempt to utilize culturally-rooted ways to describe the world, (...)
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  11.  23
    Semiotic and discursive consequences of the cybertextual condition: The case of tragedy.Juan J. Vargas-Iglesias - 2019 - Semiotica 2019 (229):329-352.
    In recognition of the central place that the concept of tragedy holds in the historical understanding of culture and society, this paper features an analysis of its presence, current state, and value in the digital environments of the postmodern era, with special attention to videogames. Thus, the overcoming of a classic model of tragedy in the cybertextual condition is first determined, along with the discursive dimension underlying said overcoming. To this end a theoretical statement to the issue of tragedy (...)
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  12.  54
    Educating Character Through the Arts.Laura D'Olimpio, Panos Paris & Aidan P. Thompson (eds.) - 2022 - Routledge.
    This volume investigates the role of the arts in character education. Bringing together insights from esteemed philosophers and educationalists, it looks to the arts for insight into human character and explores the arts' relationship to human flourishing and the development of the virtues. Focusing on the moral value of art and considering questions of whether there can be educational value in imaginative and non-narrative art, the nine chapters herein critically examine whether poetry, music, literature, films, television series, videogames, (...)
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  13.  90
    Videogames and the Moving Image.Aaron Meskin & Jon Robson - 2010 - Revue Internationale de Philosophie 4:547-564.
  14.  19
    Rethinking the apocalypse: Zeno’s Conscience and Death Stranding.Paolo Bartoloni & Enea Bianchi - 2023 - Journal for Cultural Research 28 (1):14-33.
    The moment we live in is a moment of multiple crisis – environmental, political, economic, and viral – a moment, that is, where the reality of damage, fallibility and faultiness, and the ensuing fear, anxiety, rage, trauma, protest, and mobilisation have reached a critical point. Past and present narratives of crisis and trauma can help navigate this process. In this article we have chosen to focus on Italo Svevo’s Zeno’s Conscience (1923) and Hideo Kojima’s videogame Death Stranding (2019) for several (...)
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  15.  48
    Attention, Videogames and the Retentional Economies of Affective Amplification.James Ash - 2012 - Theory, Culture and Society 29 (6):3-26.
    This article examines the industrial art of videogame design and production as an exemplar of what could be termed affective design. In doing so, the article theorizes the relationship between affect and attention as part of what Bernard Stiegler calls a ‘retentional economy’ of human and technical memory. Through the examination of a range of different videogames, the article argues that videogame designers utilize techniques of what I term ‘affective amplification’ that seek to modulate affect, which is central to (...)
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  16. The Forms and Fluidity of Game Play.C. Thi Nguyen - 2019 - In Thomas Hurka (ed.), Games, Sports, and Play: Philosophical Essays. Oxford University Press. pp. 54-73.
    Are games essentially a form of make-believe, or essentially an act of struggling against obstacles? There have been several attempts to reduce one of these accounts to the other. Kendall Walton has argued for the primacy of the make-believe account of games. Even when we are struggling against obstacles in games, says Walton, we are engaged in a form of make-believe: we are making believe that these lines are real obstacles, that these points really matter. Bernard Suits has argued for (...)
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  17.  87
    Affectivity and narrativity in depression: a phenomenological study.Anna Bortolan - 2017 - Medicine, Health Care and Philosophy 20 (1):77-88.
    In this study I explore from a phenomenological perspective the relationship between affectivity and narrative self-understanding in depression. Phenomenological accounts often conceive of the disorder as involving disturbances of the narrative self and suggest that these disturbances are related to the alterations of emotions and moods typical of the illness. In this paper I expand these accounts by advancing two sets of claims. In the first place, I suggest that, due to the loss of feeling characteristic of the (...)
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  18. Life Is Strange and ‘‘Games Are Made’’: A Philosophical Interpretation of a Multiple-Choice Existential Simulator With Copilot Sartre.Luis de Miranda - 2016 - Games and Culture 1 (18).
    The multiple-choice video game Life is Strange was described by its French developers as a metaphor for the inner conflicts experienced by a teenager in trying to become an adult. In psychological work with adolescents, there is a stark similarity between what they experience and some concepts of existentialist philosophy. Sartre’s script for the movie Les Jeux Sont Faits (literally ‘‘games are made’’) uses the same narrative strategy as Life is Strange—the capacity for the main characters to travel back (...)
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  19.  11
    Videogames and Fiction.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. 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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  20.  41
    Design Bioethics: A Theoretical Framework and Argument for Innovation in Bioethics Research.Gabriela Pavarini, Robyn McMillan, Abigail Robinson & Ilina Singh - 2021 - American Journal of Bioethics 21 (6):37-50.
