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  1. added 2019-01-23
    The Mathematics of Slots: Configurations, Combinations, Probabilities.Catalin Barboianu - 2013 - Craiova, Romania: Infarom.
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  2. added 2018-11-01
    Pre-Game Cheating and Playing the Game.Alex Wolf-Root - forthcoming - Sport, Ethics and Philosophy:1-14.
    There are well-known problems for formalist accounts of game-play with regards to cheating. Such accounts seem to be committed to cheaters being unable to win–or even play–the game, yet it seems that there are instances of cheaters winning games. In this paper, I expand the discussion of such problems by introducing cases of pre-game cheating, and see how a formalist–specifically a Suitsian–account can accommodate such problems. Specifically, I look at two (fictional) examples where the alleged game-players cheat prior to a (...)
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  3. added 2018-09-20
    The Aesthetics of Rock Climbing.C. Thi Nguyen - 2017 - The Philosophers' Magazine 78:37-43.
  4. added 2018-09-20
    Competition as Cooperation.C. Thi Nguyen - 2017 - Journal of the Philosophy of Sport 44 (1):123-137.
    Games have a complex, and seemingly paradoxical structure: they are both competitive and cooperative, and the competitive element is required for the cooperative element to work out. They are mechanisms for transforming competition into cooperation. Several contemporary philosophers of sport have located the primary mechanism of conversion in the mental attitudes of the players. I argue that these views cannot capture the phenomenological complexity of game-play, nor the difficulty and moral complexity of achieving cooperation through game-play. In this paper, I (...)
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  5. added 2018-09-20
    Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2016 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that appreciating (...)
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  6. added 2018-09-20
    Consent, Context, and Obligations: A Response to Ciomaga.Steven Weimer - 2014 - Journal of the Philosophy of Sport 41 (2):233-245.
    In his ‘Rules and Obligations,’ Bogdan Ciomaga defends a pluralist account of moral obligations to follow sport rules by arguing that no single explanation of such obligations will plausibly apply in multiple contexts. I dispute this claim by showing that consent generates rule-following obligations in a very wide variety of the contexts in which sports are played, including each of those Ciomaga cites in support of his pluralist account. The contractualist or consent-based theory of rule normativity therefore offers a substantially (...)
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  7. added 2018-09-20
    Rules and Obligations.Bogdan Ciomaga - 2013 - Journal of the Philosophy of Sport 40 (1):19-40.
    The existence of the obligation to follow rules in sport is widely accepted, but there are only a few studies that provide accounts that justify it. Building upon Wolff's challenge to traditional political theories, this study proposes a theory that limits the level of normativity to which participants in sport contests are bound in an effort to maximize their autonomy. Instead of constructing a unitary theory of obligations to follow sport rules, a pluralistic account is offered, one that allows for (...)
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  8. added 2018-09-20
    Resolving the Gamers Dilemma.Christopher Bartel - 2012 - Ethics and Information Technology 14 (1):11-16.
    Morgan Luck raises a potentially troubling problem for gamers who enjoy video games that allow the player to commit acts of virtual murder. The problem simply is that the arguments typically advanced to defend virtual murder in video games would appear to also support video games that allowed gamers to commit acts of virtual paedophilia. Luck’s arguments are persuasive, however, there is one line of argument that he does not consider, which may provide the relevant distinction: as virtual paedophilia involves (...)
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  9. added 2018-09-20
    Competition, Redemption, and Hope.Scott Kretchmar - 2012 - Journal of the Philosophy of Sport 39 (1):101-116.
    Zero-sum aspects of sport have generated a number of ethical concerns and a similar number of defenses or apologetics. The trick has been to find a middle position that neither overly gentrifies sport nor inappropriately emphasizes the significance of winning and losing. One such position would have us focus on the process of trying to win over the fact of having one. It would also ameliorate any harms associated with defeat by pointing out that benefits like achievement, excellence, and moral (...)
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  10. added 2018-09-20
    The Incorrigible Social Meaning of Video Game Imagery.Stephanie Patridge - 2011 - Ethics and Information Technology 13 (4):303-312.
