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Thread Suggestion: Best Answer Voting in Philosophy ·
It was supposed to be all set by today
but it looks like things are getting pushed back a few days
Thread Suggestion: Best Answer Voting in Philosophy ·
Amanda Jackson5 said:Since you’ve gone ahead and kicked this whole thing off, I’d say you might as well throw out the first question to get the ball rolling.

Fair enough.

Thanks
🙂
Thread Suggestion: Best Answer Voting in Philosophy ·
Thanks so much for all the support and for showing such great interest in this topic!

I really appreciate the point made by single-player, and honestly, I think everyone here agrees that we should stick to one participant per post;

And just so we’re clear on the rules, the previous round winner gets to set the new question, so we'll be keeping that format moving forward.

So, now the big question is, who’s going to kick things off? Since I started this whole thread, I could certainly take the lead, but if anyone else feels inspired to jump in first, please, don't be shy—just let me know right here.

The poll will wrap up this coming Monday, and I'm planning to launch the very first thematic round immediately afterward.
Pick the right answer
with a specific type of introduction that we'll use to start every subsequent round as well.
Thread Suggestion: Best Answer Voting in Philosophy ·
Back when I was at the University of Chicago, we used to have this
"Philosophical Inquiry Contest" that actually pulled in quite a crowd back in the day. I’ve been thinking lately that maybe we could bring it back, though definitely with a fresh spin on things.

So, here is my pitch for a new theme:

Judging the best response
(to those deep, heavy philosophical questions)


The ground rules would basically be
- try to keep your answers short and punchy—you know, where you say a lot without using a million words.
Also, if you feel like someone else’s quote captures the essence of your thought better than your own words ever could, feel free to use that quote as your answer, just make sure to credit the source.

We’d set a seven-day deadline for submissions, and once that's up, we’ll move straight into voting and some good old-fashioned debate.

What do you all think? Are you leaning toward a "yes" or a "no" on this idea?
Suggestion for expanding the "Life as a Couple" PDF in Feedback & Suggestions ·
rustydrifter10 said:Hey there, neoncrane64. Sorry about that—I should have just called you by your actual handle from the start. After I sat down and actually chewed on your suggestion, I ended up falling into this deep, swirling meditation that lasted me about a week, honestly. Once I emerged, I dove headfirst into some pretty intense research and even ran a little survey across the entire Beautiful Coast. Then came the grueling part: trying to turn all those thoughts into what I’d call a "scientific" analysis, if you can even call it that. But look, I really have to say, there’s a real truth to what you’re putting forward; after all, we run a sophisticated, modern American forum here, one that's wide open to all kinds of connections, lifestyles, and ways of living together—including multi-partner arrangements, or what people nowadays call polyamory or polyandry. As far as I know, that whole thing doesn't have anything to do with Hebrang, though. Anyway... where was I going with this? Right. Basically, I’ve come to the conclusion that within the Life for Two subforum, we can talk about life for three, or four, or five, or however many people you want, and yeah, you can even talk about being alone. In fact, we’ve already done it! There are tons of threads on it! To me, that just proves our forum has always been ahead of its time and remains the perfect spot for high-quality, meaningful discussions. Even if the section is titled Life for Two, it’s really about life in general, as long as it's shared. Should we change the name? Well, that’s the big debate now. Think about it: how many subforums actually have names that describe them with absolute, clinical precision? Is there any name out there that can perfectly capture the essence of a community without leaving room for a little nuance? I suppose this is more of a topic for Philosophy (is that even the right name for that section?), but since PŽK leans a bit philosophical itself—you see how names can be deceiving!—let's just leave it here. "Life for Two" is really more of a poetic device, a bit of wordplay meant to draw people in, making them wonder, "Is my life truly just for two?" It makes you question how many people are inside you—not in that weird way, mind you—and how much of us lives in others, or if the two of us are actually three? We're conditioned to think coexistence usually happens in pairs; that's just the culture we grew up with in America. So, imagine someone waking up, brewing a cup of coffee, lighting a cigarette, thinking to themselves that it's just going to be another boring Tuesday, clicking on Life for Two, and suddenly finding themselves staring at all these incredible variations of human connection they never even dreamed existed! That is the true strength of Life for Two; it isn't just about two people. It’s so much more than the name suggests, much like every other subforum here, even if it might not seem that way at first glance. Just give it some thought.

That is such a fantastic post!!
😍

Come join us over in Philosophy
🙂
Sigmund Freud, you’ve left us completely speechless
🙂
The ethics of cannibalism in Philosophy ·
Thanks so much for sending over that book PDF
That poem right at the start really hit me hard, I was actually quite moved by it.

Steven Clark2 said:According to certain experts, the etymology of this word within Columbus's journals [1] has two distinct roots. The first is the one I just mentioned. Members of the Arawak tribe used a word canibal to describe their enemies, though that was actually a linguistic misunderstanding of the word cariba. The second root stems from the Latin *canis*, meaning dog, which links back to the Cynocephali—those dog-headed monsters documented in scientific literature ranging from Pliny the Elder to Isidore of Seville and various other chroniclers of monstrous races. When Columbus's interpreters told him that men with "dog-like snouts" lived further east and "ate human flesh," and Columbus simultaneously heard the name the Arawaks gave their enemies, he translated the latter based on the prevailing scientific belief that "similarities are the foundation of all knowledge." The phonetic similarity between the Arawak term and the Latin roots describing monstrous carnivores convinced Columbus that they were indeed describing the same creatures.

The issue isn't quite so simple when you examine this etymology. Columbus truly believed he had reached India and the domain of the Great Khan; consequently, in his mind, the "caniba" were none other than subjects of the Great Khan who must have been neighbors to the tribes he encountered. He believed they possessed ships and would come to capture people, and since those taken never returned, the locals were left to believe they were being eaten.

This particular perspective on the New World gained traction very quickly, which is why this specific word was so easily adopted instead of the Greek terms that already existed for cannibalism. But the story doesn't end there. The narrative of cannibals—or people who consume their enemies—was popularized far more by Columbus's own letters (in which he details these accounts), which were published in 1493 and the following years in four different languages of the era (Latin, French, German, Italian, and Spanish). In these letters, Columbus simplified the complexities of his travels and everything occurring there, yet it seems the focus remained fixed on the "cannibals" of the Caribbean, perhaps due to the existing legends of man-eaters passed down from Herodotus. For a wonderful and detailed explanation including a critique of Columbus and his encounters in the Caribbean, I highly recommend looking at Peter Hulme's book Encounters : Europe and The Native Caribbean, 1492-1797 (pdf). Regardless, the term was embraced across America and Europe almost instantly.

Drawings of cannibals—it is quite interesting that you brought that up. By the late 16th century, visual culture was becoming incredibly influential in Europe, which explains why there were so many depictions of New World cannibals circulating at the time. Take, for example, this image produced by Theodor de Bry (who is famously known for his depictions of the New World). You might also examine this sculpture by Leonhard Kern from around 1650. Furthermore, consider this picture from 1621, which depicts Columbus's fleet under attack by cannibals.

__________________________

Notes:

[1] To clarify, we are actually referring to Columbus's journal from his first (out of four total) voyage, which survives through manuscripts provided by Bartolomé de las Casas. This is a significant distinction because Columbus's original journal is lost, as is the very first transcription of it. It is highly probable that de las Casas's transcription was copied from the original Columbus journal held at the monastery in San Pablo back in 1552, and that is the primary source we rely on when discussing the journal from his first voyage.

