Results for 'videogames and fiction'

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  1.  5
    Videogames and Fiction.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 34–60.
    This chapter contains sections titled: From Tennis for Two to Worlds of Warcraft Imaginary Worlds and Works of Fiction Fictional or Virtual? Interactive Fiction.
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  2. Videogames and interactive fiction.Grant Tavinor - 2005 - Philosophy and Literature 29 (1):24-40.
    In lieu of an abstract, here is a brief excerpt of the content:Videogames and Interactive FictionGrant TavinorIIn the third-person crime simulator Grand Theft Auto 3, the fictional performing of all sorts of criminal nuisance is a possibility. (Squeamish readers, or those that are adamant videogames are playing a decisive role in the moral degeneration of modern society might want to turn away now!) Here is one possibility for players of the game: while driving around in the rundown red-light (...)
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  3. Fiction and Fictional Worlds in Videogames.Aaron Meskin & Jon Robson - 2012 - In J. R. Sageng, T. M. Larsen & H. Fossheim (eds.), The Philosophy of Computer Games. Springer. pp. 201-18.
  4.  10
    Videogames and Narrative.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 110–129.
    This chapter contains sections titled: The Stories Games Tell Would You Kindly Put down That Wrench? Reconciling Games and Narratives.
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  5. The art of videogames.Grant Tavinor - 2009 - Malden, MA: Wiley-Blackwell.
    The new art of videogames -- What are videogames anyway? -- On definition -- Theories of gaming -- A definition of videogames -- Videogames and fiction -- From tennis for two to worlds of warcraft -- Imaginary worlds and works of fiction -- Fictional or virtual? -- Interactive fiction -- Stepping into fictional worlds -- Welcome to rapture -- Meet niko bellic -- Experiencing game worlds -- Acting in game worlds -- Games through (...)
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  6.  50
    Fiction Puzzle: Storiable Challenge in Pragmatist Videogame Aesthetics. [REVIEW]Veli-Matti Karhulahti - 2014 - Philosophy and Technology 27 (2):201-220.
    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.
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  7. Me and My Avatar: Player-Character as Fictional Proxy.Matt Carlson & Logan Taylor - 2019 - Journal of the Philosophy of Games 1.
    Players of videogames describe their gameplay in the first person, e.g. “I took cover behind a barricade.” Such descriptions of gameplay experiences are commonplace, but also puzzling because players are actually just pushing buttons, not engaging in the activities described by their first-person reports. According to a view defended by Robson and Meskin (2016), which we call the fictional identity view, this puzzle is solved by claiming that the player is fictionally identical with the player character. Hence, on this (...)
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  8.  20
    What Are Videogames Anyway?Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 15–33.
    This chapter contains sections titled: On Definition Theories of Gaming A Definition of Videogames.
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  9.  4
    Videogames as Art.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 172–196.
    This chapter contains sections titled: Are Videogames Art? A Cluster Theory of Art The Art in Videogames New Art from Old Bottles.
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  10. Sega’s Comix Zone and Miguel de Unamuno on the Ontological Status of Fictional Characters.Alberto Oya - 2022 - Andphilosophy.Com—The Blackwell Philosophy and Pop Culture Series.
    Comix Zone (Sega Technical Institute, 1995) is a two-dimensional scrolling beat ‘em up videogame released in 1995 for the Sega Mega Drive (known as Sega Genesis in North America). Comix Zone has two peculiarities which makes it even today an easily distinguishable videogame. These peculiarities are interrelated. First, Comix Zone imitates the aesthetics and visual settings peculiar to comic books, the aim of which is to join the experience of playing a videogame with that of reading a comic; and second, (...)
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  11.  65
    Imaginative Desires and Interactive Fiction: On Wanting to Shoot Fictional Zombies.Nele Van de Mosselaer - 2020 - British Journal of Aesthetics 60 (3):241-251.
    What do players of videogames mean when they say they want to shoot zombies? Surely they know that the zombies are not real, and that they cannot really shoot them, but only control a fictional character who does so. Some philosophers of fiction argue that we need the concept of imaginative desires to explain situations in which people feel desires towards fictional characters or desires that motivate pretend actions. Others claim that we can explain these situations without complicating (...)
