Revue | Volume
The philosophy of computer games
Volume 27 (2)
Détails | Table des matières
Technological unemployment, leisure occupation, and the human project
pp.143-150
https://doi.org/10.1007/s13347-014-0166-7
Introduction to the special issue on the philosophy of computer games
pp.151-157
https://doi.org/10.1007/s13347-014-0152-0
Generic structures, generic experiences
a cognitive experientialist approach to video game analysis
pp.159-175
https://doi.org/10.1007/s13347-013-0125-8
Augmented ontologies or how to philosophize with a digital hammer
pp.177-199
https://doi.org/10.1007/s13347-013-0123-x
Fiction puzzle
storiable challenge in pragmatist videogame aesthetics
pp.201-220
https://doi.org/10.1007/s13347-013-0117-8
Simulating philosophy
interpreting video games as executable thought experiments
pp.251-265
https://doi.org/10.1007/s13347-013-0102-2
Publisher's note
pp.285-285
Confronting the moral dimensions of technology through mediation theory
pp.287-313
https://doi.org/10.1007/s13347-011-0054-3
Erratum to
book symposium on peter paul Verbeek's moralizing technology
pp.315-315
Détails de la publication
Revue: Philosophy & Technology
Volume: 27
Numéro: 2
Année: 2014
Citation complète:
Coppock Patrick John, Kirkpatrick Graeme, Leino Olli Tapio, Leirfall Anita (dir.), 2014, The philosophy of computer games, Philosophy & Technology 27 (2).