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1.
Why do we so often care about the outcomes of games when nothing is at stake? There is a paradox here, much like the paradox of fiction, which concerns why we care about the fates and threats of merely fictional beings. I argue that the paradox threatens to overturn a great deal of what philosophers have thought about caring, severing its connection to value and undermining its moral weight. I defend a solution to the paradox that draws on Kendall Walton's solution to the paradox of fiction, developing his idea that it be extended to games. The solution takes games to involve make-believe: in particular, players and spectators make-believe that the outcome of the game matters. I also explore how the phenomenon extends beyond games. And I explore some moral implications: in particular, my view preserves the idea that we have reason not to impede others in their pursuit of what they care about.  相似文献   

2.
An empty fiction is a fiction with no content—that is, a fiction in which no propositions are (fictionally) true. The central question of this article is, are such fictions possible? Here, I argue that they are. More specifically, after first examining and rejecting five potential arguments for the possibility of empty fictions, I go on to develop a more successful argument. Along the way, I introduce a new method for producing fictions via complementation functions.  相似文献   

3.
This article looks at the role that narrative fiction—film, television, and literature—can play in countering and mitigating epistemic injustice. The notion of epistemic injustice is explicated by Miranda Fricker as a distinctive kind of injustice done to a knower in her role as a knower and is identified in two forms: testimonial injustice and hermeneutical injustice. The operation of both types of epistemic injustice depend upon the social imagination and the shared concepts of social identity within it—what it is to be a man, woman, straight, black, gay, transgender. It is here that narrative fiction becomes pertinent, as it has the potential to influence the social imagination for the better. Fricker uses fictional scenarios to clarify her notions of epistemic injustice; I argue that aside from elucidating analysis of our epistemic practices, fiction can also provide epistemic correctives. In the first through fourth sections of the paper, I explore ways in which narrative fiction can combat testimonial and hermeneutical injustice. The fifth section then considers the unique features of narrative fiction in this capacity to resist epistemic injustice and argues that it capitalizes on advantages that other approaches cannot share in.  相似文献   

4.
The conclusion of this paper will be that e-sports are not sports. I begin by offering a stipulation and a definition. I stipulate that what I have in mind, when thinking about the concept of sport, is ‘Olympic’ sport. And I define an Olympic Sport as an institutionalised, rule-governed contest of human physical skill. The justification for the stipulation lies partly in that it is uncontroversial. Whatever else people might think of as sport, no-one denies that Olympic Sport is sport. This seeks to ensure that those who might wish to dispute my conclusion might stay with the argument at least for as long as possible. Secondly, the justification for the stipulation lies partly in its normativity—I have chosen an Olympic conception of sport just because it seems to me to offer some kind of desirable version of what sport is and might become. Thirdly, I give examples which show how prominent promoters of e-sports agree with my stipulation, as evidenced by their strenuous attempts to comply with it in order to join the Olympic club. The justification for the definition lies in the conceptual analysis offered—an ‘exhibition-analysis’ which clarifies the concept of sport by offering ‘construals’ of the six first-level terms. The conclusion is that e-sports are not sports because they are inadequately ‘human’; they lack direct physicality; they fail to employ decisive whole-body control and whole-body skills, and cannot contribute to the development of the whole human; and because their patterns of creation, production, ownership and promotion place serious constraints on the emergence of the kind of stable and persisting institutions characteristic of sports governance. Competitive computer games do not qualify as sports, no matter what ‘resemblances’ may be claimed. Computer games are just that—games.  相似文献   

5.
In this paper I address the topic of sport records and concentrate on the ontology of sport records. I argue that sport records are social facts in the sense that sport records not only depend on the physical facts of sport competitions, but also on the attitude we take towards the phenomenon—our attitude is partly constitutive of the phenomenon of sport records. In particular, the Mieto–Wassberg incident and the Larsson–McKee incident show that performance records should also be regarded as social facts. Lastly, I show how my view sits with the view that sports are response-sensitive. I argue that the latter gives us further reason to believe that sport records, in particular performance records, are social facts.  相似文献   

