Journal of the Philosophy of Games最新文献

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Digital Games, Image-Consciousness and Superreality 数字游戏,图像意识和超现实
Journal of the Philosophy of Games Pub Date : 2022-12-31 DOI: 10.5617/jpg.7762
Daniel O’Shiel
{"title":"Digital Games, Image-Consciousness and Superreality","authors":"Daniel O’Shiel","doi":"10.5617/jpg.7762","DOIUrl":"https://doi.org/10.5617/jpg.7762","url":null,"abstract":"This paper argues that digital games are best understood as a type of image-consciousness (Bildbewusstein). First, I argue how our experiences of digital games are not perceptions. Second, I provide a summary of the phenomenological natures of three basic modes of consciousness in Hus-serl, Fink and Sartre—perception, phantasy and image-consciousness—in order to demonstrate that the latter ultimately finds its place between the other two. Lastly, I spell out the implications and contributions these insights can have for our understanding of digital games, including their quite unique character and force. Indeed, once one understands digital games as a quintessential instantia-tion of this intermediate kind of consciousness, one can also better understand the immense pull digital games can have on us, not least their ‘superreality’.","PeriodicalId":360694,"journal":{"name":"Journal of the Philosophy of Games","volume":"149 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123765600","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Video Game Fictions: A Dual-Work View 电子游戏小说:双重工作视角
Journal of the Philosophy of Games Pub Date : 2022-12-31 DOI: 10.5617/jpg.9230
Karim Nader
{"title":"Video Game Fictions: A Dual-Work View","authors":"Karim Nader","doi":"10.5617/jpg.9230","DOIUrl":"https://doi.org/10.5617/jpg.9230","url":null,"abstract":"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 fictional truths associated with the game and those associated with their playthrough. Thus, I defend what I will call a Dual-Work View of our engagement with video game fictions. To do so, I show that games have accessible fictional content, that games are distinctively incomplete fictions, and that players engage with this distinctive incompleteness. My goal is to offer a clear account of the fictional content of video games.","PeriodicalId":360694,"journal":{"name":"Journal of the Philosophy of Games","volume":"140 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123384757","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Is Fun A Matter of Grammar? 乐趣是语法问题吗?
Journal of the Philosophy of Games Pub Date : 2022-12-31 DOI: 10.5617/jpg.9438
Giles Field
{"title":"Is Fun A Matter of Grammar?","authors":"Giles Field","doi":"10.5617/jpg.9438","DOIUrl":"https://doi.org/10.5617/jpg.9438","url":null,"abstract":"This paper outlines an analysis of the word ‘fun’, as it is used in everyday English sentences to describe various activities and asks why some things are labeled as fun while others seem unable to be properly described as such. One common unspoken idea, for example, is that a fun activity is deemed fun due to having a particular phenomenology, in a way that might be comparable to being in a ‘flow state’. Due to the trouble such psychological accounts of fun have in explaining both the precise conditions of fun and also why some activities are thought to be enjoyable but not fun, a deflationary theory is instead introduced.\u0000This proposed alternative account suggests that the use of the word ‘fun’, when describing activities in English sentences, signals that the sentence is a generic sentence, an idea based on a semantic distinction made by Greg Carlson (1989). Further, it is argued that the words ‘pleasurable’ and ‘enjoyable’ are reserved for non-generic sentences, leaving the use of the word ‘fun’ to signal something akin to a grammar relation, rather than referring to a feeling or psychological state.","PeriodicalId":360694,"journal":{"name":"Journal of the Philosophy of Games","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129115091","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Typology of Representations in Computer Games 电脑游戏中的表征类型
Journal of the Philosophy of Games Pub Date : 2021-12-30 DOI: 10.5617/jpg.2926
P. Grabarczyk
{"title":"The Typology of Representations in Computer Games","authors":"P. Grabarczyk","doi":"10.5617/jpg.2926","DOIUrl":"https://doi.org/10.5617/jpg.2926","url":null,"abstract":"The aim of this paper is to explore how Peirce’s trichotomy of symbolic, indexical and iconic representations can be applied to computer games. I argue that if we use this classification, we gain the ability to make distinctions that game studies often ignore, or do not adequately grasp. To increase the descriptive power of Peirce’s trichotomy, I suggest two additional distinctions: the difference between external and internal representations, and the difference between diegetic and non-diegetic representations. I combine all of these distinctions to construct a typology of representations in computer games. I argue