    In this paper, I consider a particular amoralist challenge against those who would morally criticize our single-player video play, viz., “come on, it’s only a game!” The amoralist challenge with which I engage gains strength from two facts: the activities to which the amoralist lays claim are only those that do not involve interactions with other rational or sentient creatures, and the amoralist concedes that there may be extrinsic, consequentialist considerations that support legitimate moral criticisms. I argue that the amoralist (...)
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  11. added 2018-09-20
    A Pluralist Conception of Play.Randolph Feezell - 2010 - Journal of the Philosophy of Sport 37 (2):147-165.
    The philosophical and scientific literature on play is extensive and the approaches to the study, description, and explanation of play are diverse. In this paper I intend to provide an overview of approaches to play. My interest is in describing the most fundamental categories in terms of which play is characterized, explained, and evaluated. Insofar as these categories attempt to describe what kind of reality we are talking about when we make claims about play, I hope to clarify the metaphysics (...)
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  12. added 2018-09-20
    Doping in Cycling: Realism, Antirealism and Ethical Deliberation.Carwyn Jones - 2010 - Journal of the Philosophy of Sport 37 (1):88-101.
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  13. added 2018-09-20
    A Critique of Violent Retaliation in Sport.Nicholas Dixon - 2010 - Journal of the Philosophy of Sport 37 (1):1-10.
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  14. added 2018-09-20
    The Gamer’s Dilemma: An Analysis of the Arguments for the Moral Distinction Between Virtual Murder and Virtual Paedophilia.Morgan Luck - 2009 - Ethics and Information Technology 11 (1):31-36.
    Most people agree that murder is wrong. Yet, within computer games virtual murder scarcely raises an eyebrow. In one respect this is hardly surprising, as no one is actually murdered within a computer game. A virtual murder, some might argue, is no more unethical than taking a pawn in a game of chess. However, if no actual children are abused in acts of virtual paedophilia (life-like simulations of the actual practice), does that mean we should disregard these acts with the (...)
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  15. added 2018-09-20
    What is Interactivity?Aaron Smuts - 2009 - Journal of Aesthetic Education 43 (4):pp. 53-73.
    I argue that the term "interactive" should be considered a general-purpose term that indicates something about whatever it is applied to, whether that is art, artifact, or nature. I base my definition in the notion of "interacting with" something. First, I look for essential features of this relation, and then using these features, I develop a notion of interactivity that can help distinguish the interactive from non-interactive arts. Although I am skeptical of the benefits interactivity affords, interactive artworks are significant (...)
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  16. added 2018-09-20
    Ontology and Aesthetics of Digital Art.Paul Crowther - 2008 - Journal of Aesthetics and Art Criticism 66 (2):161–170.
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  17. added 2018-09-20
    Violent Computer Games, Empathy, and Cosmopolitanism.Mark Coeckelbergh - 2007 - Ethics and Information Technology 9 (3):219-231.
    Many philosophical and public discussions of the ethical aspects of violent computer games typically centre on the relation between playing violent videogames and its supposed direct consequences on violent behaviour. But such an approach rests on a controversial empirical claim, is often one-sided in the range of moral theories used, and remains on a general level with its focus on content alone. In response to these problems, I pick up Matt McCormick’s thesis that potential harm from playing computer games is (...)
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  18. added 2018-09-20
    Perusasive Games: The Expressive Power of Videogames.Ian Bogost - 2007 - MIT Press.
    An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of ...
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  19. added 2018-09-20
    Boxing: The Sweet Science of Constraints.Joseph Lewandowski - 2007 - Journal of the Philosophy of Sport 34 (1):26-38.
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  20. added 2018-09-20
    Games and the Good.Thomas Hurka - 2006 - Proceedings of the Aristotelian Society 106 (1):217-235.
    Using Bernard Suits’s brilliant analysis (contra Wittgenstein) of playing a game, this paper examines the intrinsic value of game-playing. It argues that two elements in Suits’s analysis make success in games difficult, which is one ground of value, while a third involves choosing a good activity for the property that makes it good, which is a further ground. The paper concludes by arguing that game-playing is the paradigm modern (Marx, Nietzsche) as against classical (Aristotle) value: since its goal is intrinsically (...)
