Results for 'videogames and fiction'

976 found
Order:
  1.  11
    Videogames and Fiction.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 34–60.
    This chapter contains sections titled: From Tennis for Two to Worlds of Warcraft Imaginary Worlds and Works of Fiction Fictional or Virtual? Interactive Fiction.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  2. Videogames and interactive fiction.Grant Tavinor - 2005 - Philosophy and Literature 29 (1):24-40.
    In lieu of an abstract, here is a brief excerpt of the content:Videogames and Interactive FictionGrant TavinorIIn the third-person crime simulator Grand Theft Auto 3, the fictional performing of all sorts of criminal nuisance is a possibility. (Squeamish readers, or those that are adamant videogames are playing a decisive role in the moral degeneration of modern society might want to turn away now!) Here is one possibility for players of the game: while driving around in the rundown red-light (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark   17 citations  
  3. Fiction and Fictional Worlds in Videogames.Aaron Meskin & Jon Robson - 2012 - In J. R. Sageng, T. M. Larsen & H. Fossheim (eds.), The Philosophy of Computer Games. Springer. pp. 201-18.
  4.  22
    Videogames and Narrative.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 110–129.
    This chapter contains sections titled: The Stories Games Tell Would You Kindly Put down That Wrench? Reconciling Games and Narratives.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  5.  59
    Fiction Puzzle: Storiable Challenge in Pragmatist Videogame Aesthetics. [REVIEW]Veli-Matti Karhulahti - 2014 - Philosophy and Technology 27 (2):201-220.
    This paper surveys the ontological and aesthetic character of puzzles in worlds with storytelling potential, storiable worlds (potential storyworlds). These puzzles are termed fiction puzzles. The focus is on the fiction puzzles of videogames, which are accommodated to John Dewey's pragmatist framework of aesthetics to be examined as art products capable of producing aesthetic experiences. This leads to an establishing of analytical criteria for estimating the value of fiction puzzles in the pragmatist framework of aesthetics.
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
  6. The art of videogames.Grant Tavinor - 2009 - Malden, MA: Wiley-Blackwell.
    The new art of videogames -- What are videogames anyway? -- On definition -- Theories of gaming -- A definition of videogames -- Videogames and fiction -- From tennis for two to worlds of warcraft -- Imaginary worlds and works of fiction -- Fictional or virtual? -- Interactive fiction -- Stepping into fictional worlds -- Welcome to rapture -- Meet niko bellic -- Experiencing game worlds -- Acting in game worlds -- Games through (...)
    Direct download  
     
