Results for ' gaming devices ‐ creating sophisticated, responsive, and beautiful fictional worlds'

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  1.  12
    Glossary.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes, The Art of Videogames. Wiley‐Blackwell. pp. 197–208.
    The prelims comprise: Half‐Title Page Wiley Series Page Title Page Copyright Page Dedication Page Table of Contents Acknowledgments.
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  2. A glass half-full: Brian Skyrms's signals.Kim Sterelny - 2012 - Economics and Philosophy 28 (1):73-86.
    ExtractBrian Skyrms's Signals has the virtues familiar from his Evolution of the Social Contract and The Stag Hunt. He begins with a very simple model of agents in interaction, and in a series of brief and beautifully clear chapters, this model and its successors are explored, elaborated, connected and illustrated through biological theory and the social sciences. Signals borrows its core model from David Lewis: it is Lewis's signalling game. In this game, two agents interact. One agent can observe which (...)
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  3.  92
    Breve storia dell'etica.Sergio Cremaschi - 2012 - Roma RM, Italia: Carocci.
    The book reconstructs the history of Western ethics. The approach chosen focuses the endless dialectic of moral codes, or different kinds of ethos, moral doctrines that are preached in order to bring about a reform of existing ethos, and ethical theories that have taken shape in the context of controversies about the ethos and moral doctrines as means of justifying or reforming moral doctrines. Such dialectic is what is meant here by the phrase ‘moral traditions’, taken as a name for (...)
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  4.  87
    How Fictional Worlds Are Created.Deena Skolnick Weisberg - 2016 - Philosophy Compass 11 (8):462-470.
    Both adults and children have the ability to not only think about reality but also use their imaginations and create fictional worlds. This article describes the process by which world creation happens, drawing from philosophical and psychological treatments of this issue. First, world creators recognize the need to create a fictional world, as when starting a pretend game or opening a novel. Then, creators merge some real-world knowledge with the premises of the fictional world to construct (...)
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  5. The End Times of Philosophy.François Laruelle - 2012 - Continent 2 (3):160-166.
    Translated by Drew S. Burk and Anthony Paul Smith. Excerpted from Struggle and Utopia at the End Times of Philosophy , (Minneapolis: Univocal Publishing, 2012). THE END TIMES OF PHILOSOPHY The phrase “end times of philosophy” is not a new version of the “end of philosophy” or the “end of history,” themes which have become quite vulgar and nourish all hopes of revenge and powerlessness. Moreover, philosophy itself does not stop proclaiming its own death, admitting itself to be half dead (...)
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  6. Ever Since the World Began: A Reading & Interview with Masha Tupitsyn.Masha Tupitsyn & The Editors - 2013 - Continent 3 (1):7-12.
    "Ever Since This World Began" from Love Dog (Penny-Ante Editions, 2013) by Masha Tupitsyn continent. The audio-essay you've recorded yourself reading for continent. , “Ever Since the World Began,” is a compelling entrance into your new multi-media book, Love Dog (Success and Failure) , because it speaks to the very form of the book itself: vacillating and finding the long way around the question of love by using different genres and media. In your discussion of the face, one of the (...)
     
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  7.  58
    Fictional Games: A Philosophy of Worldbuilding and Imaginary Play.Stefano Gualeni & Riccardo Fassone - 2023 - London (UK): Bloomsbury Publishing. Edited by Riccardo Fassone.
    What role do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the reader will never watch or play? Combining perspectives from philosophy, literature and game studies, this book provides the first in-depth investigation into the significance of games in fictional worlds. With examples from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce four key functions that different (...)
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  8.  47
    What Belongs in a Fictional World?Deena Skolnick Weisberg & Joshua Goodstein - 2009 - Journal of Cognition and Culture 9 (1-2):69-78.
