Academic literature on the topic 'Video games – Philosophy'

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Journal articles on the topic "Video games – Philosophy"

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Bratkowski, Tad. "Philosophy Through Video Games." Teaching Philosophy 33, no. 3 (2010): 317–20. http://dx.doi.org/10.5840/teachphil201033333.

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Hoare, Douglas. "The Philosophy of Video Games (Philosophie des Jeux Vidéo), Mathieu Triclot (2017)." Journal of Gaming & Virtual Worlds 11, no. 2 (2019): 203–5. http://dx.doi.org/10.1386/jgvw.11.2.203_5.

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Elton, Matthew. "SHOULD VEGETARIANS PLAY VIDEO GAMES?" Philosophical Papers 29, no. 1 (2000): 21–42. http://dx.doi.org/10.1080/05568640009506605.

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Belyaev, Dmitriy A., and Ulyana P. Belyaeva. "Video games as a screen-interactive platform of historical media education: educational potential and risks of politicization." Perspectives of Science and Education 52, no. 4 (2021): 478–91. http://dx.doi.org/10.32744/pse.2021.4.32.

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Screen culture today, absorbing verbal-narrative and written culture, is the dominant memorial-representative format for the reproduction, preservation and broadcast of cultural information. Among the varieties of screen culture, since the beginning of the 21st century, video games have become especially popular and widespread. They possess unique interactive-procedural qualities, which, together with the traditional grammar of screen narrative, create an original complex of rhetorical techniques that effectively influence the mass public consciousness. In turn, the plot and visual design of video games is often based on historical narratives, becoming a platform for virtual interactive reconstruction of history. The study is devoted to the up-to-date topic of analyzing the on-screen phenomenon of video games as an innovative platform for historical media education, identifying its educational potential and the risks of political distortion of history. The methodological basis of the study is cultural-civilizational, dialectical and historical approaches, as well as structural-functional analysis, comparative-political science approach and systemic method. The study made it possible to identify a wide range of historical video games and classify the modalities of the implementation of historical topics in them with its general educational potential. In addition, the fundamental deconstructive nature of the actualization of the historical metanarrative in the procedural-interactive architectonics of video games has been determined. Finally, three main strategies for distorting and falsifying history in video games have been revealed. According to the results of the study, it was revealed that almost every significant cultural and historical era, with an emphasis on military battle plots, is reflected in the video game format. These game projects have serious educational potential, procedurally immersing the gamer in the context of the main historical facts, cultural aesthetics of the era and internal determinants of historical dynamics. At the same time, the postmodern essence of video games has been established, which poses a threat to the invariance of the perception of history, latently encouraging the intentions to rewrite it. Other risks are contained in the identified examples of politicization of the historical narrative of video games, which are concretized in the tendency to belittle the role of Russia in the international arena and the Eurocentric value accentuation.
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Kolkunova, Ksenia. "Religiosity and videogames." St. Tikhons' University Review 111 (February 29, 2024): 110–25. http://dx.doi.org/10.15382/sturi2024111.110-125.

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The study of video games in the context of religious studies of popular culture is one of the fastest growing fields. Here the interests of researchers of games, media, modern religious processes, youth and many other fields of research intersect. In this article we will turn to how the “effects” paradigm manifests itself in the field of video games, an approach to the study of popular culture through the prism of its influence on a person or society as a whole. Here the tradition of phenomenological and structuralist research turns out to be important, and the main conclusion is the danger, some destructive potential of games. The strong influence of video games on the minds is noted not only by researchers, but also by representatives of religious organizations that specifically create computer games for educational, missionary and, generally speaking, entertainment purposes.An alternative to such a focus is being sought and found by researchers from the interdisciplinary field of studying video games and religion, which is already developing in the 21st century. There is a study of communities of gamers, the narratives they create, and research from the field of social psychology and even aesthetics. Video games are no longer perceived only as a carrier of an idea that is potentially dangerous and has a one-sided impact on the consumer, but rather as a space of co-creation, interaction and active participation of all involved - the players, their environment, those who create the games. This field can be a source for new research in the field of contemporary religious processes.
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Kamp, Michiel. "Musical Ecologies in Video Games." Philosophy & Technology 27, no. 2 (2013): 235–49. http://dx.doi.org/10.1007/s13347-013-0113-z.