    Export citation  
     
    Bookmark   34 citations  
  7. Me and My Avatar: Player-Character as Fictional Proxy.Matt Carlson & Logan Taylor - 2019 - Journal of the Philosophy of Games 1.
    Players of videogames describe their gameplay in the first person, e.g. “I took cover behind a barricade.” Such descriptions of gameplay experiences are commonplace, but also puzzling because players are actually just pushing buttons, not engaging in the activities described by their first-person reports. According to a view defended by Robson and Meskin (2016), which we call the fictional identity view, this puzzle is solved by claiming that the player is fictionally identical with the player character. Hence, on this (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  8.  35
    What Are Videogames Anyway?Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 15–33.
    This chapter contains sections titled: On Definition Theories of Gaming A Definition of Videogames.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   28 citations  
  9.  84
    Imaginative Desires and Interactive Fiction: On Wanting to Shoot Fictional Zombies.Nele Van de Mosselaer - 2020 - British Journal of Aesthetics 60 (3):241-251.
    What do players of videogames mean when they say they want to shoot zombies? Surely they know that the zombies are not real, and that they cannot really shoot them, but only control a fictional character who does so. Some philosophers of fiction argue that we need the concept of imaginative desires to explain situations in which people feel desires towards fictional characters or desires that motivate pretend actions. Others claim that we can explain these situations without complicating (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   6 citations  
  10.  14
    Videogames as Art.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 172–196.
    This chapter contains sections titled: Are Videogames Art? A Cluster Theory of Art The Art in Videogames New Art from Old Bottles.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  11. Sega’s Comix Zone and Miguel de Unamuno on the Ontological Status of Fictional Characters.Alberto Oya - 2022 - Andphilosophy.Com—The Blackwell Philosophy and Pop Culture Series.
    Comix Zone (Sega Technical Institute, 1995) is a two-dimensional scrolling beat ‘em up videogame released in 1995 for the Sega Mega Drive (known as Sega Genesis in North America). Comix Zone has two peculiarities which makes it even today an easily distinguishable videogame. These peculiarities are interrelated. First, Comix Zone imitates the aesthetics and visual settings peculiar to comic books, the aim of which is to join the experience of playing a videogame with that of reading a comic; and second, (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  12.  49
    Breaking the Fourth Wall in Videogames.Nele Van de Mosselaer - 2022 - In Enrico Terrone & Vera Tripodi (eds.), Being and Value in Technology. Palgrave Macmillan. pp. 163–186.
    In this chapter, I investigate the imaginary boundary between the actual world and fictional gameworlds by focusing on videogame situations in which this fourth wall is foregrounded or broken. For this purpose, I first define the videogame experience as a self-involving, interactive fiction experience, based on Kendall Walton’s account of fiction (1990). I then describe how, in the current academic discourse on games, it is often claimed that the concept of fourth wall breaks cannot be applied to (...) due to their inherent interactivity. Within game studies, the consensus seems to be that the boundaries between the real and the fictional world are always already blurred in videogame experiences. This chapter instead shows how using interactive, digital technologies to represent fictional worlds does not necessarily complicate the conceptualization of the fourth wall, but rather reveals new ways in which it can be broken. More precisely, this chapter discusses how appreciators of videogames can not only actively participate in fourth wall breaks, but are also uniquely able to initiate these breaks themselves. -/- . (shrink)
    Direct download  
     
    Export citation  
     
    Bookmark  
  13. Fact, Fiction and Virtual Worlds.Alexandre Declos - 2020 - In R. Pouivet & V. Granata (eds.), Epistemology of Aesthetics. Rennes, France: Presses Universitaires de Rennes. pp. 195-219.
    This paper considers the medium of videogames from a goodmanian standpoint. After some preliminary clarifications and definitions, I examine the ontological status of videogames. Against several existing accounts, I hold that what grounds their identity qua work types is code. The rest of the paper is dedicated to the epistemology of videogaming. Drawing on Nelson Goodman and Catherine Elgin's works, I suggest that the best model to defend videogame cognitivism appeals to the notion of understanding.
    Direct download  
     
    Export citation  
     
    Bookmark   2 citations  
  14. Interactivity, Fictionality, and Incompleteness.Nathan Wildman & Richard Woodward - 2018 - In Jon Robson & Grant Tavinor (eds.), The Aesthetics of Videogames. New York: Routledge.
  15.  17
    Contributions of Science Fiction to Thinking up (Im)possible Future Societies: Medical Students’ Genetic Imaginary.Ricardo R. Santos & Miguel Barbosa - 2022 - Bulletin of Science, Technology and Society 42 (4):144-153.
    Science fiction has been an inexhaustible source for the creation of technoscientific imaginary that has marked certain historical periods and influenced the production of subjectivity. This imaginary evokes complex ontological, epistemological, political, social, environmental and existential questions on the present and the future. The aim of this study was to identify and characterize the cultural productions accessed by the public to form an opinion about the genetic manipulation of human beings. A survey about sources of information that influence opinions (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  16.  47
    How Can We Be Moved to Shoot Zombies? A Paradox of Fictional Emotions and Actions in Interactive Fiction.Nele Van de Mosselaer - 2018 - Journal of Literary Theory 12 (2):279-299.
    How can we be moved by the fate of Anna Karenina? By asking this question, Colin Radford introduced the paradox of fiction, or the problem that we are often emotionally moved by characters and events which we know don’t really exist (1975). A puzzling element of these emotions that always resurfaced within discussions on the paradox is the fact that, although these emotions feel real to the people who have them, their difference from ›real‹ emotions is that they cannot (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  17.  80
    Glitches as fictional (mis)communication.Nele Van de Mosselear & Nathan Wildman - 2021 - In Timothy Barker & Maria Korolkova (eds.), Miscommunications: Errors, Mistakes, Media. Bloomsbury. pp. 300-315.
    Here, we focus on the underexplored fictional relevance of videogame glitches. For this purpose, we will make use philosophical theories on fiction, as well as standard suggestions about how best to deal with unintended errors within fiction. Focusing on glitches like that of Red Dead Redemption’s "manimals", we argue that glitches, more than any kinds of mistakes in traditional, non-interactive fictions, can actually have a significant influence on the fictional worlds of the work in which they appear. In (...)
    Direct download  
     
