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Video Games as Self‐Involving Interactive Fictions
Author(s) -
ROBSON JON,
MESKIN AARON
Publication year - 2016
Publication title -
the journal of aesthetics and art criticism
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.553
H-Index - 32
eISSN - 1540-6245
pISSN - 0021-8529
DOI - 10.1111/jaac.12269
Subject(s) - extant taxon , class (philosophy) , video game , focus (optics) , key (lock) , aesthetics , order (exchange) , sociology , epistemology , computer science , art , multimedia , philosophy , physics , computer security , finance , evolutionary biology , optics , economics , biology
This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self‐involving interactive fictions’ (SIIFs). 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 the self‐involving nature of video‐game fictions is key to understanding various otherwise puzzling phenomena concerning the ways in which consumers respond to them. Video‐game fictions are, however, far from being the only extant example of this class; and we suggest that the recent philosophical interest in video games would be better focused on the wider class of self‐involving interactive fictions.

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