Results for 'Fantasy games '

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  1. Video Games, Violence, and the Ethics of Fantasy: Killing Time.Christopher Bartel - 2020 - London: Bloomsbury Academic.
    Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not (...)
  2. Whose Game? Gender and Power in Fantasy Sports.[author unknown] - 2020
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  3.  17
    Fulfilling the Rousseauian Fantasy: Video Games and Well-Regulated Freedom.Gideon Dishon - 2016 - Philosophy of Education 72:113-121.
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  4.  10
    The Money Game: Notes On Fantasies of Temporal Recovery and Preknowledge.Thomas J. Cottle - 1969 - Diogenes 17 (65):110-134.
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    Japanese role-playing games: genre, representation, and liminality in the JRPG.Rachael Hutchinson & Je?re?mie Pelletier-Gagnon (eds.) - 2022 - Lanham: Lexington Books.
    This book examines the origins and boundaries of Japanese digital role-playing games. A geographically diverse roster of contributors introduces English-speaking audiences to Japanese video game scholarship and applies postcolonial and philosophical readings to the Japanese game text.
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  6.  28
    Fantasy Fatigue.Dominik Finkelde - 2023 - Philosophy Today 67 (2):311-329.
    Fantasies have the power in the very midst of political communities, consciously and unconsciously alike, to suppress internal antagonisms in times of crises. More specifically, they help to blur aporias of a community’s ideological structures by invoking a common sense that reconstitutes the community, similar to an act of religious conversion. Their impact on the “space of reasons” is analyzed in this article because fantasies, and specifically excessive and radical fantasies, suspend the game of giving and asking for reasons. They (...)
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  7.  6
    Book Review: Whose Game? Gender and Power in Fantasy Sports, by Rebecca Joyce Kissane and Sarah Winslow. [REVIEW]Allison K. Wisecup - 2021 - Gender and Society 35 (3):503-505.
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  8.  13
    Literary gaming.Astrid Ensslin - 2014 - London, England: The MIT Press.
    A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for (...)
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  9.  8
    Fantasy: How It Works by Brian Attebery (review).Ana Tejero-Marín - 2024 - Utopian Studies 35 (1):260-266.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Fantasy: How It Works by Brian AtteberyAna Tejero-MarínBrian Attebery. Fantasy: How It Works. Oxford: Oxford University Press, 2022. 208 pp., hardcover, $29.99. ISBN 9780192856234.Fantasy is a literary genre often associated with the unreal. As it deals with imaginary worlds or magical feats, its tools and strategies for making meaning differ from those of realist literature. In the past, this has sometimes led to misunderstandings about (...)
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  10. Do Good Games Make Good People?Brendan Shea - 2013 - In Kevin S. Decker & William Irwin (eds.), Ender's Game and Philosophy: The Logic Gate is Down. Malden, MA: Wiley. pp. 89-99.
    Ender Wiggins, the title character of Ender’s Game, spends much of the book playing games of one sort or another. These games range from simple role-playing games with his siblings (“buggers and astronauts”) to battle room contests to a strange fantasy game in which he must kill a giant and confront his deepest fears. Finally, at the end of the book, Ender and his Battle School classmates play one final “game” that leads to them (unknowingly) destroying (...)
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  11.  70
    Gaming and the limits of digital embodiment.Robert Farrow & Ioanna Iacovides - 2014 - Philosophy and Technology 27 (2):221-233.
    This paper discusses the nature and limits of player embodiment within digital games. We identify a convergence between everyday bodily actions and activity within digital environments, and a trend towards incorporating natural forms of movement into gaming worlds through mimetic control devices. We examine recent literature in the area of immersion and presence in digital gaming; Calleja’s (2011) recent Player Involvement Model of gaming is discussed and found to rely on a probematic notion of embodiment as 'incorporation'. We go (...)
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  12.  14
    Theology, Fantasy, and the Imagination.Andrew D. Thrasher & Austin M. Freeman (eds.) - 2023 - Fortress Academic.
    Theology, Fantasy, and the Imagination analyzes theological, religious, and philosophical themes in classical Christian fantasy, contemporary “post-Christian” fantasy, and fantasy at play in table top games such as Dungeons and Dragons and Magic: the Gathering.