    Export citation  
     
    Bookmark   1 citation  
  18.  19
    Emotion in Videogaming.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 130–149.
    This chapter contains sections titled: How Can We Be Moved by the Fate of Niko Bellic? My Fear of Mutants The Role of the Emotions in Gaming.
    Direct download  
     
    Export citation  
     
    Bookmark  
  19.  9
    Glitches as fictional (mis)communication.Nele Van De Mosselear & Nathan Wildman - 2021 - In Timothy Barker & Maria Korolkova (eds.), 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 (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  20.  14
    Games through Fiction.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 86–109.
    This chapter contains sections titled: The Nature of Gaming What Are the Rules of This Game? Playing, Cheating, Fragging, and Griefing.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  21. Truth in interactive fiction.Alex Fisher - 2022 - Synthese 200 (6):1-18.
    This paper provides an account of truth in interactive fiction. Interactive fiction allows the audience to make choices, resulting in many different possible fictions within each interactive fiction, unlike in literary fiction where there is just one. Adequately capturing this feature of interactive fiction requires us to address familiar issues regarding impossible fiction and the nature of time in fiction. Truth in interactive fiction thus requires a complex account to capture its multitude (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  22.  68
    A Social Phenomenology of Non-Player Characters (NPCs) in Videogames.Paul Scriven - 2023 - Techné Research in Philosophy and Technology 27 (2):240-259.
    Non-player characters (NPCs) are a common feature in contemporary videogames, particularly role-playing games (RPGs). Evidence suggests player relationships with these fictional, digital characters can manifest as deeply emotional experiences that can ‘bleed’ off the screen and affect the daily lives of players. However, research in this area is still in its infancy, and as yet has not been given a thorough conceptual treatment. Applying the sociological phenomenology of Alfred Schütz, this paper will examine the structure of the experiences that (...)
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  23. (1 other version)Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that appreciating (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   29 citations  
  24.  4
    The Philosophy of Imagination: Technology, Art and Ethics.Galit Wellner, Geoffrey Dierckxsens & Marco Arienti (eds.) - 2024 - London: Bloomsbury.
    Combining perspectives from both continental and analytic philosophy, this timely volume explores how imagination today both shapes and is shaped by technology, art and ethics. Imagination is one of the most significant and broadly examined concepts in contemporary philosophy and is frequently understood as a basic human faculty that enables complex activities. This book shows, however, that imagination is more than a mere enabler. Whilst imagination shapes our experiences, it is at the same time shaped by our environments. Some of (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  25.  16
    Stepping into Fictional Worlds.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 61–85.
    This chapter contains sections titled: Welcome to Rapture Meet Niko Bellic Experiencing Game Worlds Acting in Game Worlds.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  26. 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, (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   11 citations  
  27.  13
    Videogames and agency.Bettina Bódi - 2022 - New York, NY: Routledge.
    Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  28.  90
    Videogames and the Moving Image.Aaron Meskin & Jon Robson - 2010 - Revue Internationale de Philosophie 4:547-564.
  29.  6
    On an Ungrounded Earth: towards a new geophilosophy.Ben Woodard - 2013 - Brooklyn, NY.: Punctum Books.
    For too long, the Earth has been used to ground thought instead of bending it; such grounding leaves the planet as nothing but a stage for phenomenology, deconstruction, or other forms of anthropocentric philosophy. In far too much continental philosophy, the Earth is a cold, dead place enlivened only by human thought--either as a thing to be exploited, or as an object of nostalgia. Geophilosophy seeks instead to question the ground of thinking itself, the relation of the inorganic to the (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  30. De-Roling from Experiences and Identities in Virtual Worlds.Stefano Gualeni - 2017 - Journal of Virtual Worlds Research 10 (2).
    Within dramatherapy and psychodrama, the term ‘de-roling’ indicates a set of activities that assist the subjects of therapy in ‘disrobing’ themselves from their fictional characters. Starting from the psychological needs and the therapeutic goals that ‘de-roling’ techniques address in dramatherapy and psychodrama, this text provides a broader understanding of procedures and exercises that define and ease transitional experiences across cultural practices such as religious rituals and spatial design. After this introductory section, we propose a tentative answer as to why game (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  31.  49
    Videogames and Film.Jon Robson & Aaron Meskin - 2019 - In Noël Carroll, Laura T. Di Summa & Shawn Loht (eds.), The Palgrave Handbook of the Philosophy of Film and Motion Pictures. Springer. pp. 971-994.
    This chapter explores a range of significant similarities and differences between videogames and films. It also examines the relationship between the philosophies of each. We begin by addressing the definition of videogames and the question of whether they count as a subcategory of some other artistic kind, namely, film or the moving image. We then turn to the debate about the art status of videogames and compare this to the debate concerning the art status of films. We (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  32.  50
    Mathematics and fiction II: Analogy.Robert Thomas - 2002 - Logique Et Analyse 45:185-228.
    The object of this paper is to study the analogy, drawn both positively and negatively, between mathematics and fiction. The analogy is more subtle and interesting than fictionalism, which was discussed in part I. Because analogy is not common coin among philosophers, this particular analogy has been discussed or mentioned for the most part just in terms of specific similarities that writers have noticed and thought worth mentioning without much attention's being paid to the larger picture. I intend with (...)
    Direct download  
     
