Fact, Fiction and Virtual Worlds

In R. Pouivet & V. Granata (eds.), Epistemology of Aesthetics. Rennes, France: Presses Universitaires de Rennes. pp. 195-219 (2020)
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Abstract

This paper considers the medium of videogames from a goodmanian standpoint. After some preliminary clarifications and definitions, I examine the ontological status of videogames. Against several existing accounts, I hold that what grounds their identity qua work types is code. The rest of the paper is dedicated to the epistemology of videogaming. Drawing on Nelson Goodman and Catherine Elgin's works, I suggest that the best model to defend videogame cognitivism appeals to the notion of understanding.

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Alexandre Declos
Université de Neuchâtel

Citations of this work

Truth in interactive fiction.Alex Fisher - 2022 - Synthese 200 (6):1-18.
Videogame Cognitivism.Alexandre Declos - 2021 - Journal of the Philosophy of Games 1:1-31.

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References found in this work

Languages of Art.Nelson Goodman - 1970 - Philosophy and Rhetoric 3 (1):62-63.
Mimesis as Make-Believe.Kendall Walton - 1996 - Synthese 109 (3):413-434.
Reconceptions in philosophy and other arts and sciences.Nelson Goodman - 1988 - London: Routledge. Edited by Catherine Z. Elgin.
The art of videogames.Grant Tavinor - 2009 - Malden, MA: Wiley-Blackwell.
A Philosophy of Computer Art.Dominic Lopes - 2009 - New York: Routledge.

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