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Belyaev, Dmitry Anatolyevich, and Ulyana Pavlovna Belyaeva. "Discourses and Semantic Tropes of the Philosophical Explication of Video Games." Problemos 96 (October 16, 2019): 172–83. http://dx.doi.org/10.15388/problemos.96.14.

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The article explores one of the most remarkable and dynamic phenomena of modern technoculture – video games. It reconstructs the genesis of the philosophical discourse on video games, exposing the main difficulties arising in making the definitions. Special importance is attached to the critical comparative analysis of the major strategies for the philosophical explication of video games. With the aid of the method of comparative-historical reconstruction and a structuralist approach, the essential correlations between the essential definition of a video game and the ontological systems of Plato, the Gnostics, G. Berkeley, E. Kant, as well as post-modern philosophy was established. The research results in formulating a model-integrative definition of a video game.
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Gee, James Paul. "Video Games, Design, and Aesthetic Experience." Rivista di estetica, no. 63 (December 1, 2016): 149–60. http://dx.doi.org/10.4000/estetica.1312.

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Ortiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.

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This work presents trends and comparisons that show a change in the consumption and production of video games in times of confinement due to the health emergency. The video game industry has modified its philosophy and adapted its products to the new requirements and trends of consumers who see in this activity a way to appease the psychological and social impact due to quarantine and isolation. There is evidence of a 65% increase in the use of online video games, which has broken a world record. Products that have new aspects and considerations never before proposed by this great industry have been developed and offered, such as thematic games related to the COVID-19 pandemic.
 Keywords: Video game, pandemic, online games, confinement.
 References
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 [5]C. Bachen, Simulating real lives: Promoting Global Empathy and Interest in Learning Through SimulationGames. Sage Journal, 2012.
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 [8]K. Hewett, The Acquisition of 21st-Century Skills Through Video Games: Minecraft Design Process Modelsand Their Web of Class Roles. Sage Journal, 2020.
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Schulzke, Marcus. "Simulating Philosophy: Interpreting Video Games as Executable Thought Experiments." Philosophy & Technology 27, no. 2 (2013): 251–65. http://dx.doi.org/10.1007/s13347-013-0102-2.

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Dissertations / Theses on the topic "Video games – Philosophy"

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Beck, Michael J. "Shall We Play a Game?: The Performative Interactivity of Video Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700111/.

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This study examines the ways that videogames and live performance are informed by play theory. Utilizing performance studies methodologies, specifically personal narrative and autoperformance, the project explores the embodied ways that gamers know and understand videogames. A staged performance, “Shall We Play a Game?,” was crafted using Brechtian theatre techniques and Conquergood’s three A’s of performance, and served as the basis for the examination. This project seeks to dispel popular misconceptions about videogames and performance and to expand understanding about videogaming as an embodied performative practice and a way of knowing that has practical implications for everyday life.
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Fidalgo, Christopher J. "Art, Gaut and Games: the Case for Why Some Video Games Are Art." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/philosophy_hontheses/5.

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In this paper, I argue that there are some video games which are art. I begin my paper by laying out several objections as to why video games could not be art. After laying out these objections, I present the theory of art I find most persuasive, Berys Gaut’s cluster concept of art. Because of the nature of Gaut’s cluster concept, I argue that video games, as a medium of expression, do not need to be defended as a whole. Rather, like all other media of expression, only certain works are worthy of the title art. I then introduce and defend several games as art. After, I return to the initial objections against video games and respond in light of my defended cases. I conclude that video games, as a medium of expression, are still growing, but every day there are more examples of video games as art.
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Bratkowski, Tad. "The Aesthetic Experience of Video Games: A Pluralistic Approach." OpenSIUC, 2014. https://opensiuc.lib.siu.edu/dissertations/799.