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  13.  33
    Japanese role-playing games: genre, representation, and liminality in the JRPG.Rachael Hutchinson & Jérémie Pelletier-Gagnon (eds.) - 2022 - Lanham: Lexington Books.
    This book examines the origins and boundaries of Japanese digital role-playing games. A geographically diverse roster of contributors introduces English-speaking audiences to Japanese video game scholarship and applies postcolonial and philosophical readings to the Japanese game text.
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  14.  60
    Final Fantasy and Philosophy: The Ultimate Walkthrough.William Irwin, Jason P. Blahuta & Michel S. Beaulieu (eds.) - 2009 - Wiley.
    An unauthorized look behind one of the greatest video game franchises of all time, Final Fantasy The Final Fantasy universe is packed with compelling characters and incredible storylines. In this book, you'll take a fascinating look at the deeper issues that Final Fantasy forces players to think about while trying to battle their way to the next level, such as: Does Cloud really exist? Is Kefka really insane? Are Moogles part of a socialist conspiracy? Does the end (...)
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  15.  17
    Heuristics in fantasy sports: is it profitable to strategize based on favourite of the match?Vojtěch Kotrba - 2020 - Mind and Society 19 (1):195-206.
    In fantasy sports, the goal is to gain as many points as possible. To get there, users have to choose players with the optimal price-to-performance ratio. However, finding these optimal players requires a great amount of time and effort, in which the users might not be willing to invest. Instead, they can use heuristic strategies. This paper investigates one such strategy for choosing squads based on the assumption that athletes starting for the favourite team of the match would bring (...)
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  16.  10
    Game of Thrones as Philosophy: Cynical Realpolitiks.Eric J. Silverman & William Riordan - 2022 - In David Kyle Johnson (ed.), The Palgrave Handbook of Popular Culture as Philosophy. Palgrave-Macmillan. pp. 541-554.
    Game of Thrones is a popular, award-winning television series with an eight-season run on Home Box Office, based on the Song of Fire and Ice series of books by George R.R. Martin. It depicts a morally complex political situation in a fantasy environment that has some similarities to medieval Europe. In the midst of this setting, the series advocates a cynical attitude towards politics, social structures, and religion. Most notably, the series suggests that there is no such thing as (...)
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  17. What is Fantasy?Brian Laetz & Joshua J. Johnston - 2008 - Philosophy and Literature 32 (1):161-172.
    In lieu of an abstract, here is a brief excerpt of the content:What is Fantasy?Brian Laetz and Joshua J. JohnstonWizards, elves, dragons, and trolls—this is certainly the stuff of fantasy, populating the fictions of such giants as Tolkien, no less than the juvenilia of many aspiring writers. However, it is much easier to identify typical elements of fantasy, than it is to understand the category of fantasy itself. There can be little doubt that, in practice, the (...)
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  18.  18
    Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors.Angelica B. Ortiz de Gortari & Jayne Gackenbach - 2021 - Frontiers in Psychology 12.
    The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena examines the interplay between video game features, events while playing, and the manipulation of hardware, which can lead to sensory-perceptual and cognitive intrusions and self-agency transient changes related to video games. GTP can influence the interpretation of stimuli and everyday interactions and, in contrast to gaming disorder, are relatively common (...)
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  19. Language-games and nonsense: Wittgenstein's reflection in Carroll's looking-glass.Leila Silvana May - 2007 - Philosophy and Literature 31 (1):79-94.
    In lieu of an abstract, here is a brief excerpt of the content:Wittgenstein’s Reflection in Lewis Carroll’s Looking-GlassLeila S. MayAccording to one tradition in the theory of fiction, there is a kind of fantasy whose function is to invite the reader to "acknowledge the possibility of a different reality."1 In this essay I want to ask whether Lewis Carroll's Alice books fit into this category; that is, I want to explore the possibility that Alice's Adventures in Wonderland and Through (...)
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  20. Utopian Fantasy and the Politics of Difference.Debra Jackson - 2009 - In Luke Cuddy & John Nordlinger (eds.), World of Warcraft and Philosophy: Wrath of the Philosopher King. Open Court. pp. 131-142.