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  21. added 2018-09-20
    Unit Operations: An Approach to Videogame Criticism.Ian Bogost - 2006 - MIT Press.
    A critical approach that marries literary theory and information technology, reading digital and cultural artifacts—whether videogames, literature, or ...
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  22. added 2018-09-20
    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 that some video games should be classified as (...)
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  23. added 2018-09-20
    Game Flaws.R. Scott Kretchmar - 2005 - Journal of the Philosophy of Sport 32 (1):36-48.
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  24. added 2018-09-20
    Rule Sets, Cheating, and Magic Circles: Studying Games and Ethics.Mia Consalvo - 2005 - International Review of Information Ethics 4 (2):7-12.
    This paper provides frameworks for understanding how ethics might be expressed in gameplay situations, and how we can study the ethical frameworks that games offer to players. There are many ways to delve into such topics, and this paper considers only a few approaches. It briefly surveys some of the important ques-tions and critiques arising from audience studies, theories of play and games, and work on cheating, and begins to build a framework for considering ethics in relation to games and (...)
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  25. added 2018-09-20
    Social Context in Massively-Multiplayer Online Games (MMOGs): Ethical Questions in Shared Space.Dorothy E. Warner & Mike Raiter - 2005 - International Review of Information Ethics 4 (7):46-52.
    Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games . The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and Disney’s Toontown, focusing (...)
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  26. added 2018-09-20
    Normative Theories of Sport: A Critical Review.Sigmund Loland - 2004 - Journal of the Philosophy of Sport 31 (2):111-121.
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  27. added 2018-09-20
    Moral Realism in Sport.J. S. Russell - 2004 - Journal of the Philosophy of Sport 31 (2):142-160.
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  28. added 2018-09-20
    Moral Antirealism, Internalism, and Sport.William J. Morgan - 2004 - Journal of the Philosophy of Sport 31 (2):161-183.
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  29. added 2018-09-20
    Canadian Figure Skaters, French Judges, and Realism in Sport.Nicholas Dixon - 2003 - Journal of the Philosophy of Sport 30 (2):103-116.
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  30. added 2018-09-20
    Inside the Beautiful Game: Towards a Merleau‐Pontian Phenomenology of Soccer Play.John Hughson & David Inglis - 2002 - Journal of the Philosophy of Sport 29 (1):1-15.
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  31. added 2018-09-20
    Hubris, Humility, and Humiliation: Vice and Virtue in Sporting Communities.Mike McNamee - 2002 - Journal of the Philosophy of Sport 29 (1):38-53.
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  32. added 2018-09-20
    The Ontology of Interactive Art.Dominic McIver Lopes - 2001 - Journal of Aesthetic Education 35 (4):65-81.
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  33. added 2018-09-20
    Chess as an Art Form.P. N. Humble - 1993 - British Journal of Aesthetics 33 (1):59-66.
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  34. added 2018-09-20
    Practices and Prudence.W. Miller Brown - 1990 - Journal of the Philosophy of Sport 17 (1):71-84.
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  35. added 2018-09-20
    The Ethos of Games.Fred D'Agostino - 1981 - Journal of the Philosophy of Sport 8 (1):7-18.
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  36. added 2018-09-20
    Can Cheaters Play the Game?Craig K. Lehman - 1981 - Journal of the Philosophy of Sport 8 (1):41-46.
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  37. added 2018-09-20
    The Aesthetic in Sport.David Best - 1974 - British Journal of Aesthetics 14 (3):197-213.
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  38. added 2018-09-20
    Notes on the Aesthetics of Chess and the Concept of Intellectual Beauty.Harold Osborne - 1964 - British Journal of Aesthetics 4 (2):160-163.
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  39. added 2018-09-20
    Man, Play, and Games.Roger Caillois - 1961 - Thames & Hudson.
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  40. added 2018-09-20
    Homo Ludens: A Study of the Play‐Element in Cult.J. Huizinga - 1949 - Beacon Press.
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  41. added 2018-09-19
    Ludic Constructivism: Or, Individual Life and the Fate of Humankind.Avery Kolers - forthcoming - Sport, Ethics and Philosophy:1-14.
