In this paper, I examine Nelson Goodman’s pluriworldism, understood as the claim that there exists a plurality of actual worlds. This proposal has generally been quickly dismissed in the philosophical literature. I argue that we ought to take it more seriously. As I show, many of the prima facie objections to pluriworldism may receive straightforward answers. I also examine in detail Goodman’s argument for the conclusion that there are many worlds and attempt to show how it might be supported. Eventually, I discuss some underexplored challenges to pluriworldism.
Dans cet article, je propose d’examiner un aspect relativement méconnu de la philosophie de l’art de Nelson Goodman, à savoir sa théorie de la variation, succinctement exposée dans Reconceptions en philosophie (Goodman & Elgin, 1988). Si la variation est un procédé courant dans les arts, son fonctionnement reste difficile à cerner. Goodman défend qu’il s’agit d’une opération sémiotique et référentielle complexe : la variation implique l’exemplification de caractéristiques partagées et constrastées, ainsi qu’une référence de la variation au thème via ces caractéristiques exemplifiées. Comme je le défends ici, cette théorie de la variation peut s’appliquer de manière fructueuse au jeu vidéo. La variation y est non seulement plus fréquente et saillante que dans d’autres formes artistiques, mais fournit même une clé de compréhension du medium vidéoludique. Elle préside à la création des jeux vidéo, à leur fonctionnement, à l’activité ludique, et finalement à la valeur épistémique et hédonique du jeu. Le jeu vidéo peut donc être foncièrement compris comme un art de la variation, où il s’agit essentiellement d’explorer et d’épuiser des variations autour d’un même thème.
The aim of this article is to examine and defend videogame cognitivism (VC). According to VC, videogames can be a source of cognitive successes (such as true beliefs, knowledge or understanding) for their players. While the possibility of videogame-based learning has been an extensive topic of discussion in the last decades, the epistemological underpinnings of these debates often remain unclear. I propose that VC is a domain-specific brand of aesthetic cognitivism, which should be carefully distinguished from other views that also insist on the cognitive or educational potential of videogames. After these clarifications, I discuss and assess different broad strategies to motivate VC: propositionalism, experientialism, and neocognitivism. These map the different ways in which videogames can prove epistemically valuable, showing them to be, respectively, sources of propositional knowledge, experiential knowledge, and understanding. I eventually argue that neocognitivism is a particularly promising and yet underexplored way to defend VC.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.