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  1. “A Horrible Interspecies Awkwardness Thing”: (Non)Human Desire in the Mass Effect Universe.Eva Zekany - 2016 - Bulletin of Science, Technology and Society 36 (1):67-77.
    Canadian video game developer BioWare’s critically acclaimed Mass Effect video game series has been called the most important science fiction universe of a generation. Whether or not one is inclined to agree, it cannot be denied that Mass Effect matters. It matters not only because of its brilliant narrative and the difficult questions it asks, but also because, as bioethicist Kyle Munkittrick writes, it reflects society as a whole. Mass Effect is a sci-fi epic in the truest sense, spanning over (...)
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  • 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 counterfactuals in more complex, developed (...)
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  • Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of the work (...)
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  • Metaphysical Primitives: Machines and Assemblages in Deleuze, DeLanda, and Bryant.Arjen Kleinherenbrink - 2020 - Open Philosophy 3 (1):283-297.
    Some variants of Object-Oriented Ontology define entities in terms of their powers. Such variants are rooted in Gilles Deleuze and Félix Guattari’s theory of “machinic assemblages”. This article asks whether such entities can be metaphysical primitives with regard to similarity and change. This is the case if no further existents are needed to account for these two features of reality. According to Levi Bryant’s machine-oriented ontology, entities defined in terms of powers are such primitives. According to Manuel DeLanda’s assemblage theory, (...)
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  • Book Review: Jason Hawreliak, Multimodal Semiotics and Rhetoric in Videogames. [REVIEW]Milan Jaćević - 2020 - Discourse and Communication 14 (3):335-338.
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  • Configuring the Child Player.Sara M. Grimes - 2015 - Science, Technology, and Human Values 40 (1):126-148.
    Scholars from various disciplines have explored the powerful symbolic function that children occupy within public discourses of technology, but less attention has been paid to the role this plays in the social shaping of the technologies themselves. Virtual worlds present a unique site for studying how ideas about children become embedded in the artifacts adults make for them. This article argues that children’s virtual worlds are fundamentally negotiated spaces in which broader aspirations and anxieties about children’s relationships with play, technology, (...)
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  • Substantial Powers, Active Affects: The Intentionality of Objects.Levi R. Bryant - 2012 - Deleuze and Guatarri Studies 6 (4):529-543.
    What can Dungeons & Dragons teach us about the being of beings? This article argues that Dungeons & Dragons introduces us to a world composed of objects or entities, where the being of objects is defined not by their qualities, but rather by their powers, capacities or affects. Drawing on the thought of Spinoza, Deleuze and Molnar, objects are seen to be defined by what they can do or their capacities to act, such that qualities are effects of these acts. (...)
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