    Although World of Warcraft utilizes ethnic and gender stereotypes in the construction of its playable characters, the structure of the gaming environment provides a modest utopian vision that is structurally just, maximizing both liberty and equality among participants in a way consistent with John Rawls's Theory of Justice. As a result, class, race, and gender are much more a matter of human (humanoid) variety, rather than a tool for hierarchically differentiation. Nevertheless, in players' engagement with the game, class, race, and (...)
     
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  21. 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 (...)
     
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  22.  8
    A Special Kind of Game.Nicholas Moll - 2018 - In James B. South & Kimberly S. Engels (eds.), Westworld and Philosophy. Wiley-Blackwell. pp. 15–25.
    This chapter argues that Westworld functions as a role‐play experience that continually entices its guests with suggested but unrealized layers of meaning and significance in its immersive western landscape. Where traditional role‐play experiences deliver meaning through player and Game Master group interaction, Westworld provides its guests with violent escapism, sexual fantasy, and nostalgic indulgence. Within the series, the Westworld park presents itself as a combination of two aspects of tabletop role‐playing game: sandbox format and Live Action Role‐play (LARP). Within (...)
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  23.  65
    The Reality of Fantasy Sports: A Metaphysical and Ethical Analysis.Chad Carlson - 2013 - Journal of the Philosophy of Sport 40 (2):187 - 204.
    Fantasy sports have become a major sector of our sport industry. With millions of participants worldwide and billions of dollars generated, fantasy sports have become a fixed part of our sport spectatorship. However, this prevalence has come without much intellectual investigation. Therefore, in this paper I discuss the metaphysics and ethics of fantasy sports. After providing arguments for the consistency of fantasy sports with prominent descriptions of play and games, I compare fantasy sports to (...)
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  24.  5
    Adventures in Reasoning: Communal Inquiry Through Fantasy Role-Play.Jason J. Howard - 2015 - Lanham, MD: Rowman & Littlefield Publishers.
    Helping students think more critically, communicate ideas more effectively, and work more cooperatively with others are goals widely recognized as indispensable to a proper education. Adventures in Reasoning: Communal Inquiry Through Fantasy Role-Play provides middle school, high school, and even post-secondary teachers with a method to cultivate these crucial skill sets in a way that is engaging, academically rigorous, and also fun.
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  25. Game of Thrones and Philosophy: Logic Cuts Deeper Than Swords.William Irwin & Henry Jacoby (eds.) - 2012 - Wiley.
    _An in-depth look at the philosophical issues behind HBO's _Game of Thrones_ television series and the books that inspired it_ George R.R. Martin's _New York Times_ bestselling epic fantasy book series, A Song of Ice and Fire, and the HBO television show adapted from it, have earned critical acclaim and inspired fanatic devotion. This book delves into the many philosophical questions that arise in this complex, character-driven series, including: Is it right for a "good" king to usurp the throne (...)
     
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  26.  22
    Final Fantasies: Virtual Women's Bodies.Laura Fantone - 2003 - Feminist Theory 4 (1):51-72.
    In the last decades videogames have become very popular. In this article I argue that they establish a new relationship between bodies and identities. In videogames, the storylines are based on a mixture of other types of media fiction, where women's bodies are overrepresented and stereotypical, because of the market logic underlying these new media productions, which target a wide audience. Nevertheless, videogames' interactivity shapes new experiences of acting through other bodies. The erotic gaze on virtual bodies is shaped by (...)
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  27.  43
    What kind of an activity is a virtual game? A postmodern approach in relation to concept of phantasm by Deleuze and the philosophy of Huizinga.Barış Şentuna & Dinçer Kanbur - 2016 - Sport, Ethics and Philosophy 10 (1):42-50.
    ABSTRACTVirtual games are played by millions of people today. Almost everyone has the means to access virtual worlds in most places in the world. Virtual games are new worlds for the players waiting to be discovered. Video games in this new world are considered to be sports activities by some people, while some oppose to this conception. In this regard, philosophical approaches set out and the current state of whether video games are considered as sports activities (...)
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  28. Women's Games in Japan.Hyeshin Kim - 2009 - Theory, Culture and Society 26 (2-3):165-188.