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In this dissertation, I make a serious philosophic application of several aesthetic theories to the emerging medium of video games. I look at concepts such as the play of art, psychical distancing, and an experience, and apply each of these to a representative video game. Hence, I use a variety of aesthetic works, but apply these in a pluralistic manner. The thesis I defend is that a number of specific video games offer possibilities for aesthetic experience that can be comprehended through these traditional aesthetic theories. The purpose of my project is not a comparative one among these theories: I do not argue that any one of these is definitive in application to all video games. Instead, I hold these theories in tension by showing that each has practical merit in being applied to different games I use a variety of aesthetic approaches to argue that a specific game exemplifies the aesthetic value which is at the core of a particular theory. I apply John Dewey's notion of an experience as a single, distinctive whole consisting of parts in unity to the music-based game Rock Band. To consider the distance between the player of a video game and the game's content, I discuss Edward Bullough's theory of psychical distance and apply this concept to a violent game such as Grand Theft Auto IV. Finally, I consider Hans-Georg Gadamer's thoughts on the play of art and the connection of play to seriousness and apply these thoughts to a game which integrates a sense of playfulness with serious themes: Braid.
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Ströberg, Simon. "ADHD Through the Lens of Game Design : How Digital RPGs Neutralize the Symptoms of Inattention Amongst Swedish Adults with ADHD." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-394208.

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ADHD (Attention Deficit Hyperactivity Disorder) is a commonly diagnosed mental disorder with an estimated global prevalence of 5.29% that exhibit inattentive, hyperactive and impulsive behaviors, many of which can negatively impact an individual’s social, academic, occupational and everyday-life. Studies based on the Delay Aversion Hypothesis have shown that video-games effectively contribute to the neutralization of some of the inattentive symptoms of ADHD, and that games could act as a possible treatment option for individuals with ADHD. Attempts to use video games as a treatment option has previously been tried, however to a limited extent. This study approaches the topic from the game design perspective, and discusses which game mechanics, activities and stimuli contribute to the possible neutralization of the inattentive symptoms of ADHD, in order to lay a foundation for future research within the area. The study found that the participants with ADHD acted in ways that contradicted some of the described symptoms of ADHD in the DSM-5 (Diagnostic and Statistical Manual of Mental Disorders) when playing video games, which could be attributed to the amount of stimuli available in video games. Additionally, the participants’ level of motivation when playing video games seemed to be strongly correlated to the principles of andragogy, which could indicate that children with ADHD might benefit from an educational system that combines and incorporates principles from both andragogy and pedagogy.
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Morisset, Thomas. "Du beau jeu. Pour une esthétique des jeux vidéo." Thesis, Sorbonne université, 2020. http://www.theses.fr/2020SORUL006.

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Cette thèse aborde les jeux vidéo par l’expérience qui en est faite et cherche à rendre compte de celle-ci par la construction d’un modèle théorique croisant deux traditions philosophiques distinctes : l’esthétique et la philosophie de la technique. Mettant en évidence l’existence de différents régimes d’expérience, ce travail entend prouver que lesdits régimes (nommés jeu fermé, jeu ouvert et beau jeu) sont chacun sources d’un plaisir spécifique qui trouvent son expression dans un jugement d’appréciation sensible. Or, parmi ces expériences, certaines, à cause de leur caractère ludique même, orientent le joueur vers le développement d’un savoir-faire technique et requièrent des dynamiques attentionnelles différentes de celles d’une expérience esthétique. Prenant alors appui sur une définition technique des jeux et du jouer, cette thèse montre qu’il existe un régime technique d’appréciation de la beauté proche, mais distinct, du régime esthétique. Elle entend ainsi montrer que les jeux vidéo sont un objet privilégié pour donner accès à cette beauté technique, tout en développant, en même temps, des spécificités esthétiques originales<br>This PhD thesis approaches videogames through the lense of player experience and aims to build a theoretical model that draws on two distinct philosophical traditions : aesthetics and philosophy of technology. It aims to prove both the existence of different regimes for experiencing games (namely closed play, open play and beautiful play) and that from each of these regimes stems a specific kind of sensible pleasure, expressed by an appreciative sensible judgement. Among these experiences, some are particularily defined by their ludic aspect. They lead the player to develop technical skills and henceforth require attentional dynamics which differ greatly from those implied by aesthetic experience. Relying on a technical definition of both game and play, this work shows that a technical regime of feeling and judging beauty exists which is close to the aesthetic regime and yet remains distinct from it. This thesis thus considers video games as a privileged means to reach this technical beauty and as one that develops aesthetic properties of their own
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Rutherford, Kevin J. "Pack Your Things and Go: Bringing Objects to the Fore in Rhetoric and Composition." Miami University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=miami1436295241.