I'm really digging this part too

Those illustrations about cannibals—it’s actually pretty interesting that you brought that up. By the late 16th century, visual culture had become such a powerhouse in Europe, which explains why there were all these different depictions of cannibals from the New World floating around. You should check out this image painted by Theodor de Bry (who is pretty famous for his depictions of the New World anyway). Then take a look at this sculpture by Leonhard Kern from around 1650. And finally, look at this picture from 1621 that shows Columbus's fleet being attacked by cannibals.

As for this part...
uhhh
The ethics of cannibalism in Philosophy ·
Ethical relativism basically rests on the idea that there isn't just one single moral compass, but rather a whole bunch of different systems out there, meaning our own way of seeing right and wrong is just one version among many; if you really look at how much different cultures vary, you start to see that what’s considered "right" or "wrong" is usually just dictated by the specific cultural standards we were raised with.

On the flip side, you have the universalists, who completely reject this kind of relativism and argue that certain actions are fundamentally right or wrong for everyone, everywhere, regardless of where they happen to be from.

Then there’s this middle ground called pluralism, which tries to walk a fine line by acknowledging the reality of cultural diversity while still holding onto the non-relativist belief that some moral elements are actually universal; this approach is pretty useful because it leaves the door open to criticizing existing moral frameworks or calling out harmful practices embedded in certain traditions, all while maintaining a genuine respect for other cultures and their unique ways of life.

Steven Clark2 said:First and foremost, I feel it is vital to acknowledge that this remains a taboo subject—to some, perhaps one of the last great taboos that we truly need to discuss more openly.

The topic is far from straightforward. Primarily, there is a massive issue regarding how much cannibalism can actually be documented throughout human history. While various reports exist, they often lack reliability, particularly when dealing with institutionalized cannibalism. On the other hand, there are far too many individual instances. Something came to mind that I briefly touched upon in an earlier chat thread:

There are plenty of details surrounding this. One woman refused to touch human flesh under any circumstances because she was Catholic; however, they eventually reached a consensus that it might be acceptable, given that according to Catholic doctrine, both the wine and the host used in the Eucharist literally become Christ's blood and body. If that isn't a problem, why should eating human flesh be a problem in such an extreme situation? Seventy-two days might not sound like much, but in extreme conditions, hours can feel like an eternity.

I mentioned another example in a thread about history before two and a half years ago:

Extremely well-documented American sources provide fascinating data regarding cannibalism during the 882 days of the New York siege. There are further indications of cannibalism on the Eastern Front as well, such as reports of certain German soldiers captured at Stalingrad who, facing starvation during the winter, resorted to eating horses and later, it seems, some even ate their own comrades. Cannibalism was also present in American prisoner-of-war camps. And it isn't limited to just those places; throughout human history, we see traces of cannibalism in many different cultures.

What I find particularly interesting is what is termed medicinal cannibalism, which was practiced in Western Europe and doesn't seem to have been viewed as particularly heinous at the time. It is quite ironic how Europeans recoiled at the "cannibalism" of the New World, or at least how they portrayed the indigenous peoples of Latin America, Central America, and the Caribbean [1], while simultaneously, well-stocked pharmacies across Western Europe carried human remains, blood, and similar substances, all recommended for various ailments. As Beth Conklin notes in her fantastic book:


She highlights the distinction between "European" cannibalism and the practices of the Wari' tribe in the Amazon. I have never thought about cannibalism in quite this way before—not that I am attempting to justify it, but I am trying to understand it.

She spent time in the Amazon conducting various studies and interviews. It is incredible how the Wari' people experienced the loss of a loved one. She begins her account with a married couple (the book was published around 2001, though the research was conducted much earlier) who were members of the Wari' tribe. They lost a child, and as they looked upon the lifeless body, they recalled how, as children themselves, they had observed the entire ritual where relatives consume parts of the deceased. The Wari' did not eat their loved ones for meat, but rather out of respect and compassion for the deceased and the grieving. To them, a typical European funeral is something horrifying and difficult to comprehend. For us, it never occurs to us that our own rituals are social constructs, yet we are so quick to condemn theirs. Placing a deceased person in the cold ground is, to them, the worst possible thing. They found it easier to bear the pain by consuming parts of the body, and they believed it would be easier for the deceased as well. It was the duty of every Wari' individual to honor this custom. When the Wari' began burying their dead in more conventional ways during the 1950s and 1960s due to contact with outsiders, they were utterly revolted. From their perspective, eating the departed was nothing wrong. Some Wari' tribes living before significant outside contact were driven to madness by the very questions people asked them regarding cannibalism. Simply put, to them, this custom was entirely natural and normal. No one ever questioned it, nor did anyone consider it to be anything wrong.

On one hand, the rituals practiced by the Wari' people emphasize intimacy and a deep sense of solidarity with the deceased and those left behind; it seems such practices made grieving and the loss of loved ones somewhat easier to bear.[2] Conversely, "European" cannibalism reveals a certain coldness. In stark contrast to the Wari', Europeans often engaged in what is termed as asocial cannibalism, where the consumer and the consumed frequently shared no prior relationship, and the social identity of the person being eaten held virtually no significance. As Conklin concludes:

It makes one wonder about the distinction between "civilized" society and "savages." A question that strikes me regarding the "commerce" of human body parts is, for instance, organ donation. We view that as an act of supreme nobility and altruism. Is that truly distinct from cannibalism (or perhaps it isn't?), though I suppose many struggle to define exactly where the line should be drawn?

_____________________________

Notes:

[1] Furthermore, even the term "cannibalism" itself stems from the Spanish word for the Caribs—Canibale—which gave rise to the concept, offering quite a glimpse into how those refined Europeans viewed "savages." Another point to consider is the extent to which such portrayals of indigenous peoples serve as constructs for various interest groups. For some, depicting these populations as savages served specific, calculated purposes. Perhaps we can delve deeper into that another time.

[1] Some refer to this as "compassionate cannibalism."
She highlights the distinction between "European" cannibalism and the practices of the Wari' tribe in the Amazon. I have never thought about cannibalism in quite this way before—not that I am attempting to justify it, but I am trying to understand it.

She spent time in the Amazon conducting various studies and interviews. It is incredible how the Wari' people experienced the loss of a loved one. She begins her account with a married couple (the book was published around 2001, though the research was conducted much earlier) who were members of the Wari' tribe. They lost a child, and as they looked upon the lifeless body, they recalled how, as children themselves, they had observed the entire ritual where relatives consume parts of the deceased. The Wari' did not eat their loved ones for meat, but rather out of respect and compassion for the deceased and the grieving. To them, a typical European funeral is something horrifying and difficult to comprehend. For us, it never occurs to us that our own rituals are social constructs, yet we are so quick to condemn theirs. Placing a deceased person in the cold ground is, to them, the worst possible thing. They found it easier to bear the pain by consuming parts of the body, and they believed it would be easier for the deceased as well. It was the duty of every Wari' individual to honor this custom. When the Wari' began burying their dead in more conventional ways during the 1950s and 1960s due to contact with outsiders, they were utterly revolted. From their perspective, eating the departed was nothing wrong. Some Wari' tribes living before significant outside contact were driven to madness by the very questions people asked them regarding cannibalism. Simply put, to them, this custom was entirely natural and normal. No one ever questioned it, nor did anyone consider it to be anything wrong.

On one hand, the rituals practiced by the Wari' people emphasize intimacy and a deep sense of solidarity with the deceased and those left behind; it seems such practices made grieving and the loss of loved ones somewhat easier to bear.[2] Conversely, "European" cannibalism reveals a certain coldness. In stark contrast to the Wari', Europeans often engaged in what is termed as asocial cannibalism, where the consumer and the consumed frequently shared no prior relationship, and the social identity of the person being eaten held virtually no significance. As Conklin concludes:

It makes one wonder about the distinction between "civilized" society and "savages." A question that strikes me regarding the "commerce" of human body parts is, for instance, organ donation. We view that as an act of supreme nobility and altruism. Is that truly distinct from cannibalism (or perhaps it isn't?), though I suppose many struggle to define exactly where the line should be drawn?

