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131Games as abstract artifactsRes Philosophica. forthcoming.Recent debates in the ontology of games have primarily focused on questions of individuation and persistence. By contrast, the problem of the nature of games has received limited attention. This paper aims to address this gap by examining what kind of entities games are. After surveying several possible answers to that question, which I argue to be unsuccessful, I explore the view that games are abstract artifacts. I consider how this theory can be developed and motivated, as well as some challe…Read more
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23Construire les étoilesCahiers Philosophiques 184 (1): 27-42. 2026.Les étoiles, par leur éloignement spatial et leur ancienneté, semblent incarner l’absolue indépendance à l’égard de l’humain. Selon Nelson Goodman, nous les avons pourtant « construites ». Cette affirmation paradoxale s’inscrit dans le cadre de ce que Goodman appelle le worldmaking : l’idée qu’il n’y a pas de réalité brute, mais seulement des versions du monde que nous façonnons par nos systèmes symboliques. Cet article explore cette thèse radicale et la controverse qu’elle a suscitée, pour inte…Read more
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40Toy stories: A metaphysics of playthingsPhilosophical Quarterly 76 (2): 489-509. 2026.Although toys are culturally ubiquitous, they have received little attention in the philosophical tradition. Existing accounts define toys in contrast to games or purely in relation to play. I argue that both strategies are inadequate: the former offers only a negative and incomplete account, while the latter is overly broad. As an alternative, I propose a novel definition of toys based on a set of individually necessary and jointly sufficient conditions: x is a toy if and only if x is an artifa…Read more
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48Toy stories: A metaphysics of playthingsThe Philosophical Quarterly. 2026.Although toys are culturally ubiquitous, they have received little attention in the philosophical tradition. Existing accounts define toys in contrast to games or purely in relation to play. I argue that both strategies are inadequate: the former offers only a negative and incomplete account, while the latter is overly broad. As an alternative, I propose a novel definition of toys based on a set of individually necessary and jointly sufficient conditions: x is a toy if and only if x is an artifa…Read more
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582AI and aesthetic biasJournal of Aesthetics and Art Criticism. 2026.This paper introduces and analyzes the notion of aesthetic bias in generative AI. I argue that AI models systematically privilege certain aesthetically-relevant features while marginalizing others. Drawing on examples from popular text-to-image generators, I highlight recurring tendencies, such as a preference for beauty, spectacle, saturation, or symmetry. These aesthetic biases carry specific risks: they disguise aesthetic preferences as neutrality, threaten to homogenize artistic production a…Read more
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74Analyses et comptes rendusRevue Philosophique de la France Et de l'Etranger 147 (3): 377-424. 2022.
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8Thomas Morisset, Du beau jeu. Esthétique, technique, et jeux vidéo, Rennes, Presses universitaires de Rennes, « Aesthetica », 2023, 308 p (review)Revue de Métaphysique et de Morale 125 (2): 310-313. 2025.