6.
Assuming there are fictional objects, what sorts of properties do they have? Intuitively, most of their properties involve being represented—appearing in works of fiction, being depicted as clever, being portrayed by actors, being admired or feared, and so on. But several philosophers, including Saul Kripke, Peter van Inwagen, Kendall Walton, and Amie Thomasson, argue that even if there are fictional objects, they are not really represented in some or all of these cases. I reconstruct four kinds of arguments for this unexpected conclusion; they concern the semantics of names, pragmatic force, creation, and representations’ qualitative content. But I find all the arguments flawed. I then argue for the contrary, employing a new perspective: representation of fictional objects begins with the works of fiction that originate them. A work of fiction represents its “native” objects because our culture bestows that property on it (and on other works of fiction). I sketch conditions for such property bestowal and argue that they are satisfied in this case.  相似文献   

7.
Kipper  Jens 《Synthese》2019,198(27):6469-6489

The main goal of my paper is to argue that data compression is a necessary condition for intelligence. One key motivation for this proposal stems from a paradox about intuition and intelligence. For the purposes of this paper, it will be useful to consider playing board games—such as chess and Go—as a paradigm of problem solving and cognition, and computer programs as a model of human cognition. I first describe the basic components of computer programs that play board games, namely value functions and search functions. I then argue that value functions both play the same role as intuition in humans and work in essentially the same way. However, as will become apparent, using an ordinary value function is just a simpler and less accurate form of relying on a database or lookup table. This raises our paradox, since reliance on intuition is usually considered to manifest intelligence, whereas usage of a lookup table is not. I therefore introduce another condition for intelligence that is related to data compression. This proposal allows that even reliance on a perfectly accurate lookup table can be nonintelligent, while retaining the claim that reliance on intuition can be highly intelligent. My account is not just theoretically plausible, but it also captures a crucial empirical constraint. This is because all systems with limited resources that solve complex problems—and hence, all cognitive systems—need to compress data.

  相似文献   

8.
Bamiyan's Buddhas, long the treasured centrepiece of Afghanistan's material culture, were blown up by the Taliban in 2001. Since then controversy has arisen regarding whether — and, if so, how — the sculptures might be resurrected. One option — possible in principle because of careful 20th century survey work — would be to reconstruct exact replicas. I argue this would be a mistake. Reconstructing the sculptures, though it might serve useful ends, is inappropriate on aesthetic, moral, and metaphysical grounds. I then consider restoration, arguing that it is appropriate on these same grounds. Unlike reconstruction, restoration stands to (partly) resuscitate the artistic, cultural, and historical value that now lies, inaccessible, in piles of rubble. And while restoration stands to achieve this worthy end, it would contribute as well to the economic and political well‐being of Afghani citizens. In short, I argue that restoring — and thereby resurrecting — Bamiyan's Buddhas, both metaphysically possible and morally appropriate, is a win‐win proposition. Afghanistan deserves our support to make this happen.  相似文献   

9.
Many philosophers of sport maintain that athletics can contribute to our understanding of ourselves and the environments in which we live. It may be relatively easy to offer accounts of how athletes might acquire self-knowledge through sport; however, it is far more difficult to see how sport could add to the general understanding of human individuals, cultural frameworks or the material world. The study of sport as a way of worldmaking is helpful in understanding how sport can contribute to the pursuit of knowledge in such areas.

