Semiotica 2019 (230):369-387 (2019)

Abstract
Peirce proposed the concept of abductive inference to inquire into the generation of new hypotheses and defined it as another term for pragmatism, no less. Cambridge: Harvard University Press. 5.197)). Apart from being linked to the vague idea of the play of musement as an almost dreamlike process of epiphany or inspiration or as an inverted minor premise from a syllogism, we are far from understanding the dynamics and specificity of this kind of inference. Among authors dealing with this problem I could trace three factors at work in processes of abduction, i.e. combination, resemblance, and dialetics or questioning. In this paper I attempt to look a bit further into this enigma by a category of play I defined as “peripatos” or games of invention, riddles, and puzzles, hoping it could shed some light on the process of creativity in several social activities such as science, art, war, and religion. The approach will take on Huizinga’s idea of the play of culture, Lakoff and Johnson’s conception of cross-domain correlations, Kant’s view of “aesthetic ideas,” and my proposal of the play of peripatos through a “what if-as if” coupling into this very common yet little understood, and thus mystified, process of the generation of innovative ideas.
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DOI 10.1515/sem-2017-0161
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References found in this work BETA

The Golden Bough. [REVIEW]J. G. Frazer - 1901 - Ancient Philosophy (Misc) 11:457.
Problems with Peirce's Concept of Abduction.Michael Hoffmann - 1999 - Foundations of Science 4 (3):271-305.
The Semiotic Universe of Abduction.Susan Petrilli - 2005 - Semiotica 2005 (153 - 1/4):23-51.

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