    Export citation  
     
    Bookmark   12 citations  
  33.  69
    Fact and Fiction.Bertrand Russell - 1961 - New York: Routledge.
    First published in 1961, _Fact and Fiction_ is a collection of Bertrand Russell’s essays that reflect on the books and writings that influenced his life, including fiction, essays on politics and education, divertissements and parables. Also broaching on the highly controversial issues of war and peace, it is in this classic collection that Russell states some of his most famous pronouncements on nuclear warfare and international relations. It is a remarkable book that provides valuable insight into the range of (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  34.  49
    Attention, Videogames and the Retentional Economies of Affective Amplification.James Ash - 2012 - Theory, Culture and Society 29 (6):3-26.
    This article examines the industrial art of videogame design and production as an exemplar of what could be termed affective design. In doing so, the article theorizes the relationship between affect and attention as part of what Bernard Stiegler calls a ‘retentional economy’ of human and technical memory. Through the examination of a range of different videogames, the article argues that videogame designers utilize techniques of what I term ‘affective amplification’ that seek to modulate affect, which is central to (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  35. Videogames and the First Person.Jon Robson & Aaron Meskin - 2012 - In Gregory Currie, Petr Kot̓átko & Martin Pokorny (eds.), Mimesis: Metaphysics, Cognition, Pragmatics. College Publications.
    Direct download  
     
    Export citation  
     
    Bookmark   4 citations  
  36. Videogames and aesthetics.Grant Tavinor - 2010 - Philosophy Compass 5 (8):624-634.
    Videogames are one of the most striking developments in recent popular arts. Many of the issues traditional to philosophical aesthetics find a new setting in videogames, and often take on a dramatic new form. Little has been written specifically on videogames in the philosophy of the arts, although they are often discussed in non-philosophical disciplines, such as media studies. A number of issues seem prominent, particularly those following from the interactive nature of videogames. This article is (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  37. Darwin and George Eliot: Plotting and organicism.Nineteenth-Century Fiction - forthcoming - History of Science.
    No categories
     
    Export citation  
     
    Bookmark  
  38. (1 other version)Models and fiction.Roman Frigg - 2007 - Synthese 172 (2):251-268.
    Most scientific models are not physical objects, and this raises important questions. What sort of entity are models, what is truth in a model, and how do we learn about models? In this paper I argue that models share important aspects in common with literary fiction, and that therefore theories of fiction can be brought to bear on these questions. In particular, I argue that the pretence theory as developed by Walton (1990, Mimesis as make-believe: on the foundations (...)
    Direct download (13 more)  
     