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Wunderlich, Ralf. "Der kluge Spieler und die Ethik des Computerspielens." Universität Potsdam, 2012. http://opus.kobv.de/ubp/volltexte/2012/5551/.

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„Der kluge Spieler und die Ethik des Computerspielens“ ist eine moralphilosophische Analyse der sogenannten „Killerspiel-Diskussion“. Als Aufhänger dient der Amoklauf von Winnenden, in dessen Nachgang Diskussionen über Computerspiele, speziell solche mit gewalthaltigem Inhalt, aufkamen. In der öffentlichen Meinung wird häufig davon ausgegangen, dass das Spielen solcher Computerspiele auch in der Realität zu gewalttätigem Verhalten führt. Einige Politiker stellen diese Spiele sogar mit Kinderpornographie gleich. Mithilfe dreier bekannter normativer ethischer Theorien – dem Konsequentialismus (Mill), der Deontologie (Kant) und der Tugendethik (Aristoteles) – werden die wissenschaftlichen Argumente contra Computerspiele analysiert und bewertet. Die Computerspielgegner konzentrieren sich auf den Inhalt und die grafische Darstellung der Spiele (narratologischer Ansatz). Am Ende einer ausführlichen Darstellung ihrer Argumente stellt sich heraus, dass keines davon haltbar ist, wenn man die ethischen Theorien auf sie anwendet. Einzig der tugendethische Ansatz scheint Ansätze zu bieten, auf denen man aufbauen kann, allerdings nicht gegen, sondern für Spiele. Diesem wird im zweiten Teil des Buches nachgegangen. Miguel Sicarts Werk „The Ethics of Computer Games“ versucht, eine konkrete Ethik des Computerspiels zu entwickeln. In „Der kluge Spieler und die Ethik des Computerspielens“ wird Sicarts Werk zum ersten Mal im Deutschen vorgestellt, in seine einzelnen Bestandteile zerlegt und re-strukturiert. In Sicarts Ethik-Konzept für Computerspiele werden die Inhalte und die Grafik der Computerspiele komplett außen vor gelassen. Sein Ansatz ist ein ludologischer (spielwissenschaftlicher), der das Regelwerk und System der Spiele in den Vordergrund schiebt. Die drei Kernelemente seiner Theorie werden dargestellt: 1. das Computerspiel als moralisches Objekt, 2. der Computerspieler als moralisches Subjekt und 3. das Computerspielen als moralische Handlung. Diese drei Aspekte wirken zusammen und miteinander. Es entsteht eine Wechselwirkung zwischen dem Spiel und dem Spieler, in den auch das Nicht-Spieler-Subjekt einbezogen wird. Ein Mensch spielt ein Computerspiel und wird dadurch zum Spieler dieses Spiels. Er nimmt das Regelwerk auf und ruft seine vorhandene Erfahrung aus früheren Spielen ab, um somit ein möglichst gelungenes Spielen zu bewerkstelligen. Damit ist gemeint, dass er nicht schummelt, dass er keine Tricks anwendet, dass er in Mehrspielerspielen Fairplay walten lässt etc. Zusätzlich ist dieser Spieler aber nicht nur ein Spieler, sondern er befindet sich in sozialen Kontexten, hat Werte und Ansichten und diese fließen in sein Spieler-Repertoire ein. In solch einer Wechselwirkung verhält sich der Spieler moralisch korrekt, wenn er dem Spiel zu dem verhilft, was es ist: eine Erfahrung. Das Spiel ist nämlich zweierlei: 1. Das Objekt, also eine CD in einer Hülle mit einer Spielanleitung etc. 2. Das Spiel, das am Bildschirm tatsächlich erfahren wird, indem es gespielt wird. Sieht das Spiel eine gewalthaltige Lösung vor, ist es in Sicarts Ethik des Computerspiels moralisch richtig, diese zu vollziehen. Was Sicart mit seiner Theorie letztendlich zeichnet, ist das Bild eines „klugen Spielers“. Der dritte Teil des Buches analysiert Sicarts Ethik des Computerspiels und zeigt mithilfe eines praktischen Beispiels seine Schwachstelle auf. Während die Computerspielgegner sich ausschließlich auf den Inhalt und die Grafik konzentrieren, ignoriert Sicart sie gänzlich. Somit stellen beide Ansätze Extrempositionen dar. Sicarts Ansatz wird in eine „Ethik des Computerspielens“ uminterpretiert und anschließend auf die Diskussionen rund um den Amoklauf von Winnenden angewendet. Dadurch können die Ausgangsargumente gegen Killerspiele endgültig wissenschaftlich widerlegt werden. Im letzten Teil des Buches wird die Brücke zum tugendethischen Ansatz des Aristoteles geschlagen: der gemäßigte Mittelweg führt zu einem guten Leben. Eine komplette Computerspielethik muss beide Aspekte beinhalten: den grafisch-inhaltlichen („narratologischen“) und den spieltechnischen („ludologischen“) Ansatz. Nur im Zusammenspiel beider kann eine umfassende Computerspielethik gesucht und gefunden werden. Hierzu wird ein Grundgerüst vorgeschlagen sowie zwei Ideen, welche für weitere Forschung auf dem Gebiet verwendet werden können.