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  12. Fact, Fiction and Virtual Worlds.Alexandre Declos - 2020 - In R. Pouivet & V. Granata (eds.), Epistemology of Aesthetics. Rennes, France: Presses Universitaires de Rennes. pp. 195-219.
    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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  13. Interactivity, Fictionality, and Incompleteness.Nathan Wildman & Richard Woodward - 2018 - In Jon Robson & Grant Tavinor (eds.), The Aesthetics of Videogames. New York: Routledge.
  14.  11
    Contributions of Science Fiction to Thinking up (Im)possible Future Societies: Medical Students’ Genetic Imaginary.Ricardo R. Santos & Miguel Barbosa - 2022 - Bulletin of Science, Technology and Society 42 (4):144-153.
    Science fiction has been an inexhaustible source for the creation of technoscientific imaginary that has marked certain historical periods and influenced the production of subjectivity. This imaginary evokes complex ontological, epistemological, political, social, environmental and existential questions on the present and the future. The aim of this study was to identify and characterize the cultural productions accessed by the public to form an opinion about the genetic manipulation of human beings. A survey about sources of information that influence opinions (...)
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  15.  9
    Emotion in Videogaming.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 130–149.
    This chapter contains sections titled: How Can We Be Moved by the Fate of Niko Bellic? My Fear of Mutants The Role of the Emotions in Gaming.
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  16.  4
    Glitches as fictional (mis)communication.Nele Van De Mosselear & Nathan Wildman - 2021 - In Timothy Barker & Maria Korolkova (eds.), Miscommunications: Errors, Mistakes, Media. Bloomsbury. pp. 300-315.
    More generally, within videogame studies, glitches are often described as an interesting part of the player experience, for example as possibilities to gain unfair advantages in games (Bainbridge & Bainbridge 2007; Newman 2008; Meades 2015), expressive tools to create humorous effects (Jaroslav Švelch 2014), jarring confrontations with forms of non-human agency (Janik 2017; Gualeni 2019), or as ways to create glitch-art (Menkman 2011). But when it comes to the specifically fictional experience of videogames, there seems to be a consensus (...)
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  17.  67
    Glitches as fictional (mis)communication.Nele Van de Mosselear & Nathan Wildman - 2021 - In Timothy Barker & Maria Korolkova (eds.), Miscommunications: Errors, Mistakes, Media. Bloomsbury. pp. 300-315.
    Here, we focus on the underexplored fictional relevance of videogame glitches. For this purpose, we will make use philosophical theories on fiction, as well as standard suggestions about how best to deal with unintended errors within fiction. Focusing on glitches like that of Red Dead Redemption’s "manimals", we argue that glitches, more than any kinds of mistakes in traditional, non-interactive fictions, can actually have a significant influence on the fictional worlds of the work in which they appear. In (...)
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  18.  41
    A Social Phenomenology of Non-Player Characters (NPCs) in Videogames.Paul Scriven - 2023 - Techné Research in Philosophy and Technology 27 (2):240-259.
    Non-player characters (NPCs) are a common feature in contemporary videogames, particularly role-playing games (RPGs). Evidence suggests player relationships with these fictional, digital characters can manifest as deeply emotional experiences that can ‘bleed’ off the screen and affect the daily lives of players. However, research in this area is still in its infancy, and as yet has not been given a thorough conceptual treatment. Applying the sociological phenomenology of Alfred Schütz, this paper will examine the structure of the experiences that (...)
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  19. Truth in interactive fiction.Alex Fisher - 2022 - Synthese 200 (6):1-18.
    This paper provides an account of truth in interactive fiction. Interactive fiction allows the audience to make choices, resulting in many different possible fictions within each interactive fiction, unlike in literary fiction where there is just one. Adequately capturing this feature of interactive fiction requires us to address familiar issues regarding impossible fiction and the nature of time in fiction. Truth in interactive fiction thus requires a complex account to capture its multitude (...)
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  20. Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - 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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  21.  6
    Games through Fiction.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 86–109.