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81Mereological Anti-ConservatismActa Analytica 40 659-676. 2025.In this paper, we examine an overlooked answer to the Special Composition Question (SCQ), termed “Mereological Anti-Conservatism.” This view posits that extraordinary objects exist but that ordinary objects do not. For example, while tables and chairs do not exist, the mereological sums of these items do correspond to real objects. Although such a claim may initially seem absurd, we argue that (i) it is entirely derived from the claims and commitments of traditional rival theories—Nihilism, Univ…Read more
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1088The ontology of videogamesSynthese 204 (4): 1-20. 2024.What are the identity and persistence conditions of videogames? This paper surveys the contemporary philosophical literature on this topic. Specifically, I discuss various views which attempt to ground the identity of videogame works in their rules, in their algorithmic structure, in their source code, or in contextual parameters surrounding gameplay. While these proposals all have merits of their own, I argue that none of them are satisfactory. My conclusion is therefore negative: we still lack…Read more
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1153Spectating games can be a form of gameplayBritish Journal of Aesthetics 65 (4): 663-674. 2025.Watching other people play videogames —a.k.a. ‘spectator gaming’— is a widespread practice. Yet, it is considered by some as an inadequate form of engagement with games. In this paper, I show that the strongest objection to spectator gaming relies on the claim that some properties of videogames are better, if not exclusively, accessible to the player. After that, I propose two replies to this challenge. The first is that ‘secondary players’, i.e., individuals who indirectly take part in the game…Read more
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123The Constitution of Virtual ObjectsDialogue 2 1-21. 2024.David Chalmers argues that virtual reality is a genuine kind of reality. In one of its readings, this “virtual realism” states that virtual entities ontologically depend on real digital entities. This article explores that suggestion and offers a novel account of the dependence of the virtual on the digital. Drawing on Lynne Rudder Baker's theory of constitution, we contend that virtual objects should be seen as constituted by digital objects, when these are placed in certain favourable circumst…Read more
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684Virtual properties: problems and prospectsErkenntnis 90 1743-1763. 2024.According to David Chalmers, the virtual entities found in Virtual Reality (VR) and Augmented Reality (AR) environments instantiate virtual properties of a specific kind. It has recently been objected that such a view (i) can’t extend to all types of properties; (ii) leads to a proliferation of property-types; (iii) implausibly ascribes massive errors to VR and AR users; and (iv) faces an analogue of Jackson’s “many-property problem”. My first objective here is to show that advocates of virtual …Read more
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140Interactivité de la fiction, fictions de l’interactivitéCahiers de Philosophie de L’Université de Caen 60 (60): 115-142. 2023.Interactivity is commonly perceived as the defining feature of digital technologies, and by extension, of fictions or works produced through these technologies – ranging from hypertextual literature and videogames to net art. However, it remains to be seen how interactivity should be characterized exactly. One may also wonder whether the hopes frequently associated with this notion are reasonable. After casting some doubt on the possibility of defining a unique and all-inclusive concept of inter…Read more
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822Goodman’s Many WorldsJournal for the History of Analytical Philosophy 7 (6): 1-25. 2019.In this paper, I examine Nelson Goodman’s pluriworldism, understood as the claim that there exists a plurality of actual worlds. This proposal has generally been quickly dismissed in the philosophical literature. I argue that we ought to take it more seriously. As I show, many of the prima facie objections to pluriworldism may receive straightforward answers. I also examine in detail Goodman’s argument for the conclusion that there are many worlds and attempt to show how it might be supported. E…Read more
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71Variations goodmaniennes sur le jeu vidéoNouvelle Revue d'Esthétique 30 (2): 43-53. 2022.Dans cet article, je propose d’examiner un aspect relativement méconnu de la philosophie de l’art de Nelson Goodman, à savoir sa théorie de la variation, succinctement exposée dans Reconceptions en philosophie (Goodman & Elgin, 1988). Si la variation est un procédé courant dans les arts, son fonctionnement reste difficile à cerner. Goodman défend qu’il s’agit d’une opération sémiotique et référentielle complexe : la variation implique l’exemplification de caractéristiques partagées et constrasté…Read more
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37Une défense de la « vieille théorie B » du tempsIn Alexandre Declos & Claudine Tiercelin (eds.), La Métaphysique du Temps: Perspectives Contemporaines, Collège De France. 2021.