that the application of this typology to particular elements of games (instead of games understood as a whole) enables us to solve some of the problems caused by the relationship of games to the external world. A case study I use to illustrate how my typology helps to improve game studies discourse, is LocoRoco—an abstract game accused of containing racist imagery. I argue that the game publisher’s response to the controversy was inadequate, since the game content, due to the application of representational mechanisms, can be seen as racist even if its developers had no intention of creating such a racist content.","PeriodicalId":360694,"journal":{"name":"Journal of the Philosophy of Games","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132025698","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Ludic Unreliability and Deceptive Game Design 不可靠性和欺骗性游戏设计
Journal of the Philosophy of Games Pub Date : 2021-09-28 DOI: 10.5617/JPG.8722
S. Gualeni, Nele Van de Mosselaer
{"title":"Ludic Unreliability and Deceptive Game Design","authors":"S. Gualeni, Nele Van de Mosselaer","doi":"10.5617/JPG.8722","DOIUrl":"https://doi.org/10.5617/JPG.8722","url":null,"abstract":"Drawing from narratology and design studies, this article makes use of the notions of the ‘implied designer’ and ‘ludic unreliability’ to understand deceptive game design as a specific subset of transgressive game design. More specifically, in this text we present deceptive game design as the deliberate attempt to misguide players’ inferences about the designers’ intentions. Furthermore, we argue that deceptive design should not merely be taken as a set of design choices aimed at misleading players in their efforts to understand the game, but also as decisions devised to give rise to experiential and emotional effects that are in the interest of players. Finally, we propose to introduce a distinction between two varieties of deceptive design approaches based on whether they operate in an overt or a covert fashion in relation to player experience. Our analysis casts light on expressive possibilities that are not customarily part of the dominant paradigm of user-centered design, and can inform game designers in their pursuit of wider and more nuanced creative aspirations.","PeriodicalId":360694,"journal":{"name":"Journal of the Philosophy of Games","volume":"506 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115155536","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Value of Value Capture 价值捕获的价值
Journal of the Philosophy of Games Pub Date : 2021-08-06 DOI: 10.5617/jpg.8760
M. Ridge
{"title":"The Value of Value Capture","authors":"M. Ridge","doi":"10.5617/jpg.8760","DOIUrl":"https://doi.org/10.5617/jpg.8760","url":null,"abstract":"Gamification, roughly the use of game-like elements to motivate us to achieve practical ends “in the real world,” makes large promises. According to Jane McGonigal, gamification can save the world by channelling the amazing motivational power of gaming into pro-social causes ranging from alienation from our work to global resource scarcity and feeding the hungry (McGonigal 2011).  Even much more modest aims like improving personal fitness or promoting a more equitable division of household labour provide some license for optimism about the ability of gamification to improve our lives in more humble but still worthwhile ways.  On the other hand, Thi Nguyen has argued that there is a dark side to gamification: what he calls “value capture.”  Roughly, gamification works in large part because it offers a simplified value structure – this is an essential part of its appeal and motivational power.  However, especially in the context of gamification which exports these value schemes into our real-world lives, there is a risk that these overly simplistic models will displace our more rich, subtle values and that this will make our lives worse: this is value capture. The point is well-taken.  The way in which number of steps taken per day can, for an avid user of “FitBit,” displace more accurate measurements of how one’s activities contribute to one’s fitness is a compelling example.   If I become so obsessed with “getting my 10,000 steps” that I stop making time to go to the gym, jog or do my yoga/pilates then that is not a net gain.  However, there is an important range of cases that Nguyen’s discussion ignores but which provide an important exception to his critique:  value capture relative to behaviours that are addictive and destructive.  Here I have in mind things like alcoholism, drug addiction, and gambling addiction.  With these kinds of activities, value capture can not only be good but essential to a person’s well-being because (and not in spite of) of its displacement of the person’s more rich, subtle values.  Interestingly, the point is not limited to cases of addictive behaviour, though they put the point in its most sharp relief.  Any situation in which making rational decisions one by one can leave one worse off than “blindly” following a policy which is itself rational to adopt also turns out to illustrate the point, thus further expanding the role for value capture as itself a force for good.  The more general point is that certain kinds of sequential choice problems carve out an important and theoretically interesting exception to Nguyen’s worries about value capture.  In these kinds of choice contexts, value capture not only does not make our lives go worse, it may be essential to making our lives go better.","PeriodicalId":360694,"journal":{"name":"Journal of the Philosophy of Games","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130020457","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Ghosts of the Present Past: Spectrality in the Video Game Object 现在和过去的幽灵:电子游戏对象中的幽灵