<br>“The Prudent Player and the Ethics of Computer Gaming” is a moral philosophical analysis of the so called “killergame-controversy”. After the gun rampage of Winnenden, heavy discussions arose in Germany about video games, especially those with violent content. The public opinion is that violent video games cause violent behaviour in real life. Some German politicians even claimed that such games would be on one level with child pornography. With the help of three known normative ethical theories – consequentialism (Mill), deontology (Kant) and virtue ethics (Aristoteles) – the scientific arguments against video games are analysed and evaluated. The opponents of video games focus on the content and graphics of the games (narratological approach). After an extensive presentation of their arguments, it turns out that none remains valid after applying the ethical theories to them. Solely the virtue ethics approach seems to be of help, however not against but in aid of video games. This is dealt with in the second part of the book. Miguel Sicart’s work “The Ethics of Computer Games” tries to develop a tangible ethics for computer games. “The Clever Player and the Ethics of Computer Gaming” presents Sicart’s theory for the first time in German and re-structures it’s content by focussing on the main ingredients of his theory. Sicart’s concept does not include any content or graphical aspects. It is a strictly ludological (game studies) approach which focuses on the rules and the system of the games. The three main elements of his theory are: 1. the video game as a moral object, 2. the player as a moral subject and 3. playing video games as a moral act. These three aspects work together. The result is an interaction between the game and the player which also includes the non-playing-subject of the player. A person starts playing a video game and hence becomes the player of this game. He acts according to the rules and uses his previous experience with other games in order to play as properly as possible. This means that he does not cheat, does not use tricks, acts with fair play in multiplayer games etc. Since the player is more than just a player, he also uses his virtues and perspectives from the real world as a player-tool. The player acts morally correct in such an interaction, if he helps the game become an experience rather than a mere object (CD/DVD). Only when a game is experienced on the screen by a player, it becomes a real game as intended by it’s designers. And if this game needs a violent on-screen solution for solving a problem, then the player ought to do so. The player which Sicart describes is a “clever player” and not some sort of zombie without thoughts and evaluation of what is happening. The third part of the book analyses Sicart’s framework and shows his weakness with the help of a practical example. While the opponents of video games focus on the content and graphics only, Sicart’s approach does not include them at all. Therefore, both positions are extreme and Sicart’s point of view is re-interpreted into an “Ethics of Computer Gaming”, pointing out the active part of his theory. Now it is scientifically possible to prove all arguments against video games following the Winnenden-controversy wrong at one go. The last part of the book goes back to Aristoteles’ view on ethics: living a good life means finding the middle ground between extremes. Hence, a complete ethics of computer games needs both approaches: the narratological (graphics and content) and the ludological (rules and game systems). Only when both are combined, a real ethics of computer games is possible. A framework for such a theory is proposed as well as two ideas which can be helpful for further research in this field.
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Sweeney, Mark Richard. "The aesthetics of videogame music." Thesis, University of Oxford, 2014. https://ora.ox.ac.uk/objects/uuid:70a29850-0c0d-4abd-a501-e75224fa856a.