The position I present is based on arguments made by Gunter Gebauer in his 1993 presidential address to the Philosophic Society for the Study of Sport, ‘Sport, theater, and ritual: Three ways of worldmaking’, and in my explanation and interpretation of Gebauer's position, I rely heavily on Nelson Goodman's Ways of worldmaking. Gebauer's work is focused on traditional sports, and he argues that such sports create worlds that represent fundamental attitudes and values of the cultures that produce them. I argue that alternative sports are well suited to create new and original worlds that instantiate value systems in opposition to mainstream culture. I argue further that nature sports such as climbing and surfing represent relationships between humans and natural features, and that such sports, as a subcategory of alternative sports, are in a position to create new and original frameworks that can help us to better comprehend our relationships with natural environments.  相似文献   

10.
11.
Paralympic Games (PG), involving people with disabilities (PWD), are a manifestation of excellence in sport. They show that athletics performed by PWD counts as genuine sport. They also support a wider meaning of the term ‘health,’ understood not just like a utopian state of perfection, but like the ability to realize oneself in the projects and activities of one’s own choosing. Notwithstanding these virtues, PG—in their current form—may paradoxycally reinforce social prejudice against PWD. This is due to the fact that PG and Olympic Games (OG) are now two distinct events. In this article, I argue that PG should be integrated in the OG, just like women’s and ‘minor’ sports, because the separation of PG and OG indicates a morally arbitrary separation between people with and without disabilities. I also propose to remove the word ‘Para-lympic’ because it stigmatizes the sport performed by PWD as an appendix of ‘normal’ sport. Athletes with disabilities deserve special attention because they have special needs; but they also deserve an arena where their excellence is offered to the public, and this arena should not be different from that of normal-bodied athletes.  相似文献   

12.
Dan Cavedon‐Taylor 《Ratio》2010,23(2):141-150
The claim that photographs are fictionally incompetent (i.e. that they can only depict those particulars they are appropriately causally related to) is argued by Noël Carroll, Gregory Currie, and Nigel Warburton to be falsified by cinematic works of fiction. In response I firstly argue that it does not follow from cinema's having a capacity for the representation of ficta that photography has a capacity for the representation of ficta. Secondly, and inspired by the work of Roger Scruton, I develop an account of how it is that cinema represents ficta on which this is fundamentally a matter of dramatic/theatrical representation. I argue that in cinematic fiction photography delivers a pre‐existent representation of ficta rather than creating or generating fictional content. With this being so, the claim that photography is fictionally incompetent is compatible with cinematic fiction. 1  相似文献   

13.
Virtual killing     
Debates that revolve around the topic of morality and fiction rarely explicitly treat virtual worlds like, for example, Second Life. The reason for this disregard cannot be that all users of virtual worlds only do the right thing while online—for they sometimes even virtually kill each other. Is it wrong to kill other people in a virtual world? It depends. This essay analyzes on what it depends, why it is that killing people in a virtual world sometimes is wrong, and how different virtual killings are wrong in different ways. I argue that killing people online is wrong if it is an instance of deliberately and non-consensually evoking disagreeable emotions in others. Establishing this conclusion requires substantial conceptual work, as virtual worlds feature new kinds of fictional agency, particular emotional responses to fiction, and unique ways in which the fiction of the virtual world relates to the wrongness of the killing.  相似文献   

14.
I defend a cluster of views about names from fiction and myth. The views are based on two claims: first, proper names refer directly to their bearers; and second, names from fiction and myth are genuinely empty, they simply do not refer. I argue that when such names are used in direct discourse, utterances containing them have truth values but do not express propositions. I also argue that it is a mistake to think that if an utterance of, for example, “Vulcan is a planet” fails to express a proposition, then an utterance of “Le Verrier believed that Vulcan is a planet” cannot express a proposition. The argument applies to claims about fiction, such as “Sherlock Holmes is strong,” and claims about the attitudes of authors and auditors. The upshot is a semantics for fictional statements that provides a satisfying way for direct reference theorists to avoid taking fictional entities to be abstract objects and to accept the commonsense view that what is true in a fiction is ultimately a matter of what is pretended to be the case.  相似文献   

15.
The outcomes of sports and competitive games excite intense emotions in many people, even when those same people acknowledge that those outcomes are of trifling importance. I call this incongruity between the judged importance of the outcome and the intense reactions it provokes the Puzzle of Sport. The puzzle can be usefully compared to another puzzle in aesthetics: the Paradox of Fiction, which asks how it is we become emotionally caught up with events and characters we know to be unreal. In this article, I examine the prospects of understanding our engagement with competitive games on the model of our engagement with works of fiction, thus enabling analogous explanations for both puzzles. I show that there are significant problems with such an approach and offer an alternative, mobilizing ideas from David Velleman and Thomas Nagel, that appeals to the volatility of our motivational attitudes.  相似文献   