    In The Grasshopper, Bernard Suits argues that the best life is the one whose essence is game-play. In fact, only through the concept of game-play can we understand how anything at all is worth doing. Yet this seems implausible: morality makes things worth doing independently of any game, and games are themselves subject to moral evaluation. So games must be logically posterior to morality. The current paper responds to these objections by developing the theory of Ludic Constructivism.Constructivist theories such as (...)
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  42. added 2018-09-19
    When Life Becomes a Game: A Moral Lesson From Søren Kierkegaard and Bernard Suits.Daniel M. Johnson - forthcoming - Sport, Ethics and Philosophy:1-13.
    ABSTRACTHidden among the many fascinating things that Bernard Suits says in his classic The Grasshopper is a passing observation he makes about one of the works of Søren Kierkegaard, the Seducer’s Diary. The seducer in Kierkegaard’s narrative, Suits says, is playing a game. I propose to follow Suits’s suggestion to discover a surprising number of valuable truths: that a certain class of games, Real-Life Games, carries with it a certain kind of moral danger; that this particular sort of immorality is (...)
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  43. added 2018-09-19
    Game, Player, Ethics: A Virtue Ethics Approach to Computer Games.Miguel Angel Sicart Vila - forthcoming - International Review of Information Ethics.
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  44. added 2018-09-19
    Constitutive Rules: Games, Language, and Assertion.Indrek Reiland - forthcoming - Philosophy and Phenomenological Research.
    Many philosophers think that games like chess, languages like English, and speech acts like assertion are constituted by rules. Lots of others disagree. To argue over this productively, it would be first useful to know what it would be for these things to be rule-constituted. Searle famously claimed in Speech Acts that rules constitute things in the sense that they make possible the performance of actions related to those things (Searle 1969). On this view, rules constitute games, languages, and speech (...)
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  45. added 2018-09-19
    Interactivity, Fictionality, and Incompleteness.Nathan Wildman & Richard Woodward - forthcoming - In Grant Tavinor & Jon Robson (eds.), The Aesthetics of Videogames. Routledge.
  46. added 2018-09-19
    Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge.Lazaros Michailidis, Emili Balaguer-Ballester & Xun He - 2018 - Frontiers in Psychology 9.
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  47. added 2018-09-19
    Why Gamers Are Not Performers.Andrew Kania - 2018 - Journal of Aesthetics and Art Criticism 76 (2):187-199.
    I argue that even if video games are interactive artworks, typical video games are not works for performance and players of video games do not perform these games in the sense in which a musician performs a musical composition (or actors a play, dancers a ballet, and so on). Even expert playings of video games for an audience fail to qualify as performances of those works. Some exemplary playings may qualify as independent “performance-works,” but this tells us nothing about the (...)
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  48. added 2018-09-19
    Bernard Suits on Capacities: Games, Perfectionism, and Utopia.Christopher C. Yorke - 2018 - Journal of the Philosophy of Sport 45 (2):177-188.
    ABSTRACTAn essential and yet often neglected motivation of Bernard Suits’ elevation of gameplay to the ideal of human existence is his account of capacities along perfectionist lines and the function of games in eliciting them. In his work Suits treats the expression of these capacities as implicitly good and the purest expression of the human telos. Although it is a possible interpretation to take Suits’ utopian vision to mean that gameplay in his future utopia must consist of the logically inevitable (...)
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  49. added 2018-09-19
    Gateways to Culture: Play, Games, Metaphors, and Institutions.Robert Scott Kretchmar - 2018 - Journal of Cognition and Culture 18 (1-2):47-65.
    In this essay I develop a case for games as a primitive form of culture and an early arrival at our ancestors’ cultural gates. I analyze the modest intellectual prerequisites for game behavior including the use of metaphor, a reliance on constitutive rules, and an ability to understand the logic of entailment. In arguing for its early arrival during the late Middle and Upper Paleolithic, I develop a case for its powerful adaptive qualities in terms of both natural and sexual (...)
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  50. added 2018-09-19
    BOGOST, IAN. Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games. New York: Basic Books, 2016, Xiv + 267 Pp., $26.99 Cloth. [REVIEW]Casey Haskins - 2018 - Journal of Aesthetics and Art Criticism 76 (1):123-126.
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