_____________________________

Notes:

[1] Furthermore, even the term "cannibalism" itself stems from the Spanish word for the Caribs—Canibale—which gave rise to the concept, offering quite a glimpse into how those refined Europeans viewed "savages." Another point to consider is the extent to which such portrayals of indigenous peoples serve as constructs for various interest groups. For some, depicting these populations as savages served specific, calculated purposes. Perhaps we can delve deeper into that another time.

[1] Some refer to this as "compassionate cannibalism."
She highlights the distinction between "European" cannibalism and the practices of the Wari' tribe in the Amazon. I have never thought about cannibalism in quite this way before—not that I am attempting to justify it, but I am trying to understand it.

She spent time in the Amazon conducting various studies and interviews. It is incredible how the Wari' people experienced the loss of a loved one. She begins her account with a married couple (the book was published around 2001, though the research was conducted much earlier) who were members of the Wari' tribe. They lost a child, and as they looked upon the lifeless body, they recalled how, as children themselves, they had observed the entire ritual where relatives consume parts of the deceased. The Wari' did not eat their loved ones for meat, but rather out of respect and compassion for the deceased and the grieving. To them, a typical European funeral is something horrifying and difficult to comprehend. For us, it never occurs to us that our own rituals are social constructs, yet we are so quick to condemn theirs. Placing a deceased person in the cold ground is, to them, the worst possible thing. They found it easier to bear the pain by consuming parts of the body, and they believed it would be easier for the deceased as well. It was the duty of every Wari' individual to honor this custom. When the Wari' began burying their dead in more conventional ways during the 1950s and 1960s due to contact with outsiders, they were utterly revolted. From their perspective, eating the departed was nothing wrong. Some Wari' tribes living before significant outside contact were driven to madness by the very questions people asked them regarding cannibalism. Simply put, to them, this custom was entirely natural and normal. No one ever questioned it, nor did anyone consider it to be anything wrong.

On one hand, the rituals practiced by the Wari' people emphasize intimacy and a deep sense of solidarity with the deceased and those left behind; it seems such practices made grieving and the loss of loved ones somewhat easier to bear.[2] Conversely, "European" cannibalism reveals a certain coldness. In stark contrast to the Wari', Europeans often engaged in what is termed as asocial cannibalism, where the consumer and the consumed frequently shared no prior relationship, and the social identity of the person being eaten held virtually no significance. As Conklin concludes:

It makes one wonder about the distinction between "civilized" society and "savages." A question that strikes me regarding the "commerce" of human body parts is, for instance, organ donation. We view that as an act of supreme nobility and altruism. Is that truly distinct from cannibalism (or perhaps it isn't?), though I suppose many struggle to define exactly where the line should be drawn?

_____________________________

Notes:

[1] Furthermore, even the term "cannibalism" itself stems from the Spanish word for the Caribs—Canibale—which gave rise to the concept, offering quite a glimpse into how those refined Europeans viewed "savages." Another point to consider is the extent to which such portrayals of indigenous peoples serve as constructs for various interest groups. For some, depicting these populations as savages served specific, calculated purposes. Perhaps we can delve deeper into that another time.

[1] Some refer to this as "compassionate cannibalism."
I suppose an explanation for all this might lie somewhere in Levinas's assumption that our subjectivity is inherently relative—that we always possess the capacity to transcend ourselves, change who we are, and consequently shift the entire way we encounter the world and face life itself.
The ethics of cannibalism in Philosophy ·
After reading through your post several times—and honestly, I think I felt a little bit of a knot in my stomach every single time I did—I really feel like I should add a bit more context regarding how the word cannibal actually came to be in our vocabulary.

The whole term was actually coined by Christopher Columbus, who, during his expedition when he first stumbled upon the island chains we now call the Caribbean, encountered a tribe that referred to themselves as "Cariba"—which, in their own language, actually translates to being brave or courageous. However, the Spanish explorers traveling with Columbus completely misinterpreted this as the name of the tribe itself, and on top of that, they butchered the pronunciation, turning it into something like "caniba."
Once it became known that this group practiced cannibalism, the term took on its broader, much more infamous meaning, and much of the credit for spreading that reputation goes to Amerigo Vespucci, whose maps and charts included detailed descriptions and illustrations of these people.

Thinking about this, and knowing that you aren't necessarily condoning these practices but rather trying to wrap your head around them—because I truly believe that before we judge any part of a culture that feels foreign to us, we have to make an honest effort to understand it—I can't help but see this as a matter of cultural conditioning. If we had been born and raised within a tribe like the Wari, the specific type of cannibalism they practiced would have seemed perfectly natural and normal to us; in fact, we probably would have viewed it as a sacred duty.
And just as their customs seem alien to us, I suspect a traditional American funeral would seem equally bizarre and unsettling to them.

Since you already set the stage at the beginning by saying "excluding murder,"
I’ll try to expand a little on the general idea of what is considered right or wrong when we deal with deep-seated cultural differences.
The ethics of cannibalism in Philosophy ·
Even so, they still teach it as a topic over at the Faculty of Arts - Department of Anthropology

I have this memory from when I was just a little kid, overhearing adults talking about how one of my dad's friends actually ate human flesh—they cooked an enemy soldier—back during World War II.

That kind of thing just stayed stuck in my head, you know?
I don't even know how to put it
... it’s just so incredibly hard to wrap my mind around.

Honestly, I can't even begin to grasp that level of starvation.
- I simply haven't lived through that kind of hunger, so I can't truly imagine what it would be like to actually eat someone
from your own species.
Steven Clark2 said:Homo ludens! 😁

Oh, what an absolutely wonderful topic. 👍

From a purely technical standpoint, yes, games are played via some form of software. However, that is a rather oversimplified way to look at it. Some might even argue that a computer game falls under the category of digital art. Digital art relies on computer-based digital coding or the electronic storage and processing of information in various formats: text, numbers, images, sounds—all contained within binary code.

Of course, there is a dark side to video games, which could certainly be discussed at length, but there also seems to be something profoundly useful about them. There is a downside to internet forums, reading the news, or watching sports as well. Negatives exist everywhere.

It isn't a bad idea to contemplate this, provided we take it a step further:


After all, video games are a form of media—specifically electronic media—which are fields that philosophy engages with quite deeply.
After all, video games are a form of media—specifically electronic media—which are fields that philosophy engages with quite deeply.
After all, video games are a form of media—specifically electronic media—which are fields that philosophy engages with quite deeply.

When you look at the ethical side—leaving the aesthetic stuff for the art discussion—we could potentially take those virtual game worlds and pair them with textual explanations within a philosophical framework, especially when we need to materialize a specific situation (like running through thought experiments or simulating speculative ethical scenarios), where virtual media can become phenomenologically and rhetorically useful tools for testing out different choices or facing up to questions regarding non-actual or non-human phenomenology.

The reason why video games offer such a powerful learning environment is really down to that active engagement that defines all games, specifically through things like focused attention, repetition, and constant feedback loops.
Learning also gets a huge boost from games that spark intrinsic motivation by tapping into things like fantasy, player agency, and meaningful challenges...
So, in today's incredibly complex titles, players might feel encouraged to actively explore historical events by re-enacting known history, or even experience entirely new social roles by building and navigating virtual communities and societies.
- Some of these games even demand hypothesis testing, deep analysis, and interpretation.