16.
ABSTRACT

In the only two articles on the topic of which I am aware, Chad Carlson and Scott Aikin have leveled three objections against fantasy sports—namely, that participation in fantasy sports elicits (1) a distortion of the virtue of loyalty, (2) an ethically problematic failure of understanding, either of morally valuable parts of games and/or of games as coherent wholes, and (3) a failure to respect the game in that participants desire to see play that is good for their fantasy team rather than play that makes for a good game. This paper defends fantasy sports against those objections. I argue that once the ethical values underlying objections (1) and (2) are identified and plausibly interpreted, we see that fantasy sports pose no threat to those values, but rather provide participants with an alternative, and in some cases superior, means of realizing the relevant values. Participation in fantasy sports is in unavoidable tension with the obligation at work in objection (3), but that obligation is so weak that its failure is easily compensated for by the realization of an ethical value that is central to fantasy sports, yet has been overlooked by both critics—namely, human flourishing in the form of the emotional and intellectual virtues which fantasy sports challenge participants to develop and display.  相似文献   

17.
Not all those who write philosophy are recognized as philosophers. In this paper I argue that Dutch writer Isabelle de Charrière, usually known as a novelist, is actually engaged in doing moral philosophy. In the second half of the eighteenth century, Charrière wrote novels about characters who endorsed moral theories and commitments. Her novels track the dilemmas that these characters face in trying to live according their moral theories and commitments. I consider the case for treating fiction as philosophically valuable, and argue that Charrière's novels fall into the category of philosophically valuable fiction.  相似文献   

18.
I argue that there is a tension between the claim that at least some kinds in the special sciences are multiply realized and the claim that the reason why kinds are prized by science is that they enter into a variety of different empirical generalizations. Nevertheless, I show that this tension ceases in the case of ‘cultural homologues’—such as specific ideologies, religions, and folk wisdom. I argue that the instances of such special science kinds do have several projectable properties in common due to their shared history of reproduction, and that the social learning involved means that we should also expect these kinds to be multiply realized.  相似文献   

19.
Antje Jackelén 《Zygon》2002,37(2):289-302
Suppose there comes a day when Homo sapiens has evolved into or been overtaken by techno sapiens. Will it then still make sense to speak of human beings as created in the image of God? What is the relevance of asking such a question today? I offer a sketch of the present state of development and discussion in artificial intelligence (AI) and artificial life (AL) and discuss some implications for the human condition. Taking into account both reality and fiction in AI and AL, I hold that, regardless of the degree of realization, issues related to technological evolution inform the cultural agenda—at least the European–American one. I comment on antireductionist arguments and on arguments from philosophy and (history of) culture. I argue in favor of a consonance between neurotechnology and the Christian gospel in terms of realizing the marks of messianic life. However, issues of justice, reason versus nature, and perfection and finitude versus imperfection and immortality call for further illumination. Even though no principal opposition seems to exist between technological evolution and possible interpretations of the concept of the image of God (imago dei), a number of significant dissimilarities need to be addressed, such as the differences between technical improvement and forgiveness or transformation and between immortality and resurrection. The role of irregularity, disturbance, and error for creative processes in nature and culture is an exciting topic in science and technology as well as in theology.  相似文献   

20.
This essay explores the features in virtue of which games are valuable or worthwhile to play. The difficulty view of games holds that the goodness of games lies in their difficulty: by making activities more complex or making them require greater effort, they structure easier activities into more difficult, therefore more worthwhile, activities. I argue that a further source of the value of games is that they provide players with an experience of freedom, which they provide both as paradigmatically unnecessary activities and by offering opportunities for relatively unconstrained choice inside the ‘lusory’ world that players inhabit.  相似文献   

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