    This chapter contains sections titled: The Nature of Gaming What Are the Rules of This Game? Playing, Cheating, Fragging, and Griefing.
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  22.  5
    Stepping into Fictional Worlds.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 61–85.
    This chapter contains sections titled: Welcome to Rapture Meet Niko Bellic Experiencing Game Worlds Acting in Game Worlds.
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  23.  3
    On an Ungrounded Earth: towards a new geophilosophy.Ben Woodard - 2013 - Brooklyn, NY.: Punctum Books.
    For too long, the Earth has been used to ground thought instead of bending it; such grounding leaves the planet as nothing but a stage for phenomenology, deconstruction, or other forms of anthropocentric philosophy. In far too much continental philosophy, the Earth is a cold, dead place enlivened only by human thought--either as a thing to be exploited, or as an object of nostalgia. Geophilosophy seeks instead to question the ground of thinking itself, the relation of the inorganic to the (...)
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  24. Free will and moral responsibility in video games.Christopher Bartel - 2015 - Ethics and Information Technology 17 (4):285-293.
    Can a player be held morally responsible for the choices that she makes within a videogame? Do the moral choices that the player makes reflect in any way on the player’s actual moral sensibilities? Many videogames offer players the options to make numerous choices within the game, including moral choices. But the scope of these choices is quite limited. I attempt to analyze these issues by drawing on philosophical debates about the nature of free will. Many philosophers worry that, (...)
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  25. De-Roling from Experiences and Identities in Virtual Worlds.Stefano Gualeni - 2017 - Journal of Virtual Worlds Research 10 (2).
    Within dramatherapy and psychodrama, the term ‘de-roling’ indicates a set of activities that assist the subjects of therapy in ‘disrobing’ themselves from their fictional characters. Starting from the psychological needs and the therapeutic goals that ‘de-roling’ techniques address in dramatherapy and psychodrama, this text provides a broader understanding of procedures and exercises that define and ease transitional experiences across cultural practices such as religious rituals and spatial design. After this introductory section, we propose a tentative answer as to why game (...)
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  26.  9
    Videogames and agency.Bettina Bódi - 2023 - New York, NY: Routledge.
    Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and (...)
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  27.  81
    Videogames and the Moving Image.Aaron Meskin & Jon Robson - 2010 - Revue Internationale de Philosophie 4:547-564.
  28. Videogames and aesthetics.Grant Tavinor - 2010 - Philosophy Compass 5 (8):624-634.
    Videogames are one of the most striking developments in recent popular arts. Many of the issues traditional to philosophical aesthetics find a new setting in videogames, and often take on a dramatic new form. Little has been written specifically on videogames in the philosophy of the arts, although they are often discussed in non-philosophical disciplines, such as media studies. A number of issues seem prominent, particularly those following from the interactive nature of videogames. This article is (...)
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  29.  41
    Attention, Videogames and the Retentional Economies of Affective Amplification.James Ash - 2012 - Theory, Culture and Society 29 (6):3-26.
    This article examines the industrial art of videogame design and production as an exemplar of what could be termed affective design. In doing so, the article theorizes the relationship between affect and attention as part of what Bernard Stiegler calls a ‘retentional economy’ of human and technical memory. Through the examination of a range of different videogames, the article argues that videogame designers utilize techniques of what I term ‘affective amplification’ that seek to modulate affect, which is central to (...)
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  30.  38
    Videogames and Film.Jon Robson & Aaron Meskin - 2019 - In Noël Carroll, Laura T. Di Summa & Shawn Loht (eds.), The Palgrave Handbook of the Philosophy of Film and Motion Pictures. Springer. pp. 971-994.
    This chapter explores a range of significant similarities and differences between videogames and films. It also examines the relationship between the philosophies of each. We begin by addressing the definition of videogames and the question of whether they count as a subcategory of some other artistic kind, namely, film or the moving image. We then turn to the debate about the art status of videogames and compare this to the debate concerning the art status of films. We (...)
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  31. Imagining and Fiction: Some Issues.Kathleen Stock - 2013 - Philosophy Compass 8 (10):887-896.
