Program and Streaming for Aesthetics of Games June 12-13 (Neuchâtel)

Alexandre Declos has shared the full details for the upcoming conference on The Aesthetics of Games, which will take place from June 12–13 at the University of Neuchâtel.

The event features a robust lineup of speakers exploring the intersection of gaming, art, and philosophy. The complete schedule, presentation titles, and speaker details can be found on the Official Neuchâtel Conference Program Page.

Attendance Details
In-Person: Attendance is free of charge, though physical seating inside the venue is limited.

Remote Access: For those unable to travel, the entire event will be livestreamed. You can join the sessions remotely using the following details:

Zoom Link: Join the Conference Livestream

Meeting ID: 863 7370 6872

Passcode: A3sofG@m3s

We hope to see many members of the Game Philosophy Network there, whether in Switzerland or online!

Journal Article: You Walk Into a Tavern: Co-Constitutive Imagination in Dungeons & Dragons

A paper from our Nordic Workshops on the Philosophy of Games was just published by Juan Diego Bogotá, Ørjan Kines & David Ekdahl. It was presented at the workshop in Jyväskele. We will publish news about more journal articles moving forward.

Abstract This paper introduces co-constitutive imagination as a more robust form of social imagination than existing phenomenological accounts such as collective or shared imagination. While those models emphasize normativity and we-ness, they do not fully capture how people can imagine the same objects and worlds in a dynamically sustained way. Drawing on a descriptive analysis of the tabletop role‑playing game Dungeons & Dragons (D&D), the authors argue that imagination in D&D is not merely coordinated but co‑constituted between players. Co‑constitution involves reciprocal shaping of imaginative content that goes beyond coordinated alignment of actions or representations. As a result, what is imaginatively co‑constituted cannot arise independently from any single participant’s perspective. The paper identifies three central features of this process—accessibility, interdependence, and immersion—and argues that D&D provides a compelling case for rethinking social imagination as an intersubjective achievement grounded in ongoing reciprocal engagement.

CfP: The Aesthetics of Games

June 1213, 2026
University of Neuchâtel, Switzerland
 
Organizers:
University of Neuchâtel & Tilburg University
 
Confirmed speakers:
Christopher Bartel (Appalachian State University)
Alexandre Declos (University of Neuchâtel)
Nele van de Mosselaer (Tilburg University)
Nathan Wildman (Tilburg University)


Workshop description: Whether games qualify as artworks remains a matter of debate. It is, however, uncontroversial that games can possess aesthetic value and exhibit aesthetic properties. But what is distinctive abo
ut the aesthetic appeal of games, and how should we theorize it?

Several influential answers have been proposed. Some argue that the distinctive aesthetics of games lies in their interactivity (Tavinor 2009; Lopes 2010) or in the sculpted agencies they afford (Nguyen 2020). Christopher Bartel has recently argued that the aesthetics of videogames depends not only on their formal features, but also on players’ attitudes, distinguishing several aesthetically relevant modes of play (goal-seeking, narrative, or “dollhouse” play). Frank Lantz (2024), by contrast, maintains that games exhibit a sui generis form of beauty grounded in their systemic features. It remains an open question how these approaches can be reconciled, and where they fundamentally diverge.

This workshop aims to engage with these debates and to explore the aesthetics of games more broadly. Bringing together philosophers of art and game scholars, the workshop will examine how games challenge inherited categories of aesthetic theory, and how aesthetic theory can, in turn, illuminate the nature of game-playing.

We welcome contributions addressing the intersection of aesthetics and game studies. Possible topics include (but are not limited to):

  • What kind of aesthetic objects are games, and how do they differ from traditional artworks?
  • How do gameplay, interactivity, and player attitudes shape aesthetic experience?
  • Should we distinguish between the aesthetics of the player, the spectator, and the designer – and can these perspectives be reintegrated?
  • How do the aesthetics of games relate to the aesthetics of sports or other performative practices?
  • Should we differentiate between the aesthetics of play and the aesthetics of gameplay?
  • In what sense can games be artworks, and what forms of aesthetic value do they realize?
  • How do sound, music, narrative, level design, and visual composition interact with agency and affect ingame aesthetics?
  • What can the study of games teach us about the nature and scope of aesthetic experience itself?

Submission details

Please submit proposals by email to: <N.W.Wildman@tilburguniversity.edu> and <alexandre.declos@unine.ch>

Submissions should consist of a PDF prepared for blind review, containing an abstract of 300 words (references excluded). Please make sure to put “Aesthetics of games submission” in the subject.

Deadline for submission: March 31, 2026

Please note that participants are expected to cover their own transport and accomodation costs; however, lunches and a workshop dinner will be covered.

In Memory of Grant Tavinor

It is with deep sadness that we share the news of the passing of Grant Tavinor, who more than anyone helped establish the foundations of serious philosophical research on video games.

Grant’s work—including his two monographs (The Art of Videogames, 2009, and The Aesthetics of Virtual Reality, 2021) and many journal papers—has shaped the field and offered clarity, inspiration, and new directions for thinking about games. He also co-edited The Aesthetics of Videogames (2018), further widening the conversation he helped to begin.

Many of us first met him at the Philosophy of Computer Games conference in Oslo in 2009, where we were fortunate to secure funding to bring him all the way from New Zealand to deliver a keynote. His presence and his ideas at that meeting helped set the tone for much of what followed in the years ahead.

Grant lived for many years with serious health challenges, yet he remained a generous, thoughtful, and engaging voice in our community. He will be deeply missed—not only for his scholarship but also for the conversations, encouragement, and insight he shared so freely.

