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  1.  86
    Is Fun a Matter of Grammar?Giles Field - 2022 - Journal of the Philosophy of Games 4 (1).
    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 (...)
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    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 fictional truths associated with the game (...)
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    Digital Games, Image-Consciousness and Superreality.Daniel O'Shiel - 2022 - Journal of the Philosophy of Games 4 (1).
    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 (...)
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