James Paul Gea talks about several different learning principles found in various video games, arguing that designers of "good games" are essentially building upon superior methods of learning (interactive, dialogic, and ludic) compared to traditional classroom pedagogy, which often relies on rote storytelling, monotonous drilling, repetitive tasks, and rigid structures.

Now, these would be the positive aspects, obviously, but there are definitely potential downsides too, just like you mentioned earlier—just like anything else, computer games have both their bright spots and their dark sides.
Kenneth Cruz67 said:I suppose I have to wonder, what exactly makes video games so incredibly special that people feel the need to categorize them as this entirely separate phenomenon? At the end of the day, a video game is still just a game, and I really think that, fundamentally speaking, there isn't much that sets it apart from a classic board game, a game of baseball, or even just something simple like jump rope.

Play actually predates culture itself, because while culture is a bit difficult to define precisely, it always assumes the existence of a human society, and animals certainly didn't need humans to show them how to play.

The drive for playful competition is such a deep-seated social impulse that it’s likely older than civilization, spreading through all aspects of life like a constant, living energy. Rituals emerged from sacred play; poetry was essentially born from play and continued to be fed by it; even music and dance were nothing more than pure play....So, I guess we might have to conclude that in its very first stages, civilization is essentially played. It doesn't just emerge from play... rather, it arises within play and stays connected to it forever.

... Because they really are a category that deserves its own spotlight in an American Philosophy department, and I’ve already touched on the fact that Game Studies actually exists as a field—which in itself proves that the medium has evolved enough to merit being studied as its own thing.
But if you're looking at the core essence, yeah, I think what you said in that quote holds true, since, well, in the beginning, they were "just games," weren't they?

The real difference between video games and something like a tabletop game or outdoor sports is that because they are digital, the world models, the roles you play, and the underlying rules can become significantly more complex.

The philosopher and game designer Ian Bogost argues that trying to define them solely through the lens of "fun" versus "seriousness"—or even trying to balance both—doesn't quite capture the full picture, and viewing them merely as tools for distraction or pure productivity is just too narrow. Instead, he suggests we should look at video games as a medium with a massive range of potential uses, stretching all the way from fine art to functional craft, covering everything in between.

So, I guess it really comes down to the sheer potential of how they can be used.
Steven Clark2 said:Homo ludens! 😁

Oh, what an absolutely wonderful topic. 👍

From a purely technical standpoint, yes, games are played via some form of software. However, that is a rather oversimplified way to look at it. Some might even argue that a computer game falls under the category of digital art. Digital art relies on computer-based digital coding or the electronic storage and processing of information in various formats: text, numbers, images, sounds—all contained within binary code.

Of course, there is a dark side to video games, which could certainly be discussed at length, but there also seems to be something profoundly useful about them. There is a downside to internet forums, reading the news, or watching sports as well. Negatives exist everywhere.

It isn't a bad idea to contemplate this, provided we take it a step further:


After all, video games are a form of media—specifically electronic media—which are fields that philosophy engages with quite deeply.
After all, video games are a form of media—specifically electronic media—which are fields that philosophy engages with quite deeply.
After all, video games are a form of media—specifically electronic media—which are fields that philosophy engages with quite deeply.
There’s this philosopher and game designer, Jim Preston, who recently weighed in on the whole "are video games art" debate, and honestly, it reminded me of those heated, late-night arguments we tend to get going right here on this forum. After one particularly intense discussion, he basically told gamers they should just stop stressing over the whole debate entirely because
'Just leave video games alone; art in modern culture doesn't really have a fixed or stable definition anymore.'

I think there are plenty of reasons why things ended up this way, but if I had to pin down one of the biggest culprits, it would be how the 20th-century avant-garde completely flipped the script on what art is supposed to be. Those movements shattered all our traditional notions regarding the role and context of an artwork, and as the century progressed, it became increasingly difficult to define art based solely on its shape or its intended function
—context became the king of the hill, a fact made undeniable by the way Duchamp's urinal exposed just how arbitrary these definitions can truly be.

https://monoskop.org/images/f/fd/Bog...14_spreads.pdf
Nicholas Gonzalez87 said:I’d love to build on that by tossing out a few questions that feel pretty open-ended to me, and they actually touch on some studies I happened to come across while digging into this topic.

Are our physical and virtual identities actually separate entities, or are they just different ways of expressing what we call Being?
Is humanity’s future inevitably going to be forced into a binary choice between fiction and reality?
Could highly advanced virtual reality technology actually serve as an answer to the crisis of humanism? (The philosopher S. Gualeni, whom I mentioned earlier, argues that we should view virtual worlds as a context where a new kind of humanism has already begun to emerge).
Which identity is the "real" one—the physical one, rooted in our bodies, our reason, our tangible existence, and our constant process of "becoming," or the one built on virtuality, fictionalization, simulation, and a sort of quiet 😉 "unbecoming"?
And what exactly is it that makes an identity "real"—that thing we so often put in quotation marks when we talk about a "true" identity
—is it its materiality and tangibility, or is it that internal web of feelings, experiences, and thoughts?

Personally, I don't think we should be looking at this as an either-or situation.
I think it's more of a unified thing, or
well, whatever you want to call it.
🙂

My take on Berkeley's idealism is basically built on Russell's critique of it. In the world of computer games, "to be" really just means "to be perceived." If nobody is actually playing the game, it’s nothing more than a massive string of ones and zeros—just bits of data sitting there. The console essentially steps in to play the role of God in that specific version of idealism; when there isn't a subject (the player) around, the hardware itself is what "perceives," or rather, executes the code.

I’ll get around to posting about Heidegger and "virtual presence" in a few days once I actually have some breathing room. I need to dig deeper into Heidegger first—honestly, I might just be seeing connections that aren't even there. Just one thing though: look at how Sony uses "presence" as nothing more than a marketing buzzword to move their VR headsets.
The link just sort of jumped out at me through pure association, but as I started digging deeper, I actually found that there's genuine inspiration drawn from Heidegger's work within the field of the philosophy of technology, where those specific insights are being blended right into video game design.

You might want to take a look at this text.

Steven Clark2 said:
I must admit, I often find myself struggling to articulate my thoughts clearly, but I feel compelled to weigh in on this. There is something deeply profound about the way we interact with digital spaces, much like how one might approach a complex philosophical problem. It isn't just about the technology itself, but the underlying structure of our engagement with it. I sometimes worry that I am overthinking these matters, yet I cannot shake the feeling that there is a significant layer of meaning beneath the surface of our virtual interactions. ruggedraven36 says:
What exactly is...🙂 It seems I have failed to uncover any mention of computer games within the 18th or 19th-century papyri and parchments, nor did I find anything regarding them in Hegel's Gospel volumes. Given my lack of success, I suppose reductionism is quite acceptable now.

The Gospel according to Hegel? I was under the impression we were discussing apocryphal texts, but frankly, it makes little difference to me. 😁

Talking about "pros and cons" is about as shallow as it gets. It isn't philosophy—any kid can list what's good and what's bad about something. That's just common sense, not deep thought.

I suspect you might have tripped up somewhere back in the 18th or perhaps even the 19th century. Anyone who actually plays video games will understand exactly what I mean.

I find myself returning to this particular subject quite often, though I admit my attempts to articulate it clearly are frequently met with a certain degree of clumsy inadequacy on my part. It is a topic that demands a level of rigor I sometimes struggle to maintain, yet the importance of the inquiry remains undeniable. ruggedraven36 says:
That is a solid list. 👍

I feel I should perhaps add a point of discussion that frequently surfaces—one that touches upon several items on your list. It is a topic often brought up by Wand1, though he doesn't contribute to these threads quite as often as I would like. I am referring to the so-called...I find myself returning, quite frequently, to the complexities of gamma theory. It is a subject that demands a certain level of intellectual rigor, one that I often feel I struggle to meet, yet I cannot seem to pull myself away from its intricacies. There is something profoundly captivating about how strategic interaction shapes our reality."

