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  1.  772
    The Implied Designer of Digital Games.Nele Van de Mosselaer &Stefano Gualeni -2023 -Estetika: The European Journal of Aesthetics 60 (1):71-89.
    As artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the gameworld. Influenced by their sociocultural backgrounds, sensitivities, gameplay preferences, and familiarity with game conventions, players construct a subjective interpretation of the intentions with which they believe the digital game in question was created. By analogy with the narratological notion of the implied author, we call the (...) figure to which players ascribe these intentions ‘the implied designer’. In this article, we introduce the notion of the implied designer and present an initial account of how appreciators ascribe meaning to interactive, fictional gameworlds and act within them based on what they perceive to be the designer’s intentions. (shrink)
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  2.  88
    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 motivate (...) us to perform any actions. The idea that actions towards fictional particulars are impossible still underlies recent work within the philosophy of fiction (cf. Matravers 2014, 26 sqq.; Friend 2017, 220; Stock 2017, 168). In the past decennia, however, the medium of interactive fiction has challenged this idea. Videogames, especially augmented and virtual reality games, offer us agency in their fictional worlds: players of computer games can interact with fictional objects, save characters that are invented, and kill monsters that are clearly non-existent within worlds that are mere representations on a screen. In a parallel to Radford’s original question, we might ask: how can we be moved to shoot zombies, when we know they aren’t real? The purpose of this article is to examine the new paradox of interactive fiction, which questions how we can be moved to act on objects we know to be fictional, its possible solutions, and its connection to the traditional paradox of fictional emotions. (shrink)
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  3.  772
    Ludic Unreliability and Deceptive Game Design.Stefano Gualeni &Nele Van de Mosselaer -2021 -Journal of the Philosophy of Games 3 (1):1-22.
    Drawing from narratology and design studies, this article makes use of the notions of the ‘implied designer’ and ‘ludic unreliability’ to understand deceptive game design as a specific sub-set of transgressive game design. More specifically, in this text we present deceptive game design as the deliberate attempt to misguide players’ inferences about the designers’ intentions. Furthermore, we argue that deceptive design should not merely be taken as a set of design choices aimed at misleading players in their efforts to understand (...) the game, but also as decisions devised to give rise to experiential and emotional effects that are in the interest of players. Finally, we propose to introduce a distinction between two varieties of deceptive design approaches based on whether they operate in an overt or a covert fashion in relation to player experience. Our analysis casts light on expressive possibilities that are not customarily part of the dominant paradigm of user-centered design, and can inform game designers in their pursuit of wider and more nuanced creative aspirations. (shrink)
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  4.  151
    Breaking the Fourth Wall in Videogames.Nele Van de Mosselaer -2022 - In Enrico Terrone & Vera Tripodi,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 videogames 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)
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  5.  144
    Comedy and the Dual Position of the Player.Nele Van de Mosselaer -2022 - In Krista Bonello Rutter Giappone, Tomasz Majkowski & Jaroslav Švelch,Video Games and Comedy. Palgrave Macmillan. pp. 35-52.
    This chapter discusses the comic potential that originates in the way players of digital games take on the dual position of being at once a played self that is internal to the gameworld and a playing self that perceives this world from the outside. I first describe the comic attitude as it is defined within philosophy: as an attitude of distanced and dispassionate reflection towards an incongruity. I then show how the dual position of players during gameplay not only is (...) characterized by incongruities, such as contradictions between the apparent seriousness and the ultimate triviality of in-game actions, but also allows players to dispassionately reflect on these incongruities. I thus argue that digital gameplay entails the inherent possibility of turning players into both a comic object and a laughing subject. (shrink)
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  6.  99
    Emoties door onware proposities.Nele Van de Mosselaer -2018 -Algemeen Nederlands Tijdschrift voor Wijsbegeerte 110 (4):473-489.
    Emotions Caused by Untrue Propositions: A Broader View of the Paradox of Fiction Ever since Colin Radford wrote his article ‘How Can We Be Moved by the Fate of Anna Karenina?’ in 1975, philosophers have tried to solve the so-called paradox of fiction, or the question how we can be moved by objects of which we know they don’t really exist. What is striking about discussions on the paradox of fiction is that they often present fictional works as collections of (...) untrue statements and focus on the content of these works, without regard for their form or mode of presentation. In this paper, I argue for a re-examination of the paradox of fiction, in which the work of fiction is treated as a complex of form and content. In this regard, I propose to expand Peter Lamarque’s thought theory, which he explicitly formulated to solve the paradox of fiction, with his later developed concept of opacity, which states that the content of the imaginings we form when reading fiction are fundamentally connected to the specific descriptions within the fictional work. (shrink)
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  7.  452
    Old Lies, New Media A Review of "A Defense of Simulated Experience: New Noble Lies" by Mark Silcox. [REVIEW]Nele Van de Mosselaer &Stefano Gualeni -2019 -Journal of the Philosophy of Games 2 (1).
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