    How do readers create representations of fictional worlds from texts? We hypothesize that readers use the real world as a starting point and investigate how much and which types of real-world information is imported into a given fictional world. We presented subjects with three stories and asked them to judge whether real world facts held true in the story world. Subjects' responses indicated that they imported many facts into fiction, though what exactly is imported depends on two (...)
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  9. Filter bubbles, Echo Chambers, and Online Communities.Hanna Gunn - 2021 - In Michael Hannon & Jeroen de Ridder, The Routledge Handbook of Political Epistemology. New York: Routledge. pp. 192-202.
    In Neal Stephenson’s fictional novel, Diamond Age (1995), the protagonist Nell acquires a prototype of what we might today recognise as a highly sophisticated e-reader with a voice-assistant. This e-reader, the “Young Lady’s Illustrated Primer”, uses artificial intelli- gence to serve as Nell’s personal teacher. What is key to the Primer is how it is designed to respond to Nell. The Primer has a theory of Nell – her needs, her real-world situation, her abilities – and it tailors its (...)
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  10.  85
    Response to Yiannis Miralis,?Manos Hadjidakis: The Story of an Anarchic Youth and a?Magnus Eroticus??Lenia Serghi - 2004 - Philosophy of Music Education Review 12 (1):80-83.
    In lieu of an abstract, here is a brief excerpt of the content:Philosophy of Music Education Review 12.1 (2004) 80-83 [Access article in PDF] Response to Yiannis Miralis, "Manos Hadjidakis: The Story of an Anarchic Youth and a 'Magnus Eroticus'" Lenia Serghi Ionian University, Corfu Manos Hadjidakis and his work are like his song, "O Mythos," for they take you from reality to fantasy and bring you back again. For my generation Hadjidakis was a myth with substance, since he was (...)
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  11. Mad Speculation and Absolute Inhumanism: Lovecraft, Ligotti, and the Weirding of Philosophy.Ben Woodard - 2011 - Continent 1 (1):3-13.
    continent. 1.1 : 3-13. / 0/ – Introduction I want to propose, as a trajectory into the philosophically weird, an absurd theoretical claim and pursue it, or perhaps more accurately, construct it as I point to it, collecting the ground work behind me like the Perpetual Train from China Mieville's Iron Council which puts down track as it moves reclaiming it along the way. The strange trajectory is the following: Kant's critical philosophy and much of continental philosophy which has followed, (...)
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  12.  36
    Taste and "The Conversible World" in the Eighteenth Century.Rochelle Gurstein - 2000 - Journal of the History of Ideas 61 (2):203.
    In lieu of an abstract, here is a brief excerpt of the content:Journal of the History of Ideas 61.2 (2000) 203-221 [Access article in PDF] Taste and "the Conversible World" in the Eighteenth Century Rochelle Gurstein In the middle of the nineteenth century a series entitled "Afoot" appeared in the literary magazine Blackwood's (1857), describing an Englishman's travels through Europe. In one installment the narrator tells of meeting a Yankee, who had just come from Florence the beautiful. Our friend (...)
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  13.  53
    Fictional Games and Utopia: The Case of Azad.Stefano Gualeni - 2021 - Science Fiction Film and Television 14 (2):187-207.
    Fictional games’ are playful activities and ludic artefacts that were conceptualised to be part of fictional worlds. These games cannot – or at least were not originally meant to – be actually played. This interdisciplinary article discusses fictional games, focusing on those appearing in works of sf. Its objective is that of exploring how fictional games can function as utopian devices. Drawing on game studies, utopian studies, and sf studies, the first half of the (...)
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  14. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio Negri’s Empire (2000), which (...)
     
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  15.  90
    The Role of Glass in Interior Architecture: Aesthetics, Community, and Privacy.Matthew Ziff - 2004 - Journal of Aesthetic Education 38 (4):10.
