Game fictionalism can be understood as the claim that at least some games utilize fictions to provide the material and formal settings for games and gameplay. The thesis of game fictionalism has at least two discernible forms. Gameworld fictionalism is the claim that the worlds depicted in games, where they exist, are fictional. The world of Tamriel, like Tolkien’s Middle Earth, is a fictional world: it does not really exist but rather is an imaginative creation that is the setting for The Elder Scrolls series of videogames. A second position, radical game fictionalism, is one that draws on the philosophical concept of fictionalism to make a claim about the social ontology of games. Radical game fictionalism is a much more ambitious thesis ...
Through the design mechanics of their explicit and implicit rule systems, their fictional worlds and...
Videogames are an expressive medium. Much like with other forms for entertainment and popular cultur...
In this paper, I outline a theory of the relationship of fictional, virtual and real elements in gam...
Videogames depict objects, individuals and situations that, like those depicted in fictions such as ...
The vast majority of videogames is consisting of fiction. One of the ways of approaching fiction is ...
Since its inception, the field of game studies has pursued an attitude of exceptionalism that treats...
Video games that incorporate other games in their game-world create interlacing fictional levels. Th...
In recent years, game-related scholars have claimed that the study of videogames can reveal importa...
Role Playing Games (or narrative games) constitute an important phenomenon in the modern culture. RP...
Videogames are often overlooked in philosophical discussions of art. But as philosophy of art has ex...
Videogames undoubtedly contain a great deal of apparent violence and aggression. This depictive cont...
As technology becomes more and more advanced, older concepts are reshaped for modern day tools and f...
Abstract Role-playing games have many qualities of narrative (character, plot, set-ting), yet they h...
Maj outlines the main concepts of post-classical (cognitive and trans-medial) narrative theory (espe...
“Game Fiction” provides a framework for understanding the relationship between narrative and compute...
Through the design mechanics of their explicit and implicit rule systems, their fictional worlds and...
Videogames are an expressive medium. Much like with other forms for entertainment and popular cultur...
In this paper, I outline a theory of the relationship of fictional, virtual and real elements in gam...
Videogames depict objects, individuals and situations that, like those depicted in fictions such as ...
The vast majority of videogames is consisting of fiction. One of the ways of approaching fiction is ...
Since its inception, the field of game studies has pursued an attitude of exceptionalism that treats...
Video games that incorporate other games in their game-world create interlacing fictional levels. Th...
In recent years, game-related scholars have claimed that the study of videogames can reveal importa...
Role Playing Games (or narrative games) constitute an important phenomenon in the modern culture. RP...
Videogames are often overlooked in philosophical discussions of art. But as philosophy of art has ex...
Videogames undoubtedly contain a great deal of apparent violence and aggression. This depictive cont...
As technology becomes more and more advanced, older concepts are reshaped for modern day tools and f...
Abstract Role-playing games have many qualities of narrative (character, plot, set-ting), yet they h...
Maj outlines the main concepts of post-classical (cognitive and trans-medial) narrative theory (espe...
“Game Fiction” provides a framework for understanding the relationship between narrative and compute...
Through the design mechanics of their explicit and implicit rule systems, their fictional worlds and...
Videogames are an expressive medium. Much like with other forms for entertainment and popular cultur...
In this paper, I outline a theory of the relationship of fictional, virtual and real elements in gam...