@xldrkp I'm curious: what area of philosophy do you work in? And what did you appreciate about Reality is Broken?
@jaranta Yes, I know. I came across that book when I tried to understand how gamification and also nudging are being used in a wider scope than just games. Comes out that oftentimes psychological factors can be used for digital business models of all kinds.
May I ask what kind of books you have on your list from your perspective?
@xldrkp I've been focusing on shorter text in the hope of having some students actually read them. Here's what I've got from other people's recommendations:
Ahmed, S. (2010). Killing Joy: Feminism and the History of Happiness. Signs, 35(3), 571–594. https://doi.org/10.1086/648513
Lugones, M. (1987). Playfulness, “World”-Travelling, and Loving Perception. Hypatia, 2(2), 3–19. https://doi.org/10.1111/j.1527-2001.1987.tb01062.x
Nguyen, C. T. (2020). Games: Agency as Art. New York: Oxford University Press.
Schiller, F. (1985). On the Aesthetic Education of Man: In a Series of Letters (E. M. Wilkinson & L. A. Willoughby, Eds.). Clarendon Press.
Smuts, A. (2005). Are Video Games Art? Contemporary Aesthetics, 3. http://www.contempaesthetics.org/newvolume/pages/article.php?articleID=299
Suits, B. (1967). What Is a Game? Philosophy of Science, 34(2), 148–156. http://www.jstor.org/stable/186102
Tavinor, G. (2008). Definition of Videogames. Contemporary Aesthetics, 6. http://www.contempaesthetics.org/newvolume/pages/article.php?articleID=492
Tavinor, G. (2011). Video Games as Mass Art. Contemporary Aesthetics, May 5. http://www.contempaesthetics.org/newvolume/pages/article.php?articleID=616
Walton, K. L. (1991). Précis of Mimesis as Make-Believe: On the Foundations of the Representational Arts. Philosophy and Phenomenological Research, 51(2), 379–382. https://doi.org/10.2307/2108134
@jaranta @xldrkp I have heard about Nguyen's book. There is a also a prize-winning paper:
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