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

1
Department of Philosophy; Gettysburg College, Gettysburg, PA 17325, USA
2
Department of Philosophy, University of Illinois, Champaign-Urbana, Champaign, IL 61820, USA
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Author to whom correspondence should be addressed.
Philosophies 2019, 4(4), 56; https://doi.org/10.3390/philosophies4040056
Received: 16 September 2019 / Revised: 18 October 2019 / Accepted: 24 October 2019 / Published: 31 October 2019
(This article belongs to the Special Issue Philosophies of Time, Media and Contemporaneity)
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. View Full-Text
Keywords: time; art; video games; relativity time; art; video games; relativity
MDPI and ACS Style

Gimbel, S.; Roman, J. It’s about Time: Film, Video Games, and the Advancement of an Artform. Philosophies 2019, 4, 56.

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