    Empirical research in bioethics has developed rapidly over the past decade, but has largely eschewed the use of technology-driven methodologies. We propose “design bioethics” as an area of conjoined theoretical and methodological innovation in the field, working across bioethics, health sciences and human-centred technological design. We demonstrate the potential of digital tools, particularly purpose-built digital games, to align with theoretical frameworks in bioethics for empirical research, integrating context, narrative and embodiment in moral decision-making. Purpose-built digital tools can engender situated (...)
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  21. The mess inside: narrative, emotion, and the mind.Peter Goldie - 2012 - Oxford: Oxford University Press.
    Narrative thinking -- Narrative thinking about one's past -- Grief : a case study -- Narrative thinking about one's future -- Self-forgiveness : a case study -- The narrative sense of self -- Narrative, truth, life, and fiction.
  22. 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 (...)
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  23.  3
    La realtà virtuale come spazio di un’ekphrasis digitale.Damiano Cantone - 2024 - Studi di Estetica 28.
    The essay aims to examine the concept of digital ekphrasis in virtual reality environments. The emergence of immersive narrative worlds, both in videogames and artistic expression, requires a reflection on the relationships between traditional narrative forms (literature and painting, as well as photography and cinema) and the possibilities that technological development brings to the evolution of artistic and expressive languages. Starting from the analysis of Alejandro González Iñárritu’s virtual reality installation "Carne y Arena", the essay questions the (...)
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  24. Time and Narrative: An Investigation of Storytelling Abilities in Children With Autism Spectrum Disorder.Francesco Ferretti, Ines Adornetti, Alessandra Chiera, Serena Nicchiarelli, Giovanni Valeri, Rita Magni, Stefano Vicari & Andrea Marini - 2018 - Frontiers in Psychology 9.
    This study analyzed the relation between mental time travel (MTT) and the ability to produce a storytelling focusing on global coherence, which is one of the most notable characteristics of narrative discourse. As global coherence is strictly tied to the temporal sequence of the events narrated in a story, we hypothesized that the construction of coherent narratives would rely on the ability to mentally navigate in time. To test such a hypothesis, we investigated the relation between one component of (...)
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  25.  12
    Videogames and agency.Bettina Bódi - 2022 - New York, NY: Routledge.
    Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and (...)
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  26.  12
    Time and Narrative, Volume 1.Kathleen McLaughlin & David Pellauer (eds.) - 1990 - University of Chicago Press.
    _Time and Narrative_ builds on Paul Ricoeur's earlier analysis, in _The Rule of Metaphor_, of semantic innovation at the level of the sentence. Ricoeur here examines the creation of meaning at the textual level, with narrative rather than metaphor as the ruling concern. Ricoeur finds a "healthy circle" between time and narrative: time is humanized to the extent that it portrays temporal experience. Ricoeur proposes a theoretical model of this circle using Augustine's theory of time and Aristotle's theory (...)
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  27.  25
    Caseness and Narrative: Contrasting Approaches to People Who are Psychiatrically Labeled.Michael Susko - 1994 - Journal of Mind and Behavior 15 (1-2):87-112.
    This article contrasts the Caseness and Narrative approaches for treating individuals who are psychiatrically labelled. In Caseness a "mental health professional" negatively values those symptoms believed to be caused by a physical pathology. In the subsequent labeling of the "patient" a transfer of ownership of the person's body to the "medical system" occurs. Intervention ensues, by coercion and force if deemed necessary, to stop symptom expression. In contrast, the Narrative approach looks upon periods of distress as potentially transformative (...)
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  28.  66
    Self-Narrative, Literary Narrative, and Self-Understanding.Marya Schechtman - 2023 - Philosophia 52 (1):11-20.
    In the innovative and engaging _Philosophy, Literature and Understanding_, Jukka Mikkonen investigates a range of developments in multiple disciplines that have complicated traditional debates between cognitivists and non-cognitivists about literature. To avoid the extremes this debate has fallen into, Mikkonen develops a middle course that grounds the cognitive value of literature in its contributions to cultural and self-understanding. As part of this argument, Mikkonen offers an account of how literature can contribute to self-understanding via its narrative form despite what (...)
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  29.  25
    Experientiality and “narrative reference,” with thanks to thucydides1.Jonas Grethlein - 2010 - History and Theory 49 (3):315-335.