I honestly have to wonder how you managed to stumble upon that. Just how much experience do you actually have in this field? To my mind, gamma theory is such an incredibly complex subject that it probably deserves its own dedicated thread entirely. Looking at the article you cited, I found it quite interesting that they even included a specific subheading for it. Philosophy...which was, quite frankly, what piqued my interest most of all.

I’m thinking we should start a group reading session together.
I’m thinking we should throw in some actual gameplay, maybe some specific scenarios or even just random associations and examples—basically anything we can mash together to see what sticks.
I’ve been sitting here thinking about this lately, and honestly, I feel like I might be overcomplicating things, but there is just something so deeply unsettling about how we approach these heavy philosophical questions without any real sense of direction. It feels like we're all just wandering through this massive, intellectual fog, trying to make sense of existence while tripping over our own feet, and I can't help but wonder if we're even asking the right questions to begin with. You know that feeling when you're staring at a problem that seems simple on the surface, but the more you dig, the more you realize the entire foundation is built on sand? That's exactly where I find myself right now. I keep going back to these core ideas, trying to find some sort of anchor, but everything feels so fleeting and subjective, which is frankly a little exhausting if I'm being completely honest with myself. I suppose I'm just looking for some kind of clarity in the chaos, even if I end up just circling the same old doubts. 🙂

Man, what an absolutely fantastic topic we've got on the table here. 👍

Technically speaking, sure, video games are run through some kind of software, but honestly, that’s such a massive oversimplification if you really stop to think about it. If you ask certain people, they’d probably argue that a computer game actually falls under the category of... I’ve been spending way too much time lately thinking about digital art and where the hell we actually stand with it all. It feels like every single day there's some massive shift happening, whether it's a new tool hitting the market or a heated debate about what even counts as "real" creativity in an age where you can just prompt an image into existence. I honestly find myself oscillating between being completely mesmerized by the sheer technical possibility of it—like, how incredible is it that someone sitting in a studio in Seattle can manipulate light and texture with such precision—and feeling this deep, slightly embarrassing sense of dread that maybe we're losing that raw, tactile connection to the craft. It’s a weird, messy intersection of high-tech innovation and old-school soul, and I guess I'm just trying to figure out if we're witnessing the evolution of expression or just the beginning of a very shiny, very hollow era.Digital art really just boils down to whatever we can squeeze out of computer-based coding or that constant cycle of electronic storage and information processing—we’re talking about everything from raw text and numbers to images and sounds, all distilled down into binary code.

Sure, there’s definitely a dark side to video games—and honestly, we could go on about that for ages—but it feels like there's some genuine value tucked away in them too. It’s the same story with anything else, really; online forums can be toxic, scrolling through the news can mess with your head, and even following sports has its downsides. There are pitfalls everywhere if you look for them.

It’s actually pretty interesting to chew on these ideas before we dive even deeper into the weeds:


I mean, at the end of the day, video games are just part of electronic media, which is a field that philosophy spends a massive amount of time dissecting.
That’s a fantastic contribution, and you've raised some great questions. 👍

Beyond just covering those specific topics, I think the real challenge—and also the most exciting part—of media philosophy is how it differs from older philosophical traditions; it offers these incredible opportunities to mediate philosophical thought, especially since its scope reaches far beyond just the realm of linguistics.

Anyway, I'll catch you on the next one.
🙂
I mean, at the end of the day, video games are just part of electronic media, which is a field that philosophy spends a massive amount of time dissecting.

That’s a fantastic contribution, and you've raised some great questions. 👍

Beyond just covering those specific topics, I think the real challenge—and also the most exciting part—of media philosophy is how it differs from older philosophical traditions; it offers these incredible opportunities to mediate philosophical thought, especially since its scope reaches far beyond just the realm of linguistics.

Anyway, I'll catch you on the next one.
🙂
I am always in favor of receiving thoughtful and practical suggestions, though I must admit I am somewhat hesitant to simply pick up a book and start reading without further hesitation. 😁

I’m thinking we should start a group reading session together.
I’m thinking we should throw in some actual gameplay, maybe some specific scenarios or even just random associations and examples—basically anything we can mash together to see what sticks.
I’ve been sitting here thinking about this lately, and honestly, I feel like I might be overcomplicating things, but there is just something so deeply unsettling about how we approach these heavy philosophical questions without any real sense of direction. It feels like we're all just wandering through this massive, intellectual fog, trying to make sense of existence while tripping over our own feet, and I can't help but wonder if we're even asking the right questions to begin with. You know that feeling when you're staring at a problem that seems simple on the surface, but the more you dig, the more you realize the entire foundation is built on sand? That's exactly where I find myself right now. I keep going back to these core ideas, trying to find some sort of anchor, but everything feels so fleeting and subjective, which is frankly a little exhausting if I'm being completely honest with myself. I suppose I'm just looking for some kind of clarity in the chaos, even if I end up just circling the same old doubts. 🙂

Man, what an absolutely fantastic topic we've got on the table here. 👍

Technically speaking, sure, video games are run through some kind of software, but honestly, that’s such a massive oversimplification if you really stop to think about it. If you ask certain people, they’d probably argue that a computer game actually falls under the category of... I’ve been spending way too much time lately thinking about digital art and where the hell we actually stand with it all. It feels like every single day there's some massive shift happening, whether it's a new tool hitting the market or a heated debate about what even counts as "real" creativity in an age where you can just prompt an image into existence. I honestly find myself oscillating between being completely mesmerized by the sheer technical possibility of it—like, how incredible is it that someone sitting in a studio in Seattle can manipulate light and texture with such precision—and feeling this deep, slightly embarrassing sense of dread that maybe we're losing that raw, tactile connection to the craft. It’s a weird, messy intersection of high-tech innovation and old-school soul, and I guess I'm just trying to figure out if we're witnessing the evolution of expression or just the beginning of a very shiny, very hollow era.Digital art really just boils down to whatever we can squeeze out of computer-based coding or that constant cycle of electronic storage and information processing—we’re talking about everything from raw text and numbers to images and sounds, all distilled down into binary code.

Sure, there’s definitely a dark side to video games—and honestly, we could go on about that for ages—but it feels like there's some genuine value tucked away in them too. It’s the same story with anything else, really; online forums can be toxic, scrolling through the news can mess with your head, and even following sports has its downsides. There are pitfalls everywhere if you look for them.

It’s actually pretty interesting to chew on these ideas before we dive even deeper into the weeds:


I mean, at the end of the day, video games are just part of electronic media, which is a field that philosophy spends a massive amount of time dissecting.
That’s a fantastic contribution, and you've raised some great questions. 👍

Beyond just covering those specific topics, I think the real challenge—and also the most exciting part—of media philosophy is how it differs from older philosophical traditions; it offers these incredible opportunities to mediate philosophical thought, especially since its scope reaches far beyond just the realm of linguistics.

Anyway, I'll catch you on the next one.
🙂
I mean, at the end of the day, video games are just part of electronic media, which is a field that philosophy spends a massive amount of time dissecting.

That’s a fantastic contribution, and you've raised some great questions. 👍

Beyond just covering those specific topics, I think the real challenge—and also the most exciting part—of media philosophy is how it differs from older philosophical traditions; it offers these incredible opportunities to mediate philosophical thought, especially since its scope reaches far beyond just the realm of linguistics.

