If you wanted to make a syllabus for what readings would be on it? They don't need to be about games, only crucial for understanding them.

@xldrkp I'm curious: what area of philosophy do you work in? And what did you appreciate about Reality is Broken?


@jaranta Sure. I work in ethics and informatics and try to figure out ethical implications of current technological trends like AI, Blockchain and decentralized internet approaches.

As a teacher a core value for me is playfulness which is not the same as gaming. I take the term from Lifelong Kindergarten Group at MIT Media Lab and refer to Mitch Resnick on that. Reading the book by McGonigal was fun as it showed me how game design principles can get capitalized for gamification.

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@xldrkp Did you know she opposes calling her work "gamification"? I think she prefers to talk about gameful/playful design.

@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. doi.org/10.1086/648513

Lugones, M. (1987). Playfulness, “World”-Travelling, and Loving Perception. Hypatia, 2(2), 3–19. doi.org/10.1111/j.1527-2001.19

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. contempaesthetics.org/newvolum

Suits, B. (1967). What Is a Game? Philosophy of Science, 34(2), 148–156. jstor.org/stable/186102

Tavinor, G. (2008). Definition of Videogames. Contemporary Aesthetics, 6. contempaesthetics.org/newvolum


Tavinor, G. (2011). Video Games as Mass Art. Contemporary Aesthetics, May 5. contempaesthetics.org/newvolum

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. doi.org/10.2307/2108134

@jaranta Cool, thanks for that. Do you have anything like an open Zotero group with that list?

@xldrkp No yet, but if I make a syllabus out of these, I'll share it!

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