    Export citation  
     
    Bookmark   192 citations  
  39.  79
    Fact and fiction in the neuropsychology of art.Roman Frigg & Catherine Howard - unknown
    The time honoured philosophical issue of how to resolve the mind/body problem has taken a more scientific turn of late. Instead of discussing issues of the soul and emotion and person and their reduction to a physical form, we now ask ourselves how well-understood cognitive and social concepts fit into the growing and changing field of neuropsychology. One of the many projects that have come out of this new scientific endeavour is Zaidel’s (2005) inquiry into the neuropsychological bases of art.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  40. (1 other version)Quantification and fictional discourse.Peter van Inwagen - 2000 - In Hofweber Everett (ed.), Empty Names, Fiction, and the Puzzles of Non-existence. CSLI Publications.
  41. Reference and Fictional Names.Daniel Asher Krasner - 2001 - Dissertation, University of California, Los Angeles
    Philosophical accounts of the semantics of fiction have tended to be problematic in one of two ways: either they have denied that items used in fictional discourse have their plain meaning, introducing complications into otherwise satisfactory accounts of semantics, or they have posited special kinds of entities, introducing complications into otherwise satisfactory accounts of ontology. Accounts that tried to avoid these problems by positing mere possibilia as fictional entities were thought to be hopeless inasmuch as it was thought impossible (...)
     
    Export citation  
     
    Bookmark   1 citation  
  42.  8
    Fact and fiction in B. F. Skinner's science & utopia: an essay on philosophy of psychology.R. Puligandla - 1974 - St. Louis: W. H. Green.
  43.  43
    Mathematics and fiction I: Identification.Robert Sd Thomas - 2000 - Logique Et Analyse 43:301-340.
  44. Presumptions and Fictions: A Collingwoodian Approach.Raymundo Gama - 2015 - In William Twining & Maksymilian Del Mar (eds.), Legal Fictions in Theory and Practice. Cham: Springer Verlag.
    No categories
     
    Export citation  
     
    Bookmark   2 citations  
  45.  2
    Fact and fiction in modern science.Henry Vincent Gill - 1943 - New York,: Fordham university press.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   4 citations  
  46.  67
    Fact and Fiction in Economics: Models, Realism and Social Construction.Uskali Mäki (ed.) - 2002 - New York: Cambridge University Press.
    There is an embarrassing polarization of opinions about the status of economics as an academic discipline, as reflected in epithets such as the Dismal Science and the Queen of the Social Sciences. This collection brings together some of the leading figures in the methodology and philosophy of economics to provide a thoughtful and balanced overview of the current state of debate about the nature and limits of economic knowledge. Authors with partly rival and partly complementary perspectives examine how abstract models (...)
    Direct download  
     
    Export citation  
     
    Bookmark   16 citations  
  47.  57
    Models and Fictions: Not So Similar after All?Arnon Levy - 2020 - Philosophy of Science 87 (5):819-828.
    A number of philosophers draw a close analogy between scientific modeling and fiction, often appealing to Kendall Walton’s make-believe view. I assess the models-fictions analogy from a cognitive a...
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  48. Authenticity and Fiction in the Russian Literary Journey, 1790-1840. By Andreas Schonle.M. Ritzarev - 2003 - The European Legacy 8 (6):836-836.
     
    Export citation  
     
    Bookmark  
  49. Models and fictions in science.Peter Godfrey-Smith - 2009 - Philosophical Studies 143 (1):101 - 116.
    Non-actual model systems discussed in scientific theories are compared to fictions in literature. This comparison may help with the understanding of similarity relations between models and real-world target systems. The ontological problems surrounding fictions in science may be particularly difficult, however. A comparison is also made to ontological problems that arise in the philosophy of mathematics.
    Direct download (7 more)  
     
    Export citation  
     
    Bookmark   150 citations  
  50.  77
    Emotion and fictional beings.Eddy M. Zemach - 1996 - Journal of Aesthetics and Art Criticism 54 (1):41-48.
1 — 50 / 976