    In lieu of an abstract, here is a brief excerpt of the content:The Role of Glass in Interior Architecture:Aesthetics, Community, and PrivacyMatthew Ziff (bio)Design education seeks to infuse students with knowledge, skills, and attitudes, regarding the design of the built environment. In the areas of knowledge and attitude, sophistication and competence are developed through both practice (largely carried out in the design studio environment), and engagement with critical analysis (largely carried out in seminar classes and traditional lecture format class environments). (...)
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  16.  35
    Human Rights and the Broken World.Jesse Tomalty - 2014 - Philosophy and Public Issues - Filosofia E Questioni Pubbliche 4 (2):47-57.
    In Ethics for a Broken World (2011),Tim Mulgan invites us to partake in a series of lectures delivered in a fictional future on some of the political philosophies that dominate our current tradition. The future he asks us to imagine is one in which the world is ‘broken’. In the broken world, climate change has lead to intermittent and unpredictable periods of radical scarcity in which there are insufficient resources to guarantee the survival of all existing persons (8-12). We (...)
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  17.  8
    Creation and beauty in Tolkien's Catholic vision: a study in the influence of Neoplatonism in J. R.R. Tolkien's philosophy of life as "being and gift".Michael John Halsall - 2020 - Eugene, Oregon: Pickwick Publications. Edited by Alison Milbank.
    This book invites readers into Tolkien's world through the lens of a variety of philosophers, all of whom owe a rich debt to the Neoplatonic philosophical tradition. It places Tolkien's mythology against a wider backdrop of Catholic philosophy and asks serious questions about the nature of creation, the nature of God, what it means to be good, and the problem of evil. Halsall sets Tolkien alongside both his contemporaries and ancient authors, revealing his careful use of literary devices inspired (...)
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  18. The language game of responsible agency and the problem of free will: How can epistemic dualism be reconciled with ontological monism?Jürgen Habermas - 2007 - Philosophical Explorations 10 (1):13 – 50.
    In this essay, I address the question of whether the indisputable progress being made by the neurosciences poses a genuine threat to the language game of responsible agency. I begin by situating free will as an ineliminable component of our practices of attributing responsibility and holding one another accountable, illustrating this via a discussion of legal discourse regarding the attribution of responsibility for criminal acts. I then turn to the practical limits on agents' scientific self-objectivation, limits that turn out to (...)
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  19.  5
    Literary Criticism: Reflections from a Damaged Field.William M. Chace - 2024 - Common Knowledge 30 (2):204-207.
    From mid-2020 until early 2023, the Chronicle of Higher Education published a series of essays that, when summed up, represents a valediction for English and American literary studies as practiced during the last half century. Some of the Chronicle authors, enjoying the privilege of tenure, speak for the profession as it was in healthier times. Others, representing a younger generation of scholars, hold on to unstable teaching positions. All are disconsolate.The essays, collected on the Chronicle website, look back to those (...)
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  20.  43
    Response to Deborah Bradley, “Oh, That Magic Feeling! Multicultural Human Subjectivity, Community, and Fascism's Footprints”.Marja Heimonen - 2009 - Philosophy of Music Education Review 17 (1):85-89.
    In lieu of an abstract, here is a brief excerpt of the content:Response to Deborah Bradley, “Oh that Magic Feeling! Multicultural Human Subjectivity, Community, and Fascism’s Footprints”Marja HeimonenDeborah Bradley has written a most interesting paper that is concerned with anti-racism pedagogy and significant musical moments. Her study has a moral and an ethical dimension; the style of writing is fresh and honest, and she is deeply involved in her important theme. In addition, she is able to explore both sides of (...)
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  21. Object-Oriented France: The Philosophy of Tristan Garcia.Graham Harman - 2012 - Continent 2 (1):6-21.
    continent. 2.1 (2012): 6–21. The French philosopher and novelist Tristan Garcia was born in Toulouse in 1981. This makes him rather young to have written such an imaginative work of systematic philosophy as Forme et objet , 1 the latest entry in the MétaphysiqueS series at Presses universitaires de France. But this reference to Garcia’s youthfulness is not a form of condescension: by publishing a complete system of philosophy in the grand style, he has already done what none of us (...)
