•  317
    The Implied Designer of Digital Games
    Estetika: 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
  •  36
    Only a game? Player misery across game boundaries
    Journal 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
  •  61
    Imaginative Desires and Interactive Fiction: On Wanting to Shoot Fictional Zombies
    British 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
  •  434
    Ludic Unreliability and Deceptive Game Design
    Journal 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
  •  24
    Aesthetics of Virtual Reality
    Journal 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
  •  20
    Emoties door onware proposities
    Algemeen 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