    In this paper, I survey in some depth three issues arising from the connection between imagination and fiction: (i) whether fiction can be defined as such in terms of its prescribing imagining; (ii) whether imagining in response to fiction is de se, or de re, or both; (iii) the phenomenon of ‘imaginative resistance’ and various explanations for it. Along the way I survey, more briefly, several other prominent issues in this area too.
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  32. Models and fictions in science.Peter Godfrey-Smith - 2009 - Philosophical Studies 143 (1):101 - 116.
    Non-actual model systems discussed in scientific theories are compared to fictions in literature. This comparison may help with the understanding of similarity relations between models and real-world target systems. The ontological problems surrounding fictions in science may be particularly difficult, however. A comparison is also made to ontological problems that arise in the philosophy of mathematics.
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  33. Fact, Fiction, and Forecast.Nelson Goodman - 1955 - Philosophy 31 (118):268-269.
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  34. Models and fiction.Roman Frigg - 2010 - Synthese 172 (2):251-268.
    Most scientific models are not physical objects, and this raises important questions. What sort of entity are models, what is truth in a model, and how do we learn about models? In this paper I argue that models share important aspects in common with literary fiction, and that therefore theories of fiction can be brought to bear on these questions. In particular, I argue that the pretence theory as developed by Walton (1990, Mimesis as make-believe: on the foundations (...)
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  35.  20
    Fact, Fiction and Forecast.Edward H. Madden - 1955 - Philosophy and Phenomenological Research 16 (2):271-273.
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  36.  3
    Argumentation and Fiction.Guillermo Sierra-Catalán - 2021 - Informal Logic 43 (1):309-334.
    Argumentation and fiction are quite different types of communicative phenomena. However, overlaps between them happen to be very frequent. We can both fictionalize by means of argumentation and argue by means of fiction. The main goal of this paper is to analyse the different types of overlap that may arise between argumentation and fiction. In this paper, the defended hypothesis is that by considering who the “character” that is arguing is, we can get an exhaustive account of (...)
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  37. Videogames and the First Person.Jon Robson & Aaron Meskin - 2012 - In Gregory Currie, Petr Kot̓átko & Martin Pokorny (eds.), Mimesis: Metaphysics, Cognition, Pragmatics. College Publications.
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  38. Fact and Fiction.Bertrand Russell - 1961 - New York: Routledge.
    First published in 1961, _Fact and Fiction_ is a collection of Bertrand Russell’s essays that reflect on the books and writings that influenced his life, including fiction, essays on politics and education, divertissements and parables. Also broaching on the highly controversial issues of war and peace, it is in this classic collection that Russell states some of his most famous pronouncements on nuclear warfare and international relations. It is a remarkable book that provides valuable insight into the range of (...)
     
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  39.  9
    Technologies of Captivation: Videogames and the Attunement of Affect.James Ash - 2013 - Body and Society 19 (1):27-51.
    This article analyses the skills and knowledges involved in multiplayer first-person shooting games, specifically Call of Duty 4 for the Xbox 360 games console. In doing so, it argues that the environments of first-person shooting games are designed to be intense spaces that produce captivated subjects – users who play attentively for long periods of time. Developing Heidegger’s concept of attunement and Stiegler’s account of retention, the article unpacks the somatic and sensory skills involved in videogame play and discusses how (...)
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  40. Quantification and Fictional Discourse.Peter van Inwagen - 2000 - In Hofweber Everett (ed.), Empty Names, Fiction, and the Puzzles of Non-existence. CSLI Publications.
  41. Helpless Spectators: Suspense in Videogames and Film.Aaron Smuts & Jonathan Frome - 2004 - Text Technology 1 (1):13-34.
    The most surprising conclusion of our analysis is that videogames can be most effective in generating suspense not by highlighting their unique ability to be interactive, but, to the contrary, limiting interactivity at key points, thereby turning players into helpless spectators like those that watch films. Discovering this technique in video games allows us to turn our attention back to film, where we are able to highlight a previously ignored feature of viewer film interaction, namely, helplessness.
     
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  42.  3
    Lying and Fiction.Emar Maier - forthcoming - In Meibauer Jörg (ed.), Handbook of Lying. Oxford University Press.