     
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  22. The Gravity of Pure Forces.Nico Jenkins - 2011 - Continent 1 (1):60-67.
    continent. 1.1 (2011): 60-67. At the beginning of Martin Heidegger’s lecture “Time and Being,” presented to the University of Freiburg in 1962, he cautions against, it would seem, the requirement that philosophy make sense, or be necessarily responsible (Stambaugh, 1972). At that time Heidegger's project focused on thinking as thinking and in order to elucidate his ideas he drew comparisons between his project and two paintings by Paul Klee as well with a poem by Georg Trakl. In front of Klee's (...)
     
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  23. Grande Sertão: Veredas by João Guimarães Rosa.Felipe W. Martinez, Nancy Fumero & Ben Segal - 2013 - Continent 3 (1):27-43.
    INTRODUCTION BY NANCY FUMERO What is a translation that stalls comprehension? That, when read, parsed, obfuscates comprehension through any language – English, Portuguese. It is inevitable that readers expect fidelity from translations. That language mirror with a sort of precision that enables the reader to become of another location, condition, to grasp in English in a similar vein as readers of Portuguese might from João Guimarães Rosa’s GRANDE SERTÃO: VEREDAS. There is the expectation that translations enable mobility. That what was (...)
     
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  24.  19
    Martial: The World of the Epigram (review).Sven Lorenz - 2008 - American Journal of Philology 129 (3):439-442.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Martial: The World of the EpigramSven LorenzWilliam Fitzgerald. Martial: The World of the Epigram. Chicago, Ill.: University of Chicago Press, 2007. x + 258 pp.At the beginning of The World of the Epigram, Fitzgerald asks, “How does one read an epigrammatist?” (1). It is the question of how to come to terms with “the paradox of a book that is at the same time a random collection of (...)
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  25. Teaching & learning guide for: The aesthetics of nature.Glenn Parsons - 2008 - Philosophy Compass 3 (5):1106-1112.
    Traditionally, analytic philosophers writing on aesthetics have given short shrift to nature. The last thirty years, however, have seen a steady growth of interest in this area. The essays and books now available cover central philosophical issues concerning the nature of the aesthetic and the existence of norms for aesthetic judgement. They also intersect with important issues in environmental philosophy. More recent contributions have opened up new topics, such as the relationship between natural sound and music, the beauty of animals, (...)
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  26.  30
    Is the Unity of Goodness and Beauty the Feature of the Confucian Aesthetics?Yi Wang & Fu Xiaowei - 2008 - Proceedings of the Xxii World Congress of Philosophy 1:273-281.
    Carroll denies that the spectator of fiction film commonly has empathy with the characters. He argues that the spectator typically emotes to the events in the film from his position as observer, and that this context gives asymmetrical reactions in spectator and character. According to Carroll, empathy is unlikely to occur. Theproblem with this argument is that if the differences between spectator and character that Carroll points to exclude empathy, it would also exclude empathy in real life. Furthermore, Carroll merely (...)
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  27.  56
    The Rise of Postmodernisms and the "End of Science".Gerald James Holton - 2000 - Journal of the History of Ideas 61 (2):327-341.
    In lieu of an abstract, here is a brief excerpt of the content:Journal of the History of Ideas 61.2 (2000) 327-341 [Access article in PDF] The Rise of Postmodernisms and the "End of Science" Gerald Holton * [Errata]In a remarkable essay, "The Apotheosis of the Romantic Will," Isaiah Berlin leads up to a key question facing historians of ideas today. He begins with the observation that beliefs have entered our culture that "draw their plausibility" from a deep and radical revolt (...)
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  28. 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, if (...)
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  29. Plato's Atlantis Story and the Birth of Fiction.Christopher Gill - 1979 - Philosophy and Literature 3 (1):64-78.