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The videogame now occupies a unique territory in contemporary culture that offers a new perspective on conceptions of high and low art. While the fear that the majority of videogames 'pacify' their audience in an Adornian "culture industry" is not without justification, its reductionism can be countered by a recognition of the diversity and aesthetic potential of the medium. This has been proposed by sociologist, Graeme Kirkpatrick, although without close attention to the role of music. Videogame music often operates in similar ways to music in other mixed-media scenarios, such as film, or opera. In the same way that film music cannot be completely divorced from film, videogame music is contingent on and a crucial part of the videogame aesthetic. However, the interactive nature of the medium - its différance - has naturally led to the development of nonlinear musical systems that tailor music in real time to the game's dynamically changing dramatic action. Musical non-linearity points beyond both music and videogames (and their respective discourses) toward broader issues pertinent to contemporary musicology and critical thinking, not least to matters concerning high modernism (traditionally conceived of as resistant to mass culture). Such issues include Barthes's "death of the author", the significance of order/disorder as a formal spectrum, and postmodern conceptions and experiences of temporality. I argue that in this sense the videogame medium - and its music - warrants attention as a unique but not sui generis aesthetic experience. Precedent can be found for many of the formal ideas employed in such systems in certain aspects of avant-garde art, and especially in the aleatoric music prevalent in the 1950s and 60s. This thesis explores this paradox by considering videogames as both high and low, and, more significantly, I argue that the aesthetics of videogame music draw attention to the centrality of "play" in all cultural objects.
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Blake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.

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This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of these concepts are contextualized within the exponential growth of new technologies. That is to say, all of these semiotic developments must be framed within the post-Internet sphere.
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Levieux, Guillaume. "Mesure de la difficulté des jeux vidéo." Electronic Thesis or Diss., Paris, CNAM, 2011. http://www.theses.fr/2011CNAM0761.

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Cette thèse a pour objectif de donner une définition générale et mesurable de la difficulté du gameplay dans un jeu vidéo. Elle propose une méthode et un outil pour mesurer cette difficulté. La méthode de mesure couramment employée est en effet principalement heuristique et propre au contexte de chaque jeu. Nous proposons une approche générique d’analyse du gameplay qui prend en compte l’apprentissage du joueur et permet une évaluation statistique de la difficulté d’un gameplay. Dans un premier temps, la thèse explore les liens entre difficulté, game design, et plaisir de jouer. Nous étudions diverses formes de difficultés : sensorielles, logiques et motrices. Après diverses expérimentations d’analyse automatique de gameplay, nous détaillons notre modèle de mesure de la difficulté, et l’analyse en challenges et capacités d’un gameplay, ainsi que le logiciel associé. Finalement, nous présentons une expérience, dont l’objectif est de tester la faisabilité et la précision de notre modèle<br>The goal of this thesis is to propose a general and measurable definition of the difficulty in video games. The current approach, widely adopted, is mainly heuristic, and depends on each game’s context. We propose a generic way to analyse a gameplay, taking into account the player’s apprenticeship, which allows to statistically evaluate the gameplay’s difficulty. The thesis first explores the links between difficulty, game design and the player’s enjoyment. Then, we study different types of difficulties, sensory, logical and motor. After a few experiments on automatic gameplay analysis, we detail our measurement model, base on the splitting of gameplay into challenges and capacities. We present the developed software, and report an experiment that we ran to test the feasibility and accuracy of our measuring technique
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Books on the topic "Video games – Philosophy"

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Game design theory: A new philosophy for understanding games. A K Peters/CRC Press, 2012.

