By Jon Cogburn, Mark Silcox
How can Wii Sports educate us approximately metaphysics?
Can enjoying World of Warcraft result in better self-consciousness?
How do we know about aesthetics, ethics and divine attributes from
Zork, Grand robbery Auto, and Civilization?
A number of more and more refined games are quickly overtaking books, movies, and tv as America's preferred type of media leisure. it's anticipated that via 2011 over 30 percent of US families will personal a Wii console - in regards to the related percent that owned a tv in 1953.
In Philosophy via games, Jon Cogburn and Mark Silcox - philosophers with online game adventure - examine the cultured allure of games, their impression on our morals, the insights they offer us into our figuring out of perceptual wisdom, own id, synthetic intelligence, and the very which means of lifestyles itself, arguing that games are well known accurately simply because they have interaction with longstanding philosophical problems.
Topics coated include:
* the matter of the exterior World
* Dualism and private Identity
* synthetic and Human Intelligence within the Philosophy of Mind
* the belief of Interactive Art
* the ethical results of Video Games
* video games and God's Goodness
Games mentioned include:
Madden Football, Wii Sports, Guitar Hero, World of Warcraft, Sims Online, Second Life, Baldur's Gate, Knights of the outdated Republic, Elder Scrolls, Zork, EverQuest Doom, Halo 2, Grand robbery Auto, Civilization, Mortal Kombat, Rome: overall War, Black and White, Aidyn Chronicles
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Additional info for Philosophy Through Video Games
For when the aforementioned person looks at the monitor through her glasses, there are a lot of properties she still doesn’t see. She does not see what kind of light is reflecting off it in the part of the spectrum not visible to human eyes. She does not see the motions of the individual molecules composing the monitor. Of course, there are machines that allow us to perceive all of this stuff—electron microscopes, photomultiplier tubes, etc—but when using these sorts of instruments, one no longer perceives Mario!
Independently of the formidable task of building much better eye trackers, the computational load of having the console store all of the possible focal points is probably just too much. The first attempt at simulating near-to-far focusing in a successful game franchise was made by the designers of the Deer Hunter series; in these games the player is able to see things far away in greater detail by looking through a rifle scope than he can just by looking at the screen. The view through the scope is represented by a circle on the screen, the inside of which contains a larger, clearer representation of something that was portrayed as smaller and blurrier prior to bringing up the scope.
But even these rather radical innovations in interface design fall well short of the kind of thing we’ve been trying to envision. The player of Deer Hunter is not permitted to adjust the focusing distance of the scope on the fly as one could while setting up a real rifle. And the player of Call of Duty 4 can always bring the blurry parts of the screen into focus as blurry parts of a screen, something that cannot be done within her own visual field. In real life, things in the less distinct parts of the visual field come into focus when one focuses on them.