    In lieu of an abstract, here is a brief excerpt of the content:Christopher Gill PLATO'S ATLANTIS STORY AND THE BIRTH OF FICTION There is a sense in which Plato's Atlantis story is the earliest example of narrative fiction in Greek literature; which is also to say it is the earliest example in Western literature. This may seem a surprising claim. Plato's story is introduced in the Timaeus as the record of a factual event and as one which is "absolutely true." (...)
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  30.  53
    Worlds without End: A Platonist Theory of Fiction.Patrick Grafton-Cardwell - 2021 - Dissertation, University of Massachusetts, Amherst
    I first ask what it is to make up a story. In order to answer that question, I give existence and identity conditions for stories. I argue that a story exists whenever there is some narrative content that has intentionally been made accessible. I argue that stories are abstract types, individuated by the conditions that must be met by something in order to be a properly formed token of the type. However, I also argue that the truth of our story (...)
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  31.  98
    Phenomenology, Pokémon Go, and Other Augmented Reality Games: A Study of a Life Among Digital Objects.Nicola Liberati - 2018 - Human Studies 41 (2):211-232.
    The aim of this paper is to analyse the effects on the everyday world of actual Augmented Reality games which introduce digital objects in our surroundings from a phenomenological point of view. Augmented Reality is a new technology aiming to merge digital and real objects, and it is becoming pervasively used thanks to the application for mobile devices Pokémon Go by Niantic. We will study this game and other similar applications to shed light on their possible effects on our (...)
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  32.  49
    Petronius and the Anatomy of Fiction (Book).Costas Panayotakis - 2004 - American Journal of Philology 125 (1):152-155.
    In lieu of an abstract, here is a brief excerpt of the content:American Journal of Philology 125.1 (2004) 152-155 [Access article in PDF] Victoria Rimell. Petronius and the Anatomy of Fiction. Cambridge: Cambridge University Press, 2002. x + 239 pp. Cloth, $60. The jacket illustration of this book shows a detail from Dali's Autumnal Cannibalism(1936), now in the Tate Modern, London. This bleak picture shows the upper parts of two fluid bodies, one wearing a cream shirt and having an apple (...)
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  33. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of the work (...)
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  34.  24
    Semantic and Stylistic Features of Kant’s Observations on the Feeling of the Beautiful and the Sublime: The Art of Seeing and Describing an Object.Anastasia V. Babaeva, Ludmila V. Guseva & Olga M. Kim - 2022 - Kantian Journal 41 (2):68-95.
    Immanuel Kant’s Observations on the Feeling of the Beautiful and the Sublime is examined in the context of the emergence of the epistemological practice of scientific observation. By focusing on the genre-stylistic and semantic-structural features of the text the authors demonstrate the mechanisms of observation as well as the methods of describing the results characteristic of mid-eighteenth century science. The authors consider Kant’s treatise to be a hybrid text: on the one hand, it attests to the importance of the (...)
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  35.  47
    The Beauty of Christian Art.Daniel Gustafsson - 2012 - Forum Philosophicum: International Journal for Philosophy 17 (2):175-196.
    This paper deals with beauty as we encounter it in Christian works of art. Three main points are argued: i) Beauty, as it appears in the Christian work of art, is an invitation to delight and gratitude; ii) Beauty, as we encounter it in the Christian work of art, asks of us both the deepening of discernment and the cultivation of desire; iii) Beauty, as it is manifested in the Christian work of art, is not created by the artist but (...)
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  36.  98
    Reality+: Virtual Worlds and the Problems of Philosophy by David J. Chalmers (review).Anand Jayprakash Vaidya - 2023 - Philosophy East and West 73 (1):1-6.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Reality+: Virtual Worlds and the Problems of Philosophy by David J. ChalmersAnand Jayprakash Vaidya (bio)Reality+: Virtual Worlds and the Problems of Philosophy. By David J. Chalmers. New York, NY: W.W Norton & Company, 2022. Pp. xi + 520. Hardcover $22.49, isbn 978-0-393635-80-5.It isn't uncommon to think that virtual worlds, the worlds we engage with in video games, for example, are not real or at (...)