Journal of the Philosophy of Games Pub Date : 2019-12-31 DOI: 10.5617/JPG.2943
Justyna Janik
{"title":"Ghosts of the Present Past: Spectrality in the Video Game Object","authors":"Justyna Janik","doi":"10.5617/JPG.2943","DOIUrl":"https://doi.org/10.5617/JPG.2943","url":null,"abstract":"The aim of the article is to analyse the phenomenon of ghost characters in video games from the perspective of Jacques Derrida’s concept of hauntology, and to use this as the starting point for a hauntological engagement with the video game object’srelationship with its own past. The paper will investigateghostly figuresand their spectral status inside the video game environment, as well as their uncertain hauntological status as both fictional bygone souls and digital in-game objects.On the basis of this analysis of ghostly figures in video game environments, I draw a line between the past of the fictional world and the past of the game world, and examine what happens when they overlap.The dual status of the in-game ghost will thereby serve to metonymically anchor an investi-gation into the duality of the game as a whole, as both fiction and digital materiality, and of the dif-ferent dimensions of the past that exist in between these two levels of the game object.","PeriodicalId":360694,"journal":{"name":"Journal of the Philosophy of Games","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116951353","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Me and My Avatar: Player-Character as Fictional Proxy 我和我的化身:作为虚构代理的玩家角色
Journal of the Philosophy of Games Pub Date : 2019-07-30 DOI: 10.5617/JPG.6230
Matthew Carlson, Logan Taylor
{"title":"Me and My Avatar: Player-Character as Fictional Proxy","authors":"Matthew Carlson, Logan Taylor","doi":"10.5617/JPG.6230","DOIUrl":"https://doi.org/10.5617/JPG.6230","url":null,"abstract":"Players of videogames describe their gameplay in the first person, e.g. “I took cover behind a barricade.” Such descriptions of gameplay experiences are commonplace, but also puzzling because players are actually just pushing buttons, not engaging in the activities described by their first-person reports. According to a view defended by Robson and Meskin (2016), which we call the fictional identity view, this puzzle is solved by claiming that the player is fictionally identical with the player character. Hence, on this view, if the player-character fictionally performs an action then, fictionally, the player performs that action. However, we argue that the fictional identity view does not make sense of players' gameplay experiences and their descriptions of them. We develop an alternative account of the relationship between the player and player-character on which the player-character serves as the player's fictional proxy, and argue that this account makes better sense of the nature of videogames as interactive fictions.","PeriodicalId":360694,"journal":{"name":"Journal of the Philosophy of Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131073822","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Introduction to the First Issue 第一期导言
Journal of the Philosophy of Games Pub Date : 2018-12-31 DOI: 10.5617/JPG.6684
J. R. Sageng
{"title":"Introduction to the First Issue","authors":"J. R. Sageng","doi":"10.5617/JPG.6684","DOIUrl":"https://doi.org/10.5617/JPG.6684","url":null,"abstract":"Editorial introduction to the first issue.","PeriodicalId":360694,"journal":{"name":"Journal of the Philosophy of Games","volume":"600 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123157921","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Compatibility of Games and Artworks 游戏和艺术品的兼容性
Journal of the Philosophy of Games Pub Date : 2018-12-31 DOI: 10.5617/JPG.5915
M. Ridge
{"title":"The Compatibility of Games and Artworks","authors":"M. Ridge","doi":"10.5617/JPG.5915","DOIUrl":"https://doi.org/10.5617/JPG.5915","url":null,"abstract":"This discussion note is a response to Brock Rough’s “The Incompatibility of Games and Artworks”.  (Rough, 2017) http://dx.doi.org/10.5617/jpg.2736","PeriodicalId":360694,"journal":{"name":"Journal of the Philosophy of Games","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126713328","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
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