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731L'ontologie du virtuelKlēsis Revue Philosophique 52 1-25. 2022.David Chalmers a récemment soutenu que la réalité virtuelle est réelle, plutôt que fictionnelle. Dans cet article, j’examine les implications ontologiques de ce « réalisme virtuel ». Comme je le suggère, cette position s’associe naturellement à une ontologie algorithmique, qui identifie les objets virtuels à des structures de données comprises de manière fonctionnelle. Je présente ensuite plusieurs objections à cette ontologie algorithmique. Tant que celles-ci ne sont pas réglées, la question de…Read more
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167Videogame CognitivismJournal of the Philosophy of Games 1 1-31. 2021.The aim of this article is to examine and defend videogame cognitivism (VC). According to VC, videogames can be a source of cognitive successes (such as true beliefs, knowledge or understanding) for their players. While the possibility of videogame-based learning has been an extensive topic of discussion in the last decades, the epistemological underpinnings of these debates often remain unclear. I propose that VC is a domain- specific brand of aesthetic cognitivism, which should be carefully di…Read more
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112Against Mereological Nominalism: Reply to EffinghamSynthese 199 (3-4): 8991-9011. 2021.Mereological Nominalism, as traditionally understood, states that properties are mereological wholes and that instantiation is mereological. Thus defined, this view faces a number of well-known issues, which make it virtually untenable. Recently, Effingham :160–185, 2020) has offered an alternative account of Mereological Nominalism, which intends to avoid these problems by accepting while rejecting. In this paper, we argue that this theory is not viable for two main reasons. First, it faces a t…Read more
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86Présentation du numéro thématique Philosophies de la ressemblancePhilosophia Scientiae 2 (24-2): 5-13. 2020.1 La ressemblance comme problème philosophique transversal Personne ne nierait que les chats se ressemblent sous un grand nombre de rapports, ni ne douterait du fait qu’ils ressemblent plus aux chiens qu’aux bactéries ou aux matchs de tennis. En réalité, il semble légitime de croire que c’est en vertu de cette similarité d’ensemble que nous pouvons dire que certains individus appartiennent à une même espèce, qu’ils sont tous des chats. Ces intuitions partagées suggèrent que la notion de resse...
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170More Grounds for Grounding NominalismPhilosophia 49 (1): 49-70. 2020.In this paper, I examine Peter Schulte’s “Grounding Nominalism” (Schulte, 2018), understood as the claim that first-order properties and relations are grounded in the concrete particulars which instantiate them. While Schulte offered reasons to think that this view is consistent, along with answers to a number of objections, a more straightforward argument for GN is still needed. I take on this task here, by discussing and defending what I call the “argument from abstraction”. The latter, I sugg…Read more
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1158L'énigme du "vleu" et l'hyper-nominalisme de GoodmanIgitur 10 (1): 1-27. 2019.This paper advocates a new reading of Nelson Goodman’s new riddle of induction. According to Ian Hacking, this famous problem conveys a “pure nominalism”, as it grounds Goodman’s denial regarding the existence of natural kinds. While this interpretation is somewhat convincing, it suffers the major flaw of not corresponding to what Goodman himself understood by “nominalism”. Nominalism, in a goodmanian sense, is indeed primarily a technical demand, which stems from the so-called “calculus of indi…Read more
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1559Fact, Fiction and Virtual WorldsIn R. Pouivet & V. Granata (eds.), Epistemology of Aesthetics: perspectives and debates, Presses Universitaires De Rennes. pp. 195-219. 2020.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 understan…Read more
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1244The Aesthetic and Cognitive Value of SurpriseProceedings of the European Society for Aesthetics 6 52-69. 2014.It is a common experience to be surprised by an artwork. In this paper, I examine how and why this obvious fact matters for philosophical aesthetics. Following recent works in psychology and philosophers such as Davidson or Scheffler, we will see that surprise qualifies as an emotion of a special kind, essentially “cognitive” or “epistemic” in its nature and functioning. After some preliminary considerations, I wish to hold two general claims: the first one will be that surprise is somehow relat…Read more
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101Book review : The Problem of Universals in Contemporary Philosophy (review)Dialogue 55 (3): 541-542. 2016.
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57Elisabeth face à Descartes: deux philosophes?Rivista di Storia Della Filosofia 65 (4): 775-780. 2010.
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160L’inquiétude Dans Les Pensées De PascalRevue de Métaphysique et de Morale 78 (2): 167. 2013.Il a souvent été remarqué que Pascal produit une pensée inquiétante de la condition humaine, mais plus rarement qu’il est aussi et surtout un penseur fondamental de l’inquiétude en elle-même. À partir d’une étude systématique de cette dernière notion dans les Pensées, nous voulons montrer qu’elle admet plusieurs visages mais aussi plusieurs usages sous la plume de l’apologiste. Si elle manifeste toute la misère de l’homme dans la réflexion anthropologique, l’inquiétude fonctionne également comme…Read more
Neuchâtel, Canton of Neuchâtel, Switzerland
Areas of Specialization
| Metaphysics |
| Aesthetics |
| Video Games |
Areas of Interest
| Epistemology |
| Metaphilosophy |