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Burgun, Keith. Game design theory: A new philosophy for understanding games. A K Peters/CRC Press, 2012.

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Jason, Blahuta, and Beaulieu Michel, eds. Final fantasy and philosophy: The ultimate walkthrough. J. Wiley, 2010.

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1980-, Cuddy Luke, ed. The Legend of Zelda and philosophy: I link thereforeI am. Open Court, 2009.

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Edited by Juan Carlos Piñeiro-Escoriaza ; music by David Gregory Byrne, ed. Second skin. Liberation Entertainment, 2009.

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Samuel, Ruffat, ed. Espaces et temps des jeux vidéo. Questions théoriques, 2012.

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The art of failure: An essay on the pain of playing video games. MIT Press, 2013.

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Gałuszka, Damian. Technokultura: Transhumanizm i sztuka cyfrowa. Wydawnictwo LIBRON - Filip Lohner, 2016.

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P, Zanna Mark, ed. Advances in experimental social psychology. Academic Press, 2004.

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Karen, Schrier, and Gibson, David, 1950 Aug. 27-, eds. Ethics and game design: Teaching values through play. Information Science Reference, 2010.

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Book chapters on the topic "Video games – Philosophy"

1

Triclot, Mathieu. "The Role of the Philosophy of Technology in French-Language Studies of Video Games." In Philosophy of Engineering and Technology. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-89518-5_7.

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"Games and God’s Goodness (World-Builder and Tycoon Games)." In Philosophy Through Video Games. Routledge, 2009. http://dx.doi.org/10.4324/9780203877869-10.

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"“Realistic Blood and Gore”: Do Violent Games Make Violent Gamers? (First-Person Shooters)." In Philosophy Through Video Games. Routledge, 2009. http://dx.doi.org/10.4324/9780203877869-9.

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"Epilogue: Video Games and the Meaning of Life." In Philosophy Through Video Games. Routledge, 2009. http://dx.doi.org/10.4324/9780203877869-13.

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"I, Player: The Puzzle of Personal Identity (MMORPGs and Virtual Communities)." In Philosophy Through Video Games. Routledge, 2009. http://dx.doi.org/10.4324/9780203877869-7.

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"The Game Inside the Mind, the Mind Inside the Game (The Nintendo Wii Gaming Console)." In Philosophy Through Video Games. Routledge, 2009. http://dx.doi.org/10.4324/9780203877869-8.

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"The Metaphysics of Interactive Art (Puzzle and Adventure Games)." In Philosophy Through Video Games. Routledge, 2009. http://dx.doi.org/10.4324/9780203877869-11.

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"Artificial and Human Intelligence (Single-Player RPGs)." In Philosophy Through Video Games. Routledge, 2009. http://dx.doi.org/10.4324/9780203877869-12.

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Richardson, Chris, and Mike Elrod. "BioShock and the Ghost of Ayn Rand." In Advances in Multimedia and Interactive Technologies. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0477-1.ch006.

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This chapter examines the popular 2007 video game BioShock and its relation to the work of Objectivist author Ayn Rand. Using Jacques Rancière's model of emancipatory learning and Polanyi's concept of tacit knowledge, the authors explore how video games can instill transferable skills and knowledge by forming intertextual connections to other media. Including an interview with BioShock creator Ken Levine, the authors discuss how players may learn about works such as Rand's Atlas Shrugged, forming opinions, criticisms, and applications of her philosophy, without ever receiving explanations of it in the game. They conclude the chapter by demonstrating the potential for such forms of learning to become more prominent in video games, while also acknowledging the inherent limitations of the medium.
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Reynolds, Daniel. "Transactionism." In Media in Mind. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190872519.003.0002.