    Women's games refers to a category of games developed and marketed exclusively for the consumption of women and girls in the Japanese gaming industry. Essentially gender-specific games comparable to the `games for girls' proposed by the girls' game movement in the USA, Japanese women's games are significant for their history, influence and function as a site for female gamers to play out various female identities and romantic fantasies within diverse generic structures. This article will first (...)
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  29. Just a game? Sport and psychoanalytic theory.Jack Black & Joseph S. Reynoso - 2024 - Psychoanalysis, Culture and Society 29 (2):145--159.
    Sport poses a number of important and no less significant questions, which, on the face of it, may not necessarily seem very important or significant to begin with – a peculiarity that we believe to be integral to sport itself. This article introduces, explores and outlines the psychoanalytic significance of this peculiarity. It explores how the emotions stirred by sport are intertwined with a realm of fiction and fantasy. Despite its lack of practical utility, sport carries an undeniable gravity, (...)
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  30.  3
    The Ultimate Game of Thrones and Philosophy.Eric J. Silverman & Robert Arp (eds.) - 2017 - Popular Culture and Philosophy.
    The most up-to-date philosophical discussion of the quasi-historical fantasy television show Game of ThronesThe Ultimate Game of Thrones and Philosophy treats fans to dozens of new essays by experts who examine philosophical questions raised by the Game of Thrones story.
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  31.  48
    Subaltern Language Games and Political Conditions.Ramesh Chandra Sinha - 2008 - Proceedings of the Xxii World Congress of Philosophy 50:749-755.
    The present paper entitled "Subaltern Language Games and Political Conditions: A Perspective on Applied Philosophy" attempts to streamline Wittgensteinian language games and political conditions. The expression `subaltern ` stands for the meaning as given in the concise oxford dictionary, that is, `of inferior rank`. Subaltern language game is the game of marginalized people. Language game is meaningful in the context of social and political relationship. My contention is that technical or symbolic language is an instrument to serve the (...)
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  32.  27
    Making a Game of Killing.Suzanne Laba Cataldi - 2002 - Philosophy in the Contemporary World 9 (1):19-26.
    This paper focuses on the disturbing mixture of fantasy with reality in the massacre at Columbine, where the perpetrators appear to have made a game or 'fun' of their killing Because of the deception involved and despite their immersion in violent media, I argue that they could not have been totally confused about the difference between play and actual violence. Huizinga's notion of play and Merleau-Ponty's reversibility thesis are applied to the situation.
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  33.  56
    ‘Those Chosen by the Planet’: Final Fantasy VII and Earth Jurisprudence.Robbie Sykes - 2017 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 30 (3):455-476.
    This article allies the 1997 PlayStation video game Final Fantasy VII with Slavoj Žižek’s writings on ecology to critique the area of legal philosophy known as ‘earth jurisprudence’. Earth jurisprudents argue that law bears a large part of the responsibility for humanity’s exploitation of the environment, as law helps to bar nature from subjectivity. However, as Žižek warns—and as FFVII illustrates—the desire for meaning incites people to manufacture a harmonious vision of nature that obscures the chaotic forces at work (...)
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  34.  13
    Ideology and the virtual city: videogames, power fantasies and neoliberalism.Jon Bailes - 2019 - Washington, USA: Zero Books.
    An exploration of modern society and the critical value of popular culture.
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  35.  19
    Forging Boethius in medieval intellectual fantasies.Brooke Hunter - 2018 - Abingdon, Oxon: Routledge.
    Introduction: De disciplina scolarium and the Boethian corpus -- Reproduction and philosophical life in the Consolatio philosophiae -- De disciplina and Translatio studii -- Boethian humor -- "Bitwixen game and ernest": contrary Boethianism in Troilus and Criseyde -- Boethius and the humanists: Valla, Badius, and persistence of De disciplina in print.
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  36.  27
    The Shape of Power and of Pain in Game of Thrones.Patricia McManus - 2023 - Utopian Studies 34 (2):319-334.
    Abstractabstract:To obliterate history from any narrative model, you must flatten that model so that no temporal change is possible. One way to do this is to remove instances of conflict, another is to render conflict perpetual. The latter is the move made by Game of Thrones, a television drama treated here as an antiutopian text, a model of twenty-first century epic fantasy in its surrender not of morality but of historicity.