    Lately, the concept of experience, which postmodernist theoreticians declared dead, has seen a renaissance. The immediacy of experience seems to offer the possibility of reaching beyond linguistic discourses. In their attempt to overcome the “linguistic turn,” scholars such as Ankersmit, Gumbrecht, and Runia pit experience against narrative. This paper takes up the recent interest in experience, but argues against the opposition to narrative into which experience tends to be cast. The relation between experience and narrative is more (...)
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  30.  10
    Time and Narrative, Volume 2.Kathleen McLaughlin & David Pellauer (eds.) - 1984 - University of Chicago Press.
    In volume 1 of this three-volume work, Paul Ricoeur examined the relations between time and narrative in historical writing. Now, in volume 2, he examines these relations in fiction and theories of literature. Ricoeur treats the question of just how far the Aristotelian concept of "plot" in narrative fiction can be expanded and whether there is a point at which narrative fiction as a literary form not only blurs at the edges but ceases to exist at all. (...)
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  31.  3
    Philosophical Analysis of Musical Narrative and Emotional Expression in Piano Work.Wang Yinghui, Dong Yuetong & Liu Chuanyi - 2024 - European Journal for Philosophy of Religion 16 (4):133-146.
    This research focuses on the complex relationship between the musical narrative and emotional expression in piano works from a philosophical point of view. It aims at identifying how emotions are enacted within music and how they can influence and mold the listener’s experience. Building on the premises of important philosophical theories, the study explores the idea of musical narrative, its origins, and its impact on forming emotions within music. Emotional communication in piano works is also discussed in the (...)
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  32.  49
    Videogames and Film.Jon Robson & Aaron Meskin - 2019 - In Noël Carroll, Laura T. Di Summa & Shawn Loht (eds.), The Palgrave Handbook of the Philosophy of Film and Motion Pictures. Springer. pp. 971-994.
    This chapter explores a range of significant similarities and differences between videogames and films. It also examines the relationship between the philosophies of each. We begin by addressing the definition of videogames and the question of whether they count as a subcategory of some other artistic kind, namely, film or the moving image. We then turn to the debate about the art status of videogames and compare this to the debate concerning the art status of films. We (...)
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  33. Narrative, Foucault and feminism: implications for therapeutic practice.Vanessa Swan - 1999 - In Ian Parker (ed.), Deconstructing psychotherapy. Thousand Oaks, [Calif.]: Sage Publications. pp. 103--114.
     
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  34.  57
    Reason and Madness in the Holocaust: Mythologizing a Modern Narrative in 20th Century Prose.O. Lehto - 2012 - Dissertation, University of Helsinki
    I will show that there are mainly two different, mutually contradictory approaches taken by philosophers in trying to answer the question: “Who or what is to blame for the Holocaust?” The first answer, offered by radical critics of Enlightenment (Adorno/Horkheimer, Saul, Heidegger), blames one of the following: Reason, Modernity, the State, Industrial Society, Bureaucratic Management and/or Technocratic Efficiency. On the other side, we have the answer given by liberal-democratic defenders of Enlightenment (Arendt, Habermas, Rawls): It claims the Holocaust was caused (...)
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  35. Memory and anticipation: The practice of narrative ethics.Rita Charon & Martha Montello - 2002 - In Rita Charon & Martha Montello (eds.), Stories matter: the role of narrative in medical ethics. New York: Routledge.
     
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  36. Augustine and Narrative Ethics.Christopher J. Thompson - 1994 - Dissertation, Marquette University
    The warrant for investigating the relationship between Augustine and narrative ethics is prompted, among other things, by a consideration of the appeals to Augustine among a diversity of views within the vast field of narrative ethics. Disparate thinkers from distinctively different backgrounds and with different motives and purposes, while all sharing an interest in the category of "narrative," also share a common interest in employing Augustine's Confessions in their efforts. Thus the question emerges as to what it (...)
     
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  37.  42
    Patients’ and public views and attitudes towards the sharing of health data for research: a narrative review of the empirical evidence.Shona Kalkman, Johannes van Delden, Amitava Banerjee, Benoît Tyl, Menno Mostert & Ghislaine van Thiel - 2022 - Journal of Medical Ethics 48 (1):3-13.
    IntroductionInternational sharing of health data opens the door to the study of the so-called ‘Big Data’, which holds great promise for improving patient-centred care. Failure of recent data sharing initiatives indicates an urgent need to invest in societal trust in researchers and institutions. Key to an informed understanding of such a ‘social license’ is identifying the views patients and the public may hold with regard to data sharing for health research.MethodsWe performed a narrative review of the empirical evidence addressing (...)
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  38. Emotions and narrative selves.Valerie Gray Hardcastle - 2003 - Philosophy, Psychiatry, and Psychology 10 (4):353-356.
