269 research outputs found

    Depiction, Perception, and Imagination: Responses to Richard Wollheim

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    Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/98275/1/1540-6245.00049.pd

    Make-Believe and Its Role in Pictorial Representation and the Acquisition of Knowledge

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    Pictures are not merely imitations of visual forms, nor are they merely signs that signify or stand for things of the kind they represent. Pictures, like hobby horses, are props in games of make-believe in which people participate visually, and also psychologically

    Sports As Fiction

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    http://deepblue.lib.umich.edu/bitstream/2027.42/64502/1/KenWalton2009SportsAsFiction.pd

    Languages of art: An emendation

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    Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/43376/1/11098_2004_Article_BF00420447.pd

    The real foundation of fictional worlds

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    I argue that judgements of what is ‘true in a fiction’ presuppose the Reality Assumption: the assumption that everything that is (really) true is fictionally the case, unless excluded by the work. By contrast with the more familiar Reality Principle, the Reality Assumption is not a rule for inferring implied content from what is explicit. Instead it provides an array of real-world truths that can be used in such inferences. I claim that the Reality Assumption is essential to our ability to understand stories, drawing on a range of empirical evidence that demonstrates our reliance on it in narrative comprehension. However, the Reality Assumption has several unintuitive consequences, not least that what is fictionally the case includes countless facts that neither authors nor readers could (or should) ever consider. I argue that such consequences provide no reason to reject the Reality Assumption. I conclude that we should take fictions, like non-fictions, to be about the real world

    Players, Characters, and the Gamer's Dilemma

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    Is there any difference between playing video games in which the player's character commits murder and video games in which the player's character commits pedophilic acts? Morgan Luck's “Gamer's Dilemma” has established this question as a puzzle concerning notions of permissibility and harm. We propose that a fruitful alternative way to approach the question is through an account of aesthetic engagement. We develop an alternative to the dominant account of the relationship between players and the actions of their characters, and argue that the ethical difference between so-called “virtual murder” and “virtual pedophilia” is to be understood in terms of the fiction-making resources available to players. We propose that the relevant considerations for potential players to navigate concern (1) attempting to make certain characters intelligible, and (2) using aspects of oneself as resources for homomorphic representation.Peer reviewe

    NGO Legitimacy: Four Models

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    The aim of this paper is to examine NGOs’ legitimacy in the context of global politics. In order to yield a better understanding of NGOs’ legitimacy at the international level it is important to examine how their legitimacy claims are evaluated. This paper proposes dividing the literature into four models based on the theoretical and analytical approaches to their legitimacy claims: the market model, social change model, new institutionalism model and the critical model. The legitimacy criteria generated by the models are significantly different in their analytical scope of how one is to assess the role of NGOs operating as political actors contributing to democracy. The paper argues that the models present incomplete, and sometimes conflicting, views of NGOs’ legitimacy and that this poses a legitimacy dilemma for those assessing the political agency of NGOs in world politics. The paper concludes that only by approaching their legitimacy holistically can the democratic role of NGOs be explored and analysed in the context of world politics
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