Philosophy & Technology

, Volume 27, Issue 2, pp 201–220 | Cite as

Fiction Puzzle: Storiable Challenge in Pragmatist Videogame Aesthetics

Special Issue

Abstract

This paper surveys the ontological and aesthetic character of puzzles in worlds with storytelling potential, storiable worlds (potential storyworlds). These puzzles are termed fiction puzzles. The focus is on the fiction puzzles of videogames, which are accommodated to John Dewey's pragmatist framework of aesthetics to be examined as art products capable of producing aesthetic experiences. This leads to an establishing of analytical criteria for estimating the value of fiction puzzles in the pragmatist framework of aesthetics.

Keywords

Aesthetics Puzzles Story Narrative Videogames Adventure games Interactive fiction John Dewey 

Notes

Acknowledgments

I wish to thank Clara Fernández-Vara and Nick Montfort for their valuable comments on the earlier draft of the paper. I also thank the anonymous reviewers, one of which deserves to be separately acknowledged for her or his exceptionally comprehensive and constructive feedback.

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Further Reading—Games

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  10. Make it good. Jon Ingold. (Z-code), 2009.Google Scholar
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  12. Physicus: save the world with science. Ruske & Puhretmaier Edutainment GmbH. Microsoft Windows, 1999.Google Scholar
  13. Prince of Persia: the sands of time. Ubisoft Montreal. PlayStation 2, 2003. 13.Google Scholar
  14. Puzzle agent. Telltale Games. Mac, 2010.Google Scholar
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  20. Tetris. Alexey Pajitnov. DOS. 1986Google Scholar
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Copyright information

© Springer Science+Business Media Dordrecht 2013

Authors and Affiliations

  1. 1.University of TurkuTurkuFinland

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