    Lying and fiction both involve the deliberate production of statements that fail to obey Grice’s first Maxim of Quality (“do not say what you believe to be false”). The question thus arises if we can provide a uniform analysis for fiction and lies. In this chapter I discuss the similarities, but also some fundamental differences between lying and fiction. I argue that there’s little hope for a satisfying account within a traditional truth conditional semantic framework. Rather than (...)
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  43. Lying and Fiction.Emar Maier - 2018 - In Jörg Meibauer (ed.), The Oxford Handbook of Lying. Oxford, United Kingdom: Oxford Handbooks. pp. 303-314.
    Lying and fiction both involve the deliberate production of statements that fail to obey Grice’s first Maxim of Quality (“do not say what you believe to be false”). The question thus arises if we can provide a uniform analysis for fiction and lies. In this chapter I discuss the similarities, but also some fundamental differences between lying and fiction. I argue that there’s little hope for a satisfying account within a traditional truth conditional semantic framework. Rather than (...)
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  44.  47
    Mathematics and fiction II: Analogy.Robert Thomas - 2002 - Logique Et Analyse 45:185-228.
    The object of this paper is to study the analogy, drawn both positively and negatively, between mathematics and fiction. The analogy is more subtle and interesting than fictionalism, which was discussed in part I. Because analogy is not common coin among philosophers, this particular analogy has been discussed or mentioned for the most part just in terms of specific similarities that writers have noticed and thought worth mentioning without much attention's being paid to the larger picture. I intend with (...)
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  45. Fact, Fiction, and Forecast.Nelson Goodman - 1973 - Cambridge: Harvard University Press.
  46. Real feeling and fictional time in human-AI interactions.Krueger Joel & Tom Roberts - forthcoming - Topoi.
    As technology improves, artificial systems are increasingly able to behave in human-like ways: holding a conversation; providing information, advice, and support; or taking on the role of therapist, teacher, or counsellor. This enhanced behavioural complexity, we argue, encourages deeper forms of affective engagement on the part of the human user, with the artificial agent helping to stabilise, subdue, prolong, or intensify a person's emotional condition. Here, we defend a fictionalist account of human/AI interaction, according to which these encounters involve an (...)
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  47.  49
    Models and Fictions: Not So Similar after All?Arnon Levy - 2020 - Philosophy of Science 87 (5):819-828.
    A number of philosophers draw a close analogy between scientific modeling and fiction, often appealing to Kendall Walton’s make-believe view. I assess the models-fictions analogy from a cognitive a...
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  48. Brain Fiction: Self-Deception and the Riddle of Confabulation.William Hirstein - 2005 - MIT Press.
    [This download contains the Table of Contents and Chapter 1.] This first book-length study of confabulation breaks ground in both philosophy and cognitive science.
  49.  9
    Science and Fiction: A Fregean Approach.Gottfried Gabriel - 2018 - In Gisela Bengtsson, Simo Säätelä & Alois Pichler (eds.), New Essays on Frege: Between Science and Literature. Cham, Switzerland: Springer. pp. 9-22.
    In Frege’s analysis of the relationship between science and fiction there are two important aspects, which the paper will discuss. It shows that Frege makes a strict distinction between Dichtung und Wissenschaft on the level of object language but not on the level of metalanguage. In his “On Sense and Reference” and in scattered remarks elsewhere Frege explains the semantics of scientific and everyday discourse. As a kind of side product he presents an explication of the concept of fictional (...)
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  50.  25
    Games and Fiction: Partners in the Evolution of Culture.Scott Kretchmar - 2017 - Sport, Ethics and Philosophy 11 (1):12-25.
    In this essay, I argue that the time is right in the philosophy of sport to follow the lead of systems thinking and emphasize the contextual embeddedness of sport, not its distinctive characteristics, least of all any claims for metaphysical independence. Accordingly, I analyze similarities between two cultural conventions—namely, literature and games—through the lens of evolution. I argue that common roots can be observed in games and fiction when looking at them structurally, semantically, and socially. I suggest that both (...)
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