I’m pleased to announce that my paper, Competition as Cooperation, was recently published in the Journal of the Philosophy of Sport. (For those without institutional access, I’ve also put a pre-print draft online for free access.)
The paper argues that, under certain very specific conditions, games can transform competition into cooperation. Other accounts have tried to explain that transformation by focusing exclusively on player attitudes – their playfulness, or their consent. I argued instead for a distributed account of transformation: successful transformation depends on not only on players having the right motivational state, but also on aspects of game design, player fit, and extra-game community.
28. November 2017
Krakow, Gołębia 16 street, room 42
The aim of the workshop is to survey different options for answering the questions “What is a game?” and “What is a computer game?” and to get a feel for future directions that reflections on these questions may take. While keeping an eye on conventional notions such as voluntary goals, play and make-believe, the workshop will explore unconventional notions like artifact roles, status functions and new roles for play. The workshop will also discuss foundational issues for the project of defining games, such as definition types, essences, family resemblances or nominalism. The workshop is intended as a preparatory meeting, so please contact the organizers if you would like to participate in future events.
Sebastian Möring and John R. Sageng
11.00 On Defining
11.30 The Wittgensteinian Thesis on Defining and Game Definitions
12.00 The Game as the Partner in Play: A Posthuman Approach to the Definition of the Video Game Object
12.30 Games as Status Functions
John R. Sageng
14.00 How to Compare Game Definitions
14.30 Self-playing games: Rethinking the State of Digital Play
15.00 On the Technological Specificity of Playable Artifacts
15.30 Common discussion
Discussion forum: https://www.reddit.com/r/PhilosophyofGames/
Organizers: Sebastian Möring and John R. Sageng
In a few days, we will send notification letters to all of the authors. To make this time more bearable, we would like to share some news with you. We are happy to announce the fourth of our keynote speakers for the PoCP 2017 – Grzegorz J. Nalepa.
Grzegorz J. Nalepa is an engineer with degrees in computer science – artificial intelligence, and philosophy. He has been working in the area of intelligent systems and knowledge engineering for over 15 years.
He formulated the eXtended Tabular Trees rule representation method, as well as the Semantic Knowledge Engineering approach.
He authored a book “Modeling with Rules using Semantic Knowledge Engineering” (Springer 2017).
He co-edited a book “Synergies Between Knowledge Engineering and Software Engineering” (Springer 2017). He has co-authored over 150 research papers in international journals and conferences.
He coordinates GEIST – Group for Engineering of Intelligent Systems and Technologies (http://geist.re) cooperating with AGH University and Jagiellonian University in Krakow, Poland. For almost 10 years he has been co-chairing the Knowledge and Software Engineering Workshop (KESE) at KI, the German AI conference, Spanish CAEPIA, as well ECAI. He is the President of the Polish Artificial Intelligence Society (PSSI), member of EurAI. He is also a member of IEEE, Italian Artificial Intelligence Society (AI*IA), KES, Polish Cognitive Science Society (PTK).
His recent interests include context-aware systems and affective computing.
I am delighted to announce that my book entitled “Perspectives of the Avatar: Sketching the Existential Aesthetics of Digital Games” (University of Lower Silesia Press, Wrocław 2017) is now available.
The book was funded by the research grant awarded by the Polish National Science Centre, and you can download it for free from here.
The main ambition of “Perspectives of the Avatar” is to sketch the existential aesthetics that explore the situatedness of the individual towards a single player digital game with avatar. The book focuses on games falling within the category of independent or art games, and builds upon an assumption drawn from existentialism; where the individual facing the world is the central philosophical concern. In this theoretical horizon, a situation can become meaningful only from the point of view of the particular being.
Marta M. Kania
Stefano Gualeni has made a philosophical game that has received a great deal of interest. There is a recent article about it at Kotaku.
Stefano writes “Something Something Soup Something is my latest attempt at ‘playable philosophy’. The game, if we agree to call it such, can be freely played on (or downloaded from) the official website: soup.gua-le-ni.com
It was developed at the Institute of Digital Games (University of Malta) with the support of Maltco Lotteries.
I and the rest of the developers prefer to think of it as an interactive thought experiment: a piece of technology that discloses situations and presents notions in ways that are interactive and negotiable (and maybe even playful).
Something Something Soup Something it is designed to reveal, through its gameplay, that even a familiar, ordinary concept like ‘soup’ is vague, shifting, and impossible to define exhaustively. It is also designed to stimulate reflection on the possibility to analytically define what a game is: does the presence of several ‘ludological ingredients’ warrant its definition as a video game? What if only a part of it could be formally recognized as a video game? Is it even wise or productive to strive for a complete theoretical understanding of concepts like ‘soup’ or ‘game’?”