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This chapter proposes a theoretical approach to media use that treats media and their users’ minds as continuous with one another. It calls this approach “transactionism.” It shows how the philosophy of John Dewey is relevant to the study of contemporary media. The chapter shows how Dewey’s ideas can clarify historical problems from throughout the history of media studies. It uses examples from video games and films to illustrate the utility of transactionism in thinking about individual media and in thinking about relationships among media. It shows how contemporary philosophy of mind extends concepts from Dewey’s philosophy. This clarifies the relationship between Dewey’s ideas and the film and video game examples that the chapter presents.
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Conference papers on the topic "Video games – Philosophy"

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Umbelino, Mateus A. M., and Rosilane Ribeiro da Mota. "Negativity in Play - How Negative Emotions create Meaningful Games." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19635.

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Emotions are considered a core component of any media experience, including video games. However, most research regarding video game experiences regularly focus on the positive emotions elicited during play. As research on negatively valenced emotions is still ongoing, recent studies show they can provide more meaningful experiences for players. Therefore, this paper seeks to build upon previous research to emphasize how negatively valenced emotions can benefit the player experience (PX). Accordingly, studies regarding psychological research, essays, and presentations focused on game design are analyzed and discussed. A closing section of this paper serves as an examination of the game Getting Over It With Bennet Foddy, whose thematic and design philosophy complement those explored by this paper.
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Cobos, Miguel, and Daniel Ripalda. "Production of educational videogame from the design document." In Intelligent Human Systems Integration (IHSI 2022) Integrating People and Intelligent Systems. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe100996.

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This work aims to promote environmental awareness in children, as a philosophy of life, to promote a culture of care for the ecosystem in their family and social environment. From the field of video games, we wanted to achieve the proposed objective, for this we started from the design document, based on Rogers' model. Prototypes were developed, levels were designed, resources were placed in the scenario, physics and mechanics were tested. The agile Scrum methodology and the Unity video game engine with C# scripts were considered for the development. The video game consists of a superhero of nature with three levels, was generated in its initial phase to be tested with the target audience. The results obtained from a control group of children from 7 to 10 years old are presented. A user experience evaluation method was applied by inspection to obtain results related to usability heuristics, Gestalt principles, interactions, and perception of aesthetics.
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Wan, Ailin, Fangjie Yang, Siyang Liu, and Wenyi Feng. "Research on the Influence of Video Games on Children’s Growth in the Era of New Media." In 5th International Conference on Contemporary Education, Social Sciences and Humanities - Philosophy of Being Human as the Core of Interdisciplinary Research (ICCESSH 2020). Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.200901.037.

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Barovic, Vladimir. "ADVANTAGES OF USING MODERN DIGITAL TECHNOLOGIES IN LECTURES AND PRACTICAL CLASSES IN THE SUBJECT "WAR AND CRISIS REPORTING" AT THE DEPARTMENT OF MEDIA STUDIES, FACULTY OF PHILOSOPHY, UNIVERSITY OF NOVI SAD." In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-193.

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The subject "War and Crisis Reporting" is very important for students of journalism because they are trained to professionally, objectively and ethically report from regions affected by war activities. In an academic year at the Department of Media Studies, Faculty of Philosophy, University of Novi Sad, Serbia, there are two hours of lectures and two hours of practical classes per semester in this subject. In the lectures, students gain theoretical knowledge of a war reporter's work in regions affected by war and crisis all over the world. In practical classes, students attend a first aid course realized in collaboration with the Red Cross. Additionally, there are visits to Serbian military units that regularly send their soldiers to peacekeeping missions around the world. In this way, students gain invaluable experience and knowledge of the work system of soldiers in peacekeeping missions and regions affected by war activities. In this research that involved 40 students who attend the subject "War and Crisis Reporting", we have examined the possibility of using modern digital technologies in lectures and practical classes. We have analysed students' answers to the question related to the possibility of introducing internet simulations to the training process for war reporters at the faculty. Also, we have analysed students' answers to the question of whether they can use video games and online simulations in rescuing casualties in war conditions and professional i.e. psychological preparation of a reporter for war conditions. There has been investigated the extent to which students have used the digital library of the Faculty of Philosophy in Novi Sad so far for writing seminar papers or preparing for exams. We have considered the students' opinion on the use of modern digital technologies in the teaching process, the need for organising online lectures, as well as the cooperation with the teacher on the given internet platform.
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