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  37.  10
    On the Antiutopian Effect in Game of Thrones.Lazar Atanasković - 2023 - Utopian Studies 34 (2):335-343.
    Abstractabstract:The antiutopian effect of Game of Thrones (GoT) is examined as a form of mass entertainment. The first part of this article approaches GoT from the standpoint of dialectical contradiction between Fantasy and Realism peculiar to GoT’s eclectic nature. The second part puts forward a hypothesis about the social basis of GoT horizons, taking into account the fragmented and niched state of contemporary TV audiences.
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  38.  36
    To Kill a Mockingjay: Katniss's Corrosive Queerness in the Hunger Games Trilogy.Ellen M. Rigsby & Lisa Manter - 2019 - Utopian Studies 30 (3):403-421.
    In Epistemology of the Closet, Eve Kosofsky Sedgwick explores the connection between the binaries of heterosexuality/homosexuality and the utopian/apocalyptic. In doing so, she exposes the commonplace of a “fantasy trajectory toward a life after the homosexual.”1 In this narrative model, once the queer has completed its function of purging the symbolic of its sins, the character is eliminated from the text as part of the emergence of a postnarrative hetero-normative utopia. In a similar vein, Lee Edelman’s “Against Survival: Queerness (...)
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  39.  14
    Girl parts: The female body, subjectivity and technology in posthuman young adult fiction.Victoria Flanagan - 2011 - Feminist Theory 12 (1):39-53.
    Futuristic fantasy fiction that is produced for female adolescent readers offers a vision of the relationship between the female body, feminine subjectivity and technology that is both unique and ideologically complex because of the way in which it simultaneously interrogates and adheres to liberal humanist conceptualisations of the subject. This article examines three contemporary works of young adult fiction — Uglies by Scott Westerfeld (2005), The Adoration of Jenna Fox by Mary E. Pearson (2008) and ‘Anda’s Game’ by Cory (...)
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  40.  22
    (1 other version)Intertextualités : jeu vidéo, littérature, cinéma, bande dessinée.Yves Chevaldonn - 2012 - Hermès: La Revue Cognition, communication, politique 62 (1):, [ p.].
    L’évolution de la littérature, du cinéma, de la bande dessinée et des jeux vidéo tend de plus en plus vers une convergence, aussi bien sur le plan économique que sur le plan artistique . Nous proposons ici d’étudier cette convergence, autour de mondes imaginaires , et selon trois approches : le système de production, les représentations véhiculées et l’esthétique.Changing trends in literature, film, comics and video games are tending towards convergence, both in economic terms and artistically . Here we (...)
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  41.  41
    Trust and Truth in Shutter Island.Suzanne Cataldi Laba - 2019 - Film-Philosophy 23 (3):351-371.
    This article examines questions of trust in cinema through the lens of Shutter Island (Martin Scorsese, 2010). With its self-referential allusion to the mechanical “eye” of a camera, a stage-managed fantasy embedded within its plot and image of a dark lighthouse, Shutter Island explores its spectators' and its own cinematic sense of suspicion. The plot revolves around a protagonist who has locked himself out of certain memories and into a fantasy world. The article links pathological and therapeutic aspects (...)
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  42.  11
    Glossary.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), 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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  43.  19
    Playtest and the Power of Virtual Reality.Claire Benn - 2020 - In William Irwin & David Kyle Johnson (eds.), Black Mirror and Philosophy. Wiley. pp. 92–100.
    In Playtest, our thrill‐seeking protagonist Cooper tests SaitoGemu's “interactive augmented reality system.” As the fears he must face in “the most personal survival horror game in history” ramp up, Cooper begins to lose the ability to tell what's real and what isn't and decides he wants out, only to find that isn't so simple. But will virtual reality really be that scary? Perhaps no more than books, films and traditional video games, especially when the novelty wears off. Perhaps the (...)
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  44.  24
    Dungeons and Dragons and Philosophy: Read and Gain Advantage on All Wisdom Checks.Christopher Robichaud & William Irwin (eds.) - 2014 - Malden: Wiley-Blackwell.
