It's about Time: Film, Video Games, and the Advancement of an Artform

被引:0
作者
Gimbel, Steven [1 ]
Roman, Joseph [2 ]
机构
[1] Gettysburg Coll, Dept Philosophy, Gettysburg, PA 17325 USA
[2] Univ Illinois Champaign Urbana, Dept Philosophy, Champaign, IL 61820 USA
关键词
time; art; video games; relativity;
D O I
10.3390/philosophies4040056
中图分类号
N09 [自然科学史]; B [哲学、宗教];
学科分类号
01 ; 0101 ; 010108 ; 060207 ; 060305 ; 0712 ;
摘要
Jon Robson and Aaron Meskin have argued that the insights obtained through the philosophical analysis of video games is not specific to video games, but to a larger class of artistic creations they term Self-Involving Interactive Fictions, or SIIFs. But there is at least one aspect of SIIF video games that is philosophically interesting and does not apply to the class of SIIFs as a whole, the ability to represent non-classical time. If SIIF video games are considered to be an extension of the art form of graphic narrative story-telling, the art form dominated by film, then the ability to represent time in in this fashion represents a revolution akin to that of vanishing point perspective in painting. This makes SIIF video games philosophically interesting for both philosophers of film and philosophers of video games.
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页数:11
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