Game duration: about 6 minutes.
Something Something Soup Something was developed in collaboration with:
Isabelle Kniestedt – Art, programming
Johnathan Harrington – Field research and additional design
Marcello Gomez Maureira – Web-design and additional programming
Riccardo Fassone – Music and sound effects
Jasper Schellekens – Narrator, research support
The review process is still in progress, but we would like to share with you an exciting news! We are happy to announce the third of our keynote speakers for the PoCP 2017 – Philip Brey.
Philip Brey is full professor of philosophy of technology at the University of Twente in the Netherlands, and scientific director of the 4TU.Centre for Ethics and Technology. He has published extensively in the areas of ethics of technology and responsible research and innovation. He is president of the International Society for Ethics and Information Technology, a former president of the Society for Philosophy and Technology, and a member of the editorial board of over ten leading journals in his field. He is coordinator of the SIENNA project, an EU Horizon 2020-funded project on the ethical and human rights aspects of emerging technologies, including robotics and artificial intelligence, human genomics, and human enhancement. Many of his publications are in the philosophy and ethics of information technology, including publications on virtual reality, computer mediation and computer games.
Yesterday we informed you about the deadline extension for the Philosophy of Computer Games Conference 2017 (September the 4th, 11.59 PM GTM). This time, to further motivate you while you are working on your abstracts, we are happy to announce of the second of our keynote speakers – Sybille Lammes!
Sybille Lammes is professor New Media and Digital Culture at Leiden University.She has been a visiting Senior Research Fellow at The University of Manchester, and has worked as a researcher at the Centre for Interdisciplinary Methodologies at the University of Warwick, as well as the media-studies departments of Utrecht University and the University of Amsterdam. Her background is in media-studies and game-studies, which she has always approached from an interdisciplinary angle, including cultural studies, science and technology studies, postcolonial studies, and critical geography. She is co-editor of /Playful Identities /(2015), /Mapping Time /(2017 fc.) /The Routledge Handbook of Interdisciplinary Research Methods/ (2018 fc.). and /The Playful Citizen/ (2017 fc.). She is an ERC laureate and has been the PI of numerous research projects. She is a member of the Playful Mapping Collective.
Due to numerous requests, we’ve decided to extend the abstracts submission deadline for the Philosophy of Computer Games Conference 2017 until Monday, September 4th (11:59 PM GMT). We hope that this additional time would help you to finish and polish your submissions. Just as a reminder: the abstracts should have a maximum 1000 words (maximum 700 words for the main text and 300 for the bibliography) and be submitted through review.gamephilosophy.org.
We are very happy to announce the first of our keynote speakers for the Philosophy of Computer Games 2017 – Mark Silcox! Using this opportunity, we would also like to remind you that we are waiting for your abstracts and workshop submissions till the 1st of September.
Mark Silcox was born and raised just outside of Toronto, Canada. He received his MA in Philosophy from the University of Toronto and his PhD from The Ohio State University. He is currently Professor and Chair of Humanities and Philosophy at the University of Central Oklahoma.
He has worked as a freelance writer in the video game industry, and was on the design teams for the Nintendo 64 Game Aidyn Chronicles: The First Mage and the MMORPG Earth & Beyond. He is a co-author (with Jon Cogburn) of Philosophy through Video Games (Routledge, 2008), and co-editor (with Jon Cogburn) of Raiding the Temple of Wisdom: Philosophy and Dungeons & Dragons (Open Court, 2012). His most recent publication in philosophy is an edited anthology of papers entitled Experience Machines: The Philosophy of Virtual Worlds (Rowman & Littlefield International, 2017). He is also the author of several works of interactive fiction, a couple of storytelling games, and the SF novel The Face on the Mountain (Incandescent Phoenix, 2015).
You can now upload your abstracts to Philosophy of Computer Games Conference through review.gamephilosophy.org If you have any questions or want to submit a workshop proposal, please feel free to contact us.
The abstracts should have a maximum 1000 words (maximum 700 words for the main text and 300 for the bibliography). The deadline for submissions is Midnight GMT, 01.09. 2017. All submitted abstracts will be subject to double blind peer review. Notification of accepted submissions will be sent out by 30.09 2017. Participation requires that a paper draft is submitted by 22.11, 2017 and will be made available on the conference website.