    Do demons and devils have free will? Does justice exist in Menzoberranzan? What’s the morality involved with player characters casting necromancy and summoning spells? Dungeons & Dragons and Philosophy probes the rich terrain of philosophically compelling concepts and ideas that underlie Dungeons & Dragons, the legendary fantasy role–playing game that grew into a world–wide cultural phenomenon. A series of accessible essays reveals what the imaginary worlds of D&D can teach us about ethics, morality, metaphysics and more. Illustrates a wide (...)
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  45.  20
    Interview with Wu Ming 1: QAnon, Collective Creativity, and the (Ab)uses of Enchantment.Max Haiven, A. T. Kingsmith & Aris Komporozos-Athanasiou - 2022 - Theory, Culture and Society 39 (7-8):253-268.
    In this interview with Wu Ming 1, a member of the mysterious but well-known and widely-translated novel-writing Wu Ming Collective, we discuss his new book, La Q di Qomplotto ( The Q in Qonspiracy: How Conspiracy Fantasies Defend the System). In the interview, Wu Ming 1 unravels the power of narrative and games in driving conspiracy fantasies and fuelling new forms of activism that have risen to confront a system that gives rise to them.
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  46.  41
    Artistic-Philosophical Reinterpretation of the Principles of Surrealism in the Works of Neil Gaiman.O. S. Naumchik - 2015 - Liberal Arts in Russiaроссийский Гуманитарный Журналrossijskij Gumanitarnyj Žurnalrossijskij Gumanitaryj Zhurnalrossiiskii Gumanitarnyi Zhurnal 4 (1):9.
    In the present article, the work of contemporary English writer and screenwriter Neil Gaiman is studied from the point of view of artistic and philosophical reinterpretation of the principles of surrealism. His novels ‘Neverwhere‘, ‘Coraline‘ and the script for the film ‘Mirror mask‘are analysed, in which the interpenetration of the real and unreal world can be traced and the planes of reality and dreams are woven into one inseparable whole. It is emphasized that for the creative style of Neil Gaiman (...)
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  47.  6
    Spoilers, Twists, and Dragons.Sandra Laugier - unknown
    "It's not TV, it’s HBO" was the slightly pretentious slogan offered by the cable channel in 1997, in what now appears to have been a golden age of the TV series. Sex and the City (1998-2004), The Sopranos (1999-2007), Six Feet Under (2001-2005), Entourage (2004-2011), and The Wire (2002-2008) were series that have changed our way of seeing the world, as well as the social status of these singular works, which have often been neglected on account of their mass-market appeal. (...)
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  48.  46
    Why imaginary worlds? The psychological foundations and cultural evolution of fictions with imaginary worlds.Edgar Dubourg & Nicolas Baumard - 2022 - Behavioral and Brain Sciences 45:e276.
    Imaginary worlds are extremely successful. The most popular fictions produced in the last few decades contain such a fictional world. They can be found in all fictional media, from novels (e.g., Lord of The Rings and Harry Potter) to films (e.g., Star Wars and Avatar), video games (e.g., The Legend of Zelda and Final Fantasy), graphic novels (e.g., One Piece and Naruto), and TV series (e.g., Star Trek and Game of Thrones), and they date as far back as (...)
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  49.  8
    Missions for thoughtful gamers.Andrew Cutting - 2011 - [Pittsburgh, Pa.]: ETC Press.
    Who am I? How do I live a good life? What is reality? Such perennial questions may seem remote from the pleasures of playing videogames for entertainment and fantasy. yet gamers too, in the midst of having fun, are potentially embarked upon a quest for understanding and for meaning. Missions for thoughtful gamers presents a sequence of 40 challenges, ranging from thought experiments to design exercises, each one inviting players to become more creatively curious and self-aware."--Back cover.
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  50.  17
    “A Horrible Interspecies Awkwardness Thing”: (Non)Human Desire in the Mass Effect Universe.Eva Zekany - 2016 - Bulletin of Science, Technology and Society 36 (1):67-77.
    Canadian video game developer BioWare’s critically acclaimed Mass Effect video game series has been called the most important science fiction universe of a generation. Whether or not one is inclined to agree, it cannot be denied that Mass Effect matters. It matters not only because of its brilliant narrative and the difficult questions it asks, but also because, as bioethicist Kyle Munkittrick writes, it reflects society as a whole. Mass Effect is a sci-fi epic in the truest sense, spanning over (...)
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