L5 - The Paradox of (Interactive) Fiction Flashcards

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1
Q

Explain what the paradox of fiction is (state the three claims and state what the problem is).

A

The paradox of fiction deals with the question how can we feel emotions towards characters and events if we know they don’t really exist.

The first statement is that we can only feel emotions towards objects when we believe this object exists (or has existed). The problem with this statement is that real emotion can be based on imagining. We can feel emotions towards an object when we VIVIDLY IMAGINE/THINK this exists (or has existed).

The second statement about paradox of fiction is that when we consume fiction, we know that the characters and events we read about or watch don’t really exist. The problem is Illusions theory, which describes the suspension of disbelief. When we consume fiction, we TEMPORARILY BELIEVE that the characters and events we read about or watch really exist.

The third statement is that we do actually often feel emotions towards fictional characters and events. The problem with this statement is Kendall Walton’s make-believe theory, that claims that there are no real emotions or belief but rather we feel QUASI-emotions towards fictional characters and events.

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2
Q

a.Give an example of an emotion that is paradoxical in this sense (paradox of fiction)

A

An example for an emotion that is paradoxical is when we read a book and our favorite character has died. We feel sadness because of their fictional death. Nobody in the real world has actually died, technically these are just words on paper creating a fictional storyline, but we still feel sadness.

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3
Q

b.How would you solve the paradox of fiction? That is: which of the three claims would you deny and why?

A

Choosing the statement that emotions toward fictional characters are “quasi-emotions” according to Kendall Walton’s make-believe theory offers a way to reconcile the paradox of fiction. This perspective acknowledges that while we do experience emotional responses to fictional events and characters, these emotions differ from genuine emotions in their behavioral implications. By accepting the idea of “quasi-emotions,” you maintain the distinction between fiction and reality, allowing for a more coherent understanding of our emotional engagement with fictional narratives. This approach aligns with Walton’s theory, which emphasizes the role of make-believe in shaping our responses to the fictional world

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4
Q
  1. Explain what the paradox of interactive fiction is (give the three claims and state what the problem is).
A

How can we act on fictional characters?

  1. It is impossible to act on fictional objects (Zombies are not real. This zombie does not exist and you know this.)
  2. Videogame objects are fictional (You cannot kill what does not exist. You cannot kill this zombie. You know this.)
  3. Players act on videogame objects (Yet, when you play you say “I killed a zombie. Why?)
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5
Q

What are three solutions for the paradox of fiction?

A
  1. Illusion theory: When reading fiction, we temporarily believe its content.
  2. Make-believe theory: Our emotions towards fiction are of a different kind than our real-life emotions. They are quasi-emotions, not based on belief.
  3. Thought theory: Emotions can be caused by thoughts or imaginings that we have, which is exactly what happens when we experience fiction.
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6
Q

What are the two solutions for the paradox of interactive fiction?

A
  1. Virtual objects are non-fictional: they are illusions or they are real graphical objects
  2. Actions in virtual worlds are fictional themselves
    - Kendall Walton’s Make-Believe Theory, players play a game of make-believe in which they themselves are involved in
    e.g. Reality is pixels on a screen but in make-believe it’s a zombie
    You fictionally act in the fictional world.
    Possible correction of statements:
    It is impossible to ACTUALLY act on fictional objects
    Players FICTIONALLY act on videogame objects
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