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  37.  25
    The Many Worlds of Hugh Everett III: Multiple Universes, Mutual Assured Destruction, and the Meltdown of a Nuclear Family.Peter Byrne - 2012 - Oxford University Press.
    Peter Byrne tells the story of Hugh Everett III (1930-1982), whose "many worlds" theory of multiple universes has had a profound impact on physics and philosophy. Using Everett's unpublished papers (recently discovered in his son's basement) and dozens of interviews with his friends, colleagues, and surviving family members, Byrne paints, for the general reader, a detailed portrait of the genius who invented an astonishing way of describing our complex universe from the inside. Everett's mathematical model (called the "universal wave (...)
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  38. The Ethics of Computer Games.Miguel Sicart - 2011 - MIT Press.
    Despite the emergence of computer games as a dominant cultural industry, we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues (...)
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  39.  12
    "A World Against Itself": The Dynamics of Good Nature and Virtue in Henry Fielding's Plays.Amel Ben Ahmed - 2019 - Labyrinth: An International Journal for Philosophy, Value Theory and Sociocultural Hermeneutics 21 (2):177-196.
    In the eighteenth-century England, the aesthetic vision of most contemporary writers of the time was closely related to the social, political and religious system of belief. Augustan writers, satirists particularly, sought to reclaim for literature the morally privileged status, they thought, it supposedly held in the context of the Latitudinarian system of thought; the very rationale behind the ethic of good nature that distinguishes major writings of the time, namely the dramatic, journalistic and fictional works of the major eighteenth (...)
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  40.  25
    The artful universe.John D. Barrow - 1995 - New York: Oxford University Press.
    Our likes and dislikes--our senses and sensibilities--did not fall ready-made from the sky, argues internationally acclaimed author John D. Barrow. We know we enjoy a beautiful painting or a passionate symphony, but what we don't necessarily understand is that these experiences conjure up latent instincts laid down and perpetuated over millions of years. Now, in The Artful Universe, Barrow explores the close ties between our aesthetic appreciation and the basic nature of the Universe, challenging the commonly held view that (...)
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  41.  43
    Connecting the World Through Games.Laura P. Hartman, Jenny Mead, Patricia H. Werhane & Danielle Christmas - 2011 - Journal of Business Ethics Education 8 (1):199-230.
    When using cases to teach corporate strategy and ethical decision-making, the aim is to demonstrate to students that leadership decision-making is at its most effective when all affected stakeholders are considered, from shareholders and employees, to the local, national, and global societies in which the company operates. This paper challenges the obstructive perception of many Corporate Social Responsibility (CSR) advocates that the interests of private organizations in the alleviation of social problems should not be vested, but instead should originate from (...)
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  42.  14
    Det stof som middelalderen er gjort af – Om Game of Thrones-tapetets middelaldermediering.Ane Preisler Skovgaard - 2019 - Slagmark - Tidsskrift for Idéhistorie 79:29-45.
    The Game of Thrones Tapestry is a hand-woven and hand-embroidered tapestry which depicts key moments from the HBO TV series Game of Thrones in the style of the Bayeux Tapestry. By analysing particular aspects of its imagery and materiality, the article states that the Game of Thrones Tapestry confirms the way that the Middle Ages are also depicted in the TV series as a time of brutality, barbarism and permeable grotesque bodies, or in short, as the contrast to Modernity. With (...)
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  43.  29
    The Non-Fiction Picturebook: Knowing the World as an Integrated Experience.Giorgia Grilli - 2022 - ENCYCLOPAIDEIA 26 (64):33-43.
    The new non-fiction picturebook for children is conceived not just as an informational book, but first and foremost as a beautiful object, characterized by a largely visual and proudly creative approach to knowledge. By blending information and artistic illustration/design, transmission of data and sophisticated aesthetic experimentation, this medium seems to bring successfully together the rational/explicit and the aesthetic/intuitive way of attending to the world, with promising consequences for the development of an integrated learning experience. Applying the findings of cognitive (...)