Anyway, I'll catch you on the next one.
🙂
Are you suggesting we are talking about Media Philosophy? 😁 From the Preface of the Book Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer (2015):

Do you agree that we should add a prefix to the topic title? I was thinking of something along the lines of "I think, therefore I game — the philosophy of computer games," or perhaps something similar to that. I am honestly not entirely sure if such a change fits with the overall concept of the thread as you envisioned it.

Please stay on topic. If you stick to the actual subject at hand, I am certain a few other members here will step in to correct you. This discussion isn't merely about those cheap mobile game apps that cost a couple of dollars and are downloaded by hundreds of millions of people in China. Stefano Gualeni He is a game designer and a professional philosopher at the same time—a forty-two-year-old man. In fact, he is the very same individual mentioned in the introductory comment of this thread and in the article itself. Self-reflexive video games: some observations and corollaries regarding virtual worlds as philosophical artifacts.There is an overwhelming amount of literature available on this subject. However, the real question we have to confront is one of engagement: how much does this actually matter to us? Do we truly have the bandwidth, the interest, or even the time to follow these developments closely? It is one thing to have the resources at our fingertips, but quite another to find the genuine inclination to pursue them.
I am always in favor of receiving thoughtful and practical suggestions, though I must admit I am somewhat hesitant to simply pick up a book and start reading without further hesitation. 😁

I mean, at the end of the day, video games are just part of electronic media, which is a field that philosophy spends a massive amount of time dissecting.

That’s a fantastic contribution, and you've raised some great questions. 👍

Beyond just covering those specific topics, I think the real challenge—and also the most exciting part—of media philosophy is how it differs from older philosophical traditions; it offers these incredible opportunities to mediate philosophical thought, especially since its scope reaches far beyond just the realm of linguistics.

Anyway, I'll catch you on the next one.
🙂
Are you suggesting we are talking about Media Philosophy? 😁 From the Preface of the Book Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer (2015):

Do you agree that we should add a prefix to the topic title? I was thinking of something along the lines of "I think, therefore I game — the philosophy of computer games," or perhaps something similar to that. I am honestly not entirely sure if such a change fits with the overall concept of the thread as you envisioned it.

Please stay on topic. If you stick to the actual subject at hand, I am certain a few other members here will step in to correct you. This discussion isn't merely about those cheap mobile game apps that cost a couple of dollars and are downloaded by hundreds of millions of people in China. Stefano Gualeni He is a game designer and a professional philosopher at the same time—a forty-two-year-old man. In fact, he is the very same individual mentioned in the introductory comment of this thread and in the article itself. Self-reflexive video games: some observations and corollaries regarding virtual worlds as philosophical artifacts.There is an overwhelming amount of literature available on this subject. However, the real question we have to confront is one of engagement: how much does this actually matter to us? Do we truly have the bandwidth, the interest, or even the time to follow these developments closely? It is one thing to have the resources at our fingertips, but quite another to find the genuine inclination to pursue them.
Do you agree that we should add a prefix to the topic title? I was thinking of something along the lines of "I think, therefore I game — the philosophy of computer games," or perhaps something similar to that. I am honestly not entirely sure if such a change fits with the overall concept of the thread as you envisioned it.

Please stay on topic. If you stick to the actual subject at hand, I am certain a few other members here will step in to correct you. This discussion isn't merely about those cheap mobile game apps that cost a couple of dollars and are downloaded by hundreds of millions of people in China. Stefano Gualeni He is a game designer and a professional philosopher at the same time—a forty-two-year-old man. In fact, he is the very same individual mentioned in the introductory comment of this thread and in the article itself. Self-reflexive video games: some observations and corollaries regarding virtual worlds as philosophical artifacts.There is an overwhelming amount of literature available on this subject. However, the real question we have to confront is one of engagement: how much does this actually matter to us? Do we truly have the bandwidth, the interest, or even the time to follow these developments closely? It is one thing to have the resources at our fingertips, but quite another to find the genuine inclination to pursue them.
I can go ahead and change it and we'll just see how it looks,
I actually swapped the original title for this shorter one earlier, but let's give it a shot
—and if it turns out to be a total mess (like if it's way too long), it's easy enough to just rename it again.
Sandra Murphy33 said:
steelridge58 As I’ve observed before, the reality of the situation is far more complex than most people care to admit. It isn't just about surface-level observations; it's about understanding the underlying mechanics at play here. When you look closely at how these systems actually function, the cracks start to show. Most people prefer the comfort of a simple narrative, but if you want to get anywhere meaningful, you have to deal with the messy, unvarnished truth. It’s a wearying process, certainly, but ignoring the structural flaws won't make them disappear.
I stumbled upon an interesting point while reading recently, specifically regarding how certain digital environments align with philosophical theory. Technically speaking, every virtual world serves as a silent materialization of what we would recognize as an idealistic perspective—or, if you want to get extreme, a radical version of idealism itself.
Subjective idealism is a concept that often gets tossed around in academic circles, usually accompanied by a sense of intellectual pretension. At its core, the argument is straightforward, if somewhat unsettling: the idea that reality, as we know it, is fundamentally dependent on the mind. In this view, there is no "objective" world existing independently of perception. Objects don't just sit there in space waiting to be noticed; they exist only insofar as they are being perceived. It’s a perspective that strips away the comfort of a solid, external universe. If you follow this logic to its conclusion, the physical world becomes little more than a collection of mental impressions. It suggests that what we call "matter" is actually just a byproduct of sensory experience. While it sounds like something pulled straight from a fever dream, it presents a rigorous challenge to how we define existence itself. Of course, most people find this impossible to swallow. We have an innate intuition that the chair beneath us or the skyscraper in downtown Chicago remains exactly where it is, whether we are looking at it or not. To deny that objective stability feels like walking on thin air. Yet, when you dig into the mechanics of perception, the distinction between the thing itself and our internal representation of that thing starts to blur. It forces you to confront the possibility that our entire grasp of reality is nothing more than a highly organized hallucination..

Subjective idealism is essentially just one specific branch of idealism—though "immaterialism" might actually be a more accurate way to describe it. It’s the school of thought most famously associated with George Berkeley. The core argument here is that material objects don't truly exist in any physical sense; instead, there is only the mind and its various mental contents.

Well, I feel compelled to weigh in here, though I’ll be approaching this from a non-dualistic perspective. 🙂
According to this doctrine, both the body—as physical matter—and the mind are created entities. In this view, the mind itself possesses a sort of "material" quality; it isn't the final, ultimate reality. That distinction belongs solely to consciousness.
The mind would essentially be identical to the body—or rather, the body and matter itself would simply be the mind as perceived by someone else.
Furthermore, one has to consider whether our mental content is largely just a reflection of the external material world—specifically when dealing with what is often termed the "lower mind," or that purely instrumental level of reason.

I’d like to build on this by posing a series of questions that remain largely unanswered—issues that I’ve encountered while digging through several academic papers and studies relevant to this discussion.

