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51Fictional Game Spectatorship: On Pretend-Play and Collective Imagination in Gaming CommunitiesBritish Journal of Aesthetics 65 (4): 651-662. 2025.Fictional games are games that do not actually exist, but that are presented within works of fiction. They are thus not appreciated through play, but rather through practices of game spectatorship, interpreted broadly as acts of reading, watching, or listening to reports or representations of other people playing games. This paper focuses on fictional games that are pretend-played with the aim of creating captivating experiences for non-playing audiences. More specifically, I discuss a fictional…Read more
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366Emoties door onware propositiesAlgemeen Nederlands Tijdschrift voor Wijsbegeerte 110 (4): 473-489. 2018.Emotions Caused by Untrue Propositions: A Broader View of the Paradox of Fiction Ever since Colin Radford wrote his article ‘How Can We Be Moved by the Fate of Anna Karenina?’ in 1975, philosophers have tried to solve the so-called paradox of fiction, or the question how we can be moved by objects of which we know they don’t really exist. What is striking about discussions on the paradox of fiction is that they often present fictional works as collections of untrue statements and focus on the co…Read more
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546How Can We Be Moved to Shoot Zombies? A Paradox of Fictional Emotions and Actions in Interactive FictionJournal of Literary Theory 12 (2): 279-299. 2018.How can we be moved by the fate of Anna Karenina? By asking this question, Colin Radford introduced the paradox of fiction, or the problem that we are often emotionally moved by characters and events which we know don’t really exist (1975). A puzzling element of these emotions that always resurfaced within discussions on the paradox is the fact that, although these emotions feel real to the people who have them, their difference from ›real‹ emotions is that they cannot motivate us to perform any…Read more
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885Breaking the Fourth Wall in VideogamesIn Enrico Terrone & Vera Tripodi (eds.), Being and Value in Technology, Palgrave Macmillan. 2022.In this chapter, I investigate the imaginary boundary between the actual world and fictional gameworlds by focusing on videogame situations in which this fourth wall is foregrounded or broken. For this purpose, I first define the videogame experience as a self-involving, interactive fiction experience, based on Kendall Walton’s account of fiction (1990). I then describe how, in the current academic discourse on games, it is often claimed that the concept of fourth wall breaks cannot be applied t…Read more
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704Comedy and the Dual Position of the PlayerIn Krista Bonello Rutter Giappone, Tomasz Majkowski & Jaroslav Švelch (eds.), Video Games and Comedy, Palgrave-macmillan. pp. 35-52. 2022.This chapter discusses the comic potential that originates in the way players of digital games take on the dual position of being at once a played self that is internal to the gameworld and a playing self that perceives this world from the outside. I first describe the comic attitude as it is defined within philosophy: as an attitude of distanced and dispassionate reflection towards an incongruity. I then show how the dual position of players during gameplay not only is characterized by incongru…Read more
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1468The Implied Designer of Digital GamesEstetika: The European Journal of Aesthetics 60 (1): 71-89. 2023.As artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the gameworld. Influenced by their sociocultural backgrounds, sensitivities, gameplay preferences, and familiarity with game conventions, players construct a subjective interpretation of the intentions with which they believe the digital game in question w…Read more
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155Only a game? Player misery across game boundariesJournal of the Philosophy of Sport 46 (2): 191-207. 2019.ABSTRACTVideogames often confront players with frustratingly difficult challenges, fearsome enemies, and tragic stories. As such, they can evoke feelings of failure, sadness, anger, and fear. Although these feelings are usually regarded as undesirable, many players seem to enjoy videogames which cause them. In this paper, I argue that player misery often originates from a fictional or lusory attitude which brackets game events from real-life, making the player’s emotions solely relevant within t…Read more
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817Old Lies, New Media A Review of "A Defense of Simulated Experience: New Noble Lies" by Mark SilcoxJournal of the Philosophy of Games 2 (1). 2019.
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1468Ludic Unreliability and Deceptive Game DesignJournal of the Philosophy of Games 3 (1): 1-22. 2021.Drawing from narratology and design studies, this article makes use of the notions of the ‘implied designer’ and ‘ludic unreliability’ to understand deceptive game design as a specific sub-set of transgressive game design. More specifically, in this text we present deceptive game design as the deliberate attempt to misguide players’ inferences about the designers’ intentions. Furthermore, we argue that deceptive design should not merely be taken as a set of design choices aimed at misleading pla…Read more
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94Aesthetics of Virtual RealityJournal of Aesthetics and Art Criticism 80 (4): 513-516. 2022.In this book, Grant Tavinor, well known for his influential work on the aesthetics of videogames, offers the first focused study of the aesthetics of virtual reality media. When reading the first pages, one cannot help but notice Tavinor’s enthusiasm about virtual reality (VR) in the vivid descriptions of his explorations of virtual haunted houses, distant planets, and ancient Rome. These descriptions also reveal Tavinor’s refreshing aim to focus on present uses of VR media, instead of the so-ca…Read more
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182Imaginative Desires and Interactive Fiction: On Wanting to Shoot Fictional ZombiesBritish Journal of Aesthetics 60 (3): 241-251. 2020.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 human p…Read more
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