Philosophies (Oct 2019)

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

  • Steven Gimbel,
  • Joseph Roman

DOI
https://doi.org/10.3390/philosophies4040056
Journal volume & issue
Vol. 4, no. 4
pp. 56 – 0

Abstract

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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.

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