Are our physical and virtual identities truly distinct entities, or are they merely different manifestations of what we define as being?
Is humanity’s future inherently destined to be a binary struggle between fiction and reality? It’s a question that feels increasingly heavy as we drift further from a shared sense of truth. We seem to be approaching a crossroads where we are forced to choose between a tangible, perhaps unpalatable, reality and a curated, manufactured fiction that offers more comfort but less substance. If we look at the trajectory of modern discourse, the line isn't just blurring; it's being intentionally dismantled. We live in an era where digital constructs—simulated experiences, algorithmic echo chambers, and hyper-real personas—often carry more weight than the physical world they inhabit. This creates a predictable tension. On one side, you have the raw, often chaotic facts of existence. On the other, you have the polished, digestible narratives designed to satisfy our psychological cravings for order and validation. The dilemma is whether we can actually sustain a society if we lose the ability to distinguish between the two. A civilization built on fiction is a house of cards; it looks impressive until the wind shifts. However, a life lived purely within the constraints of cold, hard reality can feel hollow without the capacity for imagination and myth-making. The real danger isn't necessarily the presence of fiction, but the total surrender to it. Once we decide that a convenient lie is more useful than a difficult truth, the concept of "reality" becomes obsolete. At that point, we aren't choosing between two paths anymore; we are simply choosing which illusion we want to inhabit while the actual foundation of our world erodes beneath us. Whether this dichotomy is an unavoidable evolution of the human condition or a trap we are actively building for ourselves remains to be seen.
Can high-level virtual reality technology serve as the definitive answer to the crisis of humanism? As S. Gualeni argues, we shouldn't just view virtual worlds as mere escapism; rather, they need to be understood, studied, and utilized as the very framework within which a new kind of humanism has already begun to take shape.
Which identity carries any actual weight? Is it the one rooted in physicality—grounded in our biology, our reason, and the tangible reality of "becoming"? Or is it the one built on virtuality, the endless cycle of fictionalization, and the quiet drift into pure simulation? 😉 Is there some kind of shortage?
What exactly constitutes what makes someone "real"—and why we so frequently wrap that word, "real," in quotation marks? I’m talking about the concept of a true identity.
Is it his physical presence—that tangible, heavy sense of reality—or is it rather that intricate, internal web of sensations, perceptions, and fleeting thoughts?

Well, that's certainly one way to start a conversation. Not much to go on there, is there? If you're looking for a deep dive or a reasoned debate, you might want to provide a bit more substance first. I'll be here when you've actually got something worth discussing. 😁
Only one word comes to mind when I think about this "new humanism."
The pacification of instinct. ....
To be clear, I’m not just talking about gaming here; I’m referring to any kind of digital interaction, period.
Is pacification inherently synonymous with "numbing," or is it strictly a positive process? I find myself wondering if this phenomenon carries an unavoidable negative undertone.
It all hinges on how much the external material world undergoes this same "pacification" alongside us. The real question is whether this process is sweeping through the entirety of the living natural world at once.

Let’s run a thought experiment: what happens to the physical world if we all just retreat further into our screens, essentially becoming prisoners within our own four walls? We saw those clips during the initial lockdowns—wildlife wandering freely through empty streets and crossing highways without a care in the world. But you have to wonder how much of that was just a curated simulation. Most people lack basic digital literacy, and since programmers often carry their own ideological biases or agendas, they can easily feed us any distorted version of reality on a screen.

Forgive me if I’m overanalyzing this, but if the entire "normal" world shifts into a virtual one—if we just bury ourselves behind monitors and never look up—will access to the physical world be reserved solely for the military and the police? 🙄
The military and law enforcement were originally established to protect the citizenry; that hasn't been their function for a very long time.
The media was also meant to keep the public informed; instead, they spend more time spreading disinformation than actually providing facts.
So, we have three core pillars of the System that were theoretically designed to serve the people, yet they have all pivoted to serve the elites. We are essentially feeding the very mechanisms used against us. Where exactly does that trajectory end?
(Side note: I’ve started watching The Handmaid's Tale .... 😢 )

Well, if we’re talking about a "new" version, I assume we mean a creative one, and since I recently read that the priority for a new humanism within our global society should be fostering a renewed sense of respect for diversity and cultural variety—while supporting media evolution to strengthen a new culture of peace—then pacifying our instincts doesn't actually sound like a bad thing at all; in fact, it sounds quite positive.

But is pacification just another way of saying "numbing," meaning, is it purely a positive movement, or does it carry a darker, negative undertone?

If we look at pacification as a form of numbing—like what you see in the movie One Flew Over the Cuckoo's Nest
then naturally, that carries a negative connotation, because that kind of pacification is achieved through dullness or anesthesia; it's basically the effect of a sedative, that specific type of emptiness
or perhaps it's just mindless consumption, escaping into distractions and pure self-indulgence, which is what you mentioned earlier here.

That would be something else entirely—a complete caricature of the new humanism we're discussing, which carries such a positive charge.

However, if we view virtual worlds as philosophical mediators, and using interactive digital technology as a medium to test, develop, and spread philosophical concepts, problems, and hypotheses in ways that go beyond traditional text, then interactive digital simulations (according to S. Gualeni) represent the very context where this new humanism has already begun to emerge.

And this ties in perfectly with these points:

Steven Clark2 said:Homo ludens! 😁

Oh, what an absolutely wonderful topic. 👍

From a purely technical standpoint, yes, games are played via some form of software. However, that is a rather oversimplified way to look at it. Some might even argue that a computer game falls under the category of digital art. Digital art relies on computer-based digital coding or the electronic storage and processing of information in various formats: text, numbers, images, sounds—all contained within binary code.

Of course, there is a dark side to video games, which could certainly be discussed at length, but there also seems to be something profoundly useful about them. There is a downside to internet forums, reading the news, or watching sports as well. Negatives exist everywhere.

It isn't a bad idea to contemplate this, provided we take it a step further:


After all, video games are a form of media—specifically electronic media—which are fields that philosophy engages with quite deeply.
After all, video games are a form of media—specifically electronic media—which are fields that philosophy engages with quite deeply.
After all, video games are a form of media—specifically electronic media—which are fields that philosophy engages with quite deeply.
Eric Newman75 said:I’m thinking we should start a group reading session together.
I’m thinking we should throw in some actual gameplay, maybe some specific scenarios or even just random associations and examples—basically anything we can mash together to see what sticks.
I’ve been sitting here thinking about this lately, and honestly, I feel like I might be overcomplicating things, but there is just something so deeply unsettling about how we approach these heavy philosophical questions without any real sense of direction. It feels like we're all just wandering through this massive, intellectual fog, trying to make sense of existence while tripping over our own feet, and I can't help but wonder if we're even asking the right questions to begin with. You know that feeling when you're staring at a problem that seems simple on the surface, but the more you dig, the more you realize the entire foundation is built on sand? That's exactly where I find myself right now. I keep going back to these core ideas, trying to find some sort of anchor, but everything feels so fleeting and subjective, which is frankly a little exhausting if I'm being completely honest with myself. I suppose I'm just looking for some kind of clarity in the chaos, even if I end up just circling the same old doubts. 🙂

Man, what an absolutely fantastic topic we've got on the table here. 👍

Technically speaking, sure, video games are run through some kind of software, but honestly, that’s such a massive oversimplification if you really stop to think about it. If you ask certain people, they’d probably argue that a computer game actually falls under the category of... I’ve been spending way too much time lately thinking about digital art and where the hell we actually stand with it all. It feels like every single day there's some massive shift happening, whether it's a new tool hitting the market or a heated debate about what even counts as "real" creativity in an age where you can just prompt an image into existence. I honestly find myself oscillating between being completely mesmerized by the sheer technical possibility of it—like, how incredible is it that someone sitting in a studio in Seattle can manipulate light and texture with such precision—and feeling this deep, slightly embarrassing sense of dread that maybe we're losing that raw, tactile connection to the craft. It’s a weird, messy intersection of high-tech innovation and old-school soul, and I guess I'm just trying to figure out if we're witnessing the evolution of expression or just the beginning of a very shiny, very hollow era.Digital art really just boils down to whatever we can squeeze out of computer-based coding or that constant cycle of electronic storage and information processing—we’re talking about everything from raw text and numbers to images and sounds, all distilled down into binary code.

