Philosophy and Technology 27 (2):201-220 (2014)

Abstract
This paper surveys the ontological and aesthetic character of puzzles in worlds with storytelling potential, storiable worlds (potential storyworlds). These puzzles are termed fiction puzzles. The focus is on the fiction puzzles of videogames, which are accommodated to John Dewey's pragmatist framework of aesthetics to be examined as art products capable of producing aesthetic experiences. This leads to an establishing of analytical criteria for estimating the value of fiction puzzles in the pragmatist framework of aesthetics
Keywords Aesthetics  Puzzles  Story  Narrative  Videogames  Adventure games  Interactive fiction  John Dewey
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DOI 10.1007/s13347-013-0117-8
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Review of John Dewey, Art as Experience. [REVIEW]D. W. Prall - 1935 - Philosophical Review 44 (4):388-390.
Aesthetics. Problems in the Philosophy of Criticism.Frank Sibley - 1958 - Philosophical Review 70 (2):275-279.
Chess As An Art Form.P. N. Humble - 1993 - British Journal of Aesthetics 33 (1):59-66.

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