Minds and Machines 15 (1):73-89 (2004)

Mark Silcox
University of Central Oklahoma
We build on some of Daniel Dennett’s ideas about predictive indispensability to characterize properties of video games discernable by people as computationally emergent if, and only if: (1) they can be instantiated by a computing machine, and (2) there is no algorithm for detecting instantiations of them. We then use this conception of emergence to provide support to the aesthetic ideas of Stanley Fish and to illuminate some aspects of the Chomskyan program in cognitive science
Keywords aesthetics  computability  computational theory of mind  emergence  metaphysics  video games
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Reprint years 2005
DOI 10.1007/s11023-004-1168-5
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References found in this work BETA

Real Patterns.Daniel C. Dennett - 1991 - Journal of Philosophy 88 (1):27-51.

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Against Brain-in-a-Vatism: On the Value of Virtual Reality.Jon Cogburn & Mark Silcox - 2014 - Philosophy and Technology 27 (4):561-579.

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