    In lieu of an abstract, here is a brief excerpt of the content:Philosophy, Psychiatry, & Psychology 10.4 (2003) 353-355 [Access article in PDF] Emotions and Narrative Selves Valerie Gray Hardcastle In their commentaries, both Phillips (2003) and Woody (2003) agree that the affective side of personhood needs to be better addressed in narrative views of self. In their arguments, they focus mainly on how a patient or a subject is here and now. In contrast, Kennett and Matthews (2003) (...)
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  39.  92
    Death, Futility, and the Proleptic Power of Narrative Ending.Joshua Seachris - 2011 - Religious Studies 47 (2):141-163.
    Death and futility are among a cluster of themes that closely track discussions of life’s meaning. Moreover, futility is thought to supervene on naturalistic meta-narratives because of how they will end. While the nature of naturalistic meta-narrative endings is part of the explanation for concluding that such meta-narratives are cosmically or deeply futile, this explanation is truncated. I argue that the reason the nature of the ending is thought to be normatively important is first anchored in the fact that (...)
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  40.  44
    Politics and the Production of Narrative Identities.Anita Silvers - 1990 - Philosophy and Literature 14 (1):99-107.
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  41.  14
    Games through Fiction.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. 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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  42. Narrative, Perception, Language, and Faith.Edmond L. Wright - 2007 - Palgrave-Macmillan.
     
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  43.  38
    The ethical and epistemic roles of narrative in person centred healthcare.Mary Jean Walker, Wendy A. Rogers & Vikki Entwistle - 2020 - European Journal of Person Centred Healthcare 8 (3):345-354.
    Positive claims about narrative approaches to healthcare suggest they could have many benefits, including supporting person-centred healthcare (PCH). Narrative approaches have also been criticised, however, on both theoretical and practical grounds. In this paper we draw on epistemological work on narrative and knowledge to develop a conception of narrative that responds to these concerns. We make a case for understanding narratives as accounts of events in which the way each event is described as influenced by the (...)
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  44. The narrative self in schizophrenia and its cognitive underpinnings.Ines Adornetti & Francesco Ferretti - 2021 - In Valentina Cardella & Amelia Gangemi (eds.), Psychopathology and Philosophy of Mind: What Mental Disorders Can Tell Us About Our Minds. New York, NY: Routledge.
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  45. Storytelling and narrative knowing: An examination of the epistemic benefits of well-told stories.Sarah E. Worth - 2008 - Journal of Aesthetic Education 42 (3):pp. 42-56.
    In lieu of an abstract, here is a brief excerpt of the content:Storytelling and Narrative Knowing:An Examination of the Epistemic Benefits of Well-Told StoriesSarah E. Worth (bio)IntroductionPeople love to tell stories. When something scary, or funny, or out of the ordinary happens, we cannot wait to tell others about it. If it was really funny, etc., we tell the story repeatedly, embellishing as we see fit, shortening or lengthening it as the circumstances prescribe. When people are bad storytellers we (...)
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  46. Videogames and the First Person.Jon Robson & Aaron Meskin - 2012 - In Gregory Currie, Petr Kot̓átko & Martin Pokorny (eds.), Mimesis: Metaphysics, Cognition, Pragmatics. College Publications.
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  47.  44
    Ideologies and no end in sight.Wolf-Dieter Narr - 1990 - World Futures 28 (1):105-120.
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  48.  32
    Poetry and Narrative as Qualitative Data: Explorations into Existential Theory.Richard Furman - 2007 - Indo-Pacific Journal of Phenomenology 7 (1):1-9.
    This article explores existential principles through autoethnographic poetry and narrative reflections. The use of poetry and narrative as tools in qualitative research is explored. Poetry and narratives are shown to be valuable tools for presenting people’s lived experiences of complex existential principles and processes. The use of poetry and narrative in this research is positioned within the traditions of expressive arts and postmodern research methods.
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  49.  14
    Nature and narrative: an introduction to the new philosophy of psychiatry.K. W. M. Fulford (ed.) - 2003 - New York: Oxford University Press.
    Nature and Narrative is the launch volume in a new series of books entitled International Perspectives in Philosophy and Psychiatry. Nature(representing interest in the causes of a problem) and Narrative (for understanding its meanings) will introduce the field and the series, by touching on a range of issue relevant to this interdisciplinary 'border country'.
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  50.  19
    A Narrative Study of the Postwar Negotiations Between China and Korea over the Issue of Korean Nationals Within Chinese Borders.Shi Yuanhua - 2011 - Chinese Studies in History 44 (4):79-97.
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