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  44.  55
    Plato's Statesman Story: The Birth of Fiction Reconceived.John Tomasi - 1990 - Philosophy and Literature 14 (2):348-358.
    In lieu of an abstract, here is a brief excerpt of the content:PLATO'S STATESMAN STORY: THE BIRTH OF FICTION RECONCEIVED by John Tomasi In "Plato's Atlantis Story and the Birth of Fiction," Christopher Gill wants to distinguish the story ofAdantis in the Critias from Plato's earlier stories—like diat in the Statesman.1 These stories, Gill claims, belong to different literary genres. While the Statesman story is but another example of fable, the Adantis story of the Critias represents the first example—the first (...)
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  45.  28
    Book Review: The Sacred Game: The Role of the Sacred in the Genesis of Modern Literary Fiction. [REVIEW]Andrew J. McKenna - 1995 - Philosophy and Literature 19 (1):189-191.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:The Sacred Game: The Role of the Sacred in the Genesis of Modern Literary FictionAndrew J. McKennaThe Sacred Game: The Role of the Sacred in the Genesis of Modern Literary Fiction, by Cesareo Bandera; 318 pp. University Park: Pennsylvania State University Press, 1994, $16.50.When we consider the early relations of philosophy and literature, we most often think of Republic X and about degrees of separation between reality and (...)
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    Specific features of young adult anti-utopia as a genre of fiction.I. V. Ignatova - 2015 - Liberal Arts in Russia 4 (6):440.
    Anti-utopia as a genre of literature has always attracted scientific interest. The result of this interest is a number of definitions of the term ‘anti-utopia‘, none of which is universally accepted, and singling out of peculiar characteristics of such literature. The term ‘young adult anti-utopia‘ and specific features of such novels present a scientific lacuna. Having studied the language means creating the fictional world picture in modern anti-utopian young adult trilogies, the author identifies 15 main features typical of (...)
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  47.  12
    Glitches as fictional (mis)communication.Nele Van De Mosselear & Nathan Wildman - 2021 - In Timothy Barker & Maria Korolkova, 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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  48.  21
    Worlds as Transcendental and Political Fictions.Rok Benčin - 2022 - Filozofski Vestnik 42 (2).
    By examining the idea found in the works of several contemporary philosophers that the multiplicity of worlds is no longer merely possible – as it was for Leibniz – but actually determines our experience of reality, the article proposes an understanding of worlds as transcendental structures that frame the ontological multiplicity. The article argues that such a proliferation of actual worlds implies that the concept of world should be seen today as a category that belongs to the (...)
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  49.  10
    Clarifying incoherence in games.H. D. Hogenbirk, M. van de Hoef & John Meyer - 2018 - Journal of the Philosophy of Games 1 (1).
    In this paper we will analyze the concept of incoherency that has been put forward by Jesper Juul in Half-Real (2005). Juul provides a paradigmatic example of an incoherency in the game Donkey Kong. The main character of the narrative, Mario, can die and subsequently reappear at the beginning of the level. However, when pressed to describe the narrative of the game, most players would not say that Mario ever died. The respawn is attributed to the game rules instead. Juul (...)
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  50.  8
    Clarifying incoherence in games.H. D. Hogenbirk, M. van de Hoef & John Meyer - 2018 - Journal of the Philosophy of Games 1 (1).
    In this paper we will analyze the concept of incoherency that has been put forward by Jesper Juul in Half-Real (2005). Juul provides a paradigmatic example of an incoherency in the game Donkey Kong. The main character of the narrative, Mario, can die and subsequently reappear at the beginning of the level. However, when pressed to describe the narrative of the game, most players would not say that Mario ever died. The respawn is attributed to the game rules instead. Juul (...)
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