2009
DOI: 10.4324/9780203877869
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Philosophy Through Video Games

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Cited by 52 publications
(23 citation statements)
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“…Computer games and training simulators provide examples of this latter kind of dualist model, which have already gained some interest by philosophers (see e.g. Cogburn & Silcox, 2009). Here the "world" produced by the program is such that it is impossible to tell at a given time prior to agent interaction what the state of the system will be after agent interaction.…”
Section: (Iv) Dualist Modelsmentioning
confidence: 99%
“…Computer games and training simulators provide examples of this latter kind of dualist model, which have already gained some interest by philosophers (see e.g. Cogburn & Silcox, 2009). Here the "world" produced by the program is such that it is impossible to tell at a given time prior to agent interaction what the state of the system will be after agent interaction.…”
Section: (Iv) Dualist Modelsmentioning
confidence: 99%
“…Video games can be philosophical stimulators. Explaining philosophy through the practice of video gaming has seen growing interest over the past few years (Cogburn & Silcox, 2008; Gualeni, 2015). The psychological or philosophical depth of video games is a preoccupation of game developers themselves (Koster, 2005).…”
Section: Conclusion: Anthrobotic Autonomy?mentioning
confidence: 99%
“…Customizable websites and profiles give users a chance to create personalized spaces (Ellison, Steinfield, and Lampe 2007). Online video games and virtual worlds go even further, allowing players to create characters and represent themselves in an entirely new way (Boellstorff 2008;Cogburn and Silcox 2009;Taylor 2006;Wolfendale 2007;Yee 2006a). With so many people using the internet as a medium through which to experience a heightened sense of individual liberty and creativity, the city-dweller's ability transform in new contexts is no longer unique.…”
Section: Digital Technology and Cultural Convergencementioning
confidence: 99%