Sure, there’s definitely a dark side to video games—and honestly, we could go on about that for ages—but it feels like there's some genuine value tucked away in them too. It’s the same story with anything else, really; online forums can be toxic, scrolling through the news can mess with your head, and even following sports has its downsides. There are pitfalls everywhere if you look for them.

It’s actually pretty interesting to chew on these ideas before we dive even deeper into the weeds:


I mean, at the end of the day, video games are just part of electronic media, which is a field that philosophy spends a massive amount of time dissecting.

That’s a fantastic contribution, and you've raised some great questions. 👍

Beyond just covering those specific topics, I think the real challenge—and also the most exciting part—of media philosophy is how it differs from older philosophical traditions; it offers these incredible opportunities to mediate philosophical thought, especially since its scope reaches far beyond just the realm of linguistics.

Anyway, I'll catch you on the next one.
🙂
I mean, at the end of the day, video games are just part of electronic media, which is a field that philosophy spends a massive amount of time dissecting.

That’s a fantastic contribution, and you've raised some great questions. 👍

Beyond just covering those specific topics, I think the real challenge—and also the most exciting part—of media philosophy is how it differs from older philosophical traditions; it offers these incredible opportunities to mediate philosophical thought, especially since its scope reaches far beyond just the realm of linguistics.

Anyway, I'll catch you on the next one.
🙂
First off, using a diminutive doesn't define what something is. Johan Huizinga dedicated an entire book to play as a cultural phenomenon—he analyzed and explained it extensively—and that absolutely includes video games. Look at our everyday language: we talk about children's play, social play, fair play, games of chance, wordplay, games of luck, dirty games... none of those use diminutives. Calling them "video games" is just the logical linguistic evolution of that sequence.

Second, gaming is serious business. And I'm not just talking about the grueling work put in by programmers, designers, writers, and musicians... We're talking about an industry moving hundreds of millions of dollars, where massive tournaments are held all over the world where top-tier players can walk away with huge payouts.

Third, games are akin to film; they're arguably the eighth art. Using a patronizing little term like "little games" doesn't capture that essence at all.

And fourth, they represent a subculture—a way of life that runs parallel to mainstream cultural and social life. Honestly, despite the existence of officially recognized, tradition-steeped culture, this subculture has managed to survive and thrive, even when it's been at odds with the establishment. For the longest time, gamers were misunderstood "fanatics" or "addicts" supposedly running away from their responsibilities. They were constantly labeled, and people were even suggesting they needed medical intervention. This community doesn't deserve to be treated like children, nor should the things they are passionate about be belittled with diminutive labels.
First off, using a diminutive doesn't define what something is. Johan Huizinga dedicated an entire book to play as a cultural phenomenon—he analyzed and explained it extensively—and that absolutely includes video games. Look at our everyday language: we talk about children's play, social play, fair play, games of chance, wordplay, games of luck, dirty games... none of those use diminutives. Calling them "video games" is just the logical linguistic evolution of that sequence.

Second, gaming is serious business. And I'm not just talking about the grueling work put in by programmers, designers, writers, and musicians... We're talking about an industry moving hundreds of millions of dollars, where massive tournaments are held all over the world where top-tier players can walk away with huge payouts.

Third, games are akin to film; they're arguably the eighth art. Using a patronizing little term like "little games" doesn't capture that essence at all.

And fourth, they represent a subculture—a way of life that runs parallel to mainstream cultural and social life. Honestly, despite the existence of officially recognized, tradition-steeped culture, this subculture has managed to survive and thrive, even when it's been at odds with the establishment. For the longest time, gamers were misunderstood "fanatics" or "addicts" supposedly running away from their responsibilities. They were constantly labeled, and people were even suggesting they needed medical intervention. This community doesn't deserve to be treated like children, nor should the things they are passionate about be belittled with diminutive labels.
There are actually even academic studies on video games happening here in the States

and some high schools are even offering it as a new specialized track
I just wanted to jump in and add that when we're diving into this specific topic and all its complexities, we aren't really talking about people just staring at computer screens and worrying about what's going to happen to the world, because if that were the case, we'd be lost.
You honestly need to do a bit more reading on this if you want to get the full picture; here’s a link that might help
https://link.springer.com/article/10...347-013-0123-x
It gives you a decent, high-level overview so you can actually wrap your head around what "new humanism" implies
within the context of what we're discussing here.
Thanks for such a detailed breakdown, and I promise I’ll jump back in with a proper response once I can actually carve out a little more time to think. Regarding that first point you were addressing, I have to say, at first glance, I'm right there with you.

As for everything else, even if I were just skimming through it, I wouldn't feel right giving an answer without really digging in, so I think I'll just
hold off for now. 🙂
The Principle in Philosophy ·
ruggeddriver21 said:Look, I’ll be blunt here—and honestly, I shouldn't be, given that I haven't even bothered to look up the actual dictionary definition of a "principle."
I guess I'm just motivated by how the everyday folks I run into in my business dealings use the word; I won't claim I act out of some grand moral code.

I didn't take the whole concept too seriously. To me, it seems like people who are just making noise without actually understanding anything tend to cling to "principles" as a defense mechanism—it feels more like wounded egos than anything else.
They throw the word around like they're some sort of lost souls who can't even define their own values, using it as a convenient little punctuation mark to describe everyone else while making themselves look better. It's all just chaos, really.

Do I have principles?
Hmm.

Let me try to sum this up...
I don't know.
Is a principle a stance?
I definitely have stances.
Is a principle a rule?
I've got my own set of rules.

So, what exactly is a principle?
Who is Gabriel?

There's no such thing.
Most of the time, it's just cosmetic fluff used by someone feeling insulted, which tends to evaporate the second they get a sincere apology.

So, what you're describing is using a principle as an alibi, a convenient excuse or a way to justify oneself, which essentially hides
Or, it’s just taking the path of least resistance.

It's really just the cosmetic veneer of an offended person that completely vanishes the moment you actually offer them an apology.

In reality, when things like this happen, we're talking about a very conditional type of being "uncompromising."

I was mulling over a few different ways this could go..
Maybe it's stubbornness backed by logic.
Or maybe it's just stubbornness without any logic at all.
Pure defiance.
It's basically the fetus stage of a principle.

That was actually a really well-put, original way to frame it.

Principles are nothing more than personal declarations.

🙂
Sam Martinez9 said:First off, using a diminutive doesn't define what something is. Johan Huizinga dedicated an entire book to play as a cultural phenomenon—he analyzed and explained it extensively—and that absolutely includes video games. Look at our everyday language: we talk about children's play, social play, fair play, games of chance, wordplay, games of luck, dirty games... none of those use diminutives. Calling them "video games" is just the logical linguistic evolution of that sequence.

Second, gaming is serious business. And I'm not just talking about the grueling work put in by programmers, designers, writers, and musicians... We're talking about an industry moving hundreds of millions of dollars, where massive tournaments are held all over the world where top-tier players can walk away with huge payouts.

Third, games are akin to film; they're arguably the eighth art. Using a patronizing little term like "little games" doesn't capture that essence at all.

And fourth, they represent a subculture—a way of life that runs parallel to mainstream cultural and social life. Honestly, despite the existence of officially recognized, tradition-steeped culture, this subculture has managed to survive and thrive, even when it's been at odds with the establishment. For the longest time, gamers were misunderstood "fanatics" or "addicts" supposedly running away from their responsibilities. They were constantly labeled, and people were even suggesting they needed medical intervention. This community doesn't deserve to be treated like children, nor should the things they are passionate about be belittled with diminutive labels.

If you were to weigh food production and manufacturing against sports like football, movies, or video games... honestly, who knows which side actually pulls in more capital?
That’s really beside the point.