A great many of us in game philosophy and game studies owe him a debt for the discussions he fostered and the intellectual paths he opened. His absence leaves a lasting gap, but his work will continue to shape how we think about games for years to come.

Hybrid Meeting on the Aesthetics and Values of Games – Friday, June 27 (17:00–19:00)

As a complement to the themes explored in the upcoming Avatar Aesthetics workshop prior to DIGRA 2025 (June 30), we warmly invite philosophers and game scholars to an informal hybrid meeting on the aesthetics and values of games. The event will feature contributions from Professor Christopher Bartel (Appalachian State University) and Assistant Professor Shelby Moser (Utah State University).

Location: Department meeting room, Department of Digital Games, University of Malta
Date and Time: Friday, June 27, 2025 | 17:00–19:00 (CEST)

Format: Hybrid (in-person and online participation)

Program:

  • 17:00 – Video Games and the Attitudinal Theory of Aesthetics
    Christopher Bartel
    Bartel will introduce the main arguments of his recent book, Aesthetics and Video Games (Bloomsbury), with a focus on how video games challenge and expand traditional aesthetic theory.
  • 17:45 – A Case for a Social Model of Play
    Shelby Moser
    Moser will present work from a forthcoming chapter in which she surveys key aesthetic accounts of video games (Tavinor, Nguyen, Bartel, Hurka) and argues that these are largely individualistic in their conception of play. Building on work co-authored with Stephanie Patridge, she makes the case for a social model of play, where sociality is understood as a guiding aim of gameplay.
  • 18:30 – Open Discussion
    Join us for an open and informal discussion following the talks.

The meeting is open to all, and we hope to see many of you there—either in person or online.
If you would like to attend remotely, please contact the organizers for the live link (anita.leirfall@uib.no, john.richard@sageng.no).

CfP: Perception in Games and Virtual Worlds III (Berlin, Sept 2025)

WORKSHOP  IN BERLIN: 12–13 September, 2025.

Venues: University of Europe for Applied Sciences and Regenbogenfabrik, Berlin. 

Both traditional games and games that take place in virtual environments rely on play-states designed around their perceptual features. This is apparent by the fact that they prominently rely on phenomenal spatial structures, but also by a variety of perceptual roles that enter into elements like storytelling, sound, kinesthetic feedback and immersive design. 

How should the character of perception in games and virtual environments be understood? While perception in normal circumstances registers ordinary perceptual properties, their agents appear to experience objects and properties imposed by images, rules, symbols and ludic context. In the perception of virtual worlds, options also include illusory contents and virtual objects. In traditional games the players experience objects and properties determined by rules and play. 

This workshop follows up two seminars held in Athens 2022 and Berlin 2024 with a view to develop the discussions on these issues. We invite submissions on questions such as:

  • Is perception in virtual worlds veridical? Is it appropriate to talk of perception in virtual worlds?
  • Do we perceive game properties and/or affordances?
  • How should we understand subjectivity and perception mediated by avatars?
  • How does the reality status of objects and properties affect the characterization of perceptual content?
  • What are the phenomenal characteristics of gaming experiences?
  • How are narratives, fictional worlds and gaming structured around perceptual states?
  • How is imagination, make-believe and fantasy related to perception in games?
  • How are perceptual image schemas like space, time, objecthood and modality utilized in gaming?
  • How is perception in games affected by egocentric vs. allocentric points of view for the player?
  • What is the relationship between inference and perceptual content in games?
  • Should perceptual content of games be analyzed through “seeing as” or “seeing-in”?

Contributions from different scholarly approaches are welcome, such as game studies, cognitive science, enactivist perception and different embodiment theories, phenomenology, fiction theory, media philosophy, and classic philosophies of perception.

Please submit an abstract (max 2000 characters) in this form: https://forms.gle/b7xDb7bu5B1ys8NJ8 and send a backup-copy to perceptioningames@gmail.com by August 10.  We welcome both full papers and more conjectural presentations.  We highly appreciate presentations that can be submitted as papers to the Journal of the Philosophy of Games, but the participants are free to publish their work where they want.  There will be a small fee (ca 30 euro) to cover rent.

See earlier seminar programs here: https://sites.google.com/view/perceptioningames/

 

Program committee:

Anita Leirfall, University of Bergen, Norway

Casey Landers, Texas State University, US

Pawel Grabarzcyk, IT-University of Copenhagen, Denmark

John R. Sageng, Game Philosophy Network, Norway

Martin Thiering, University of Europe for Applied Sciences, Germany

Stephan Günzel, University of Europe for Applied Sciences, Germany

Zuzanna Rucinska, University of Antwerp, Belgium

CfP: Avatar Aesthetics – Digra 2025 Malta Workshop

The DIGRA workshop on Avatar Aesthetics invites submissions on the characteristic properties of avatar-based videogames as an art form, and on the aesthetic aspects of self-embodiment in videogames. Avatarial aesthetics relate to a broader tradition of bodily spectacles and amusements while also sharing similarities with experiences created by VR, installation art and performance art. Furthermore, avatar aesthetics intersects with the aesthetics of architecture, of space and travel, and with ethical and political philosophy for game worlds. The workshop aims to bring together scholars from philosophy, game studies, media studies, and related fields to discuss a broad range of aesthetic modes and attractions relevant to avatar-based videogaming. Phenomenological and ontological perspectives on avatarial self-embodiment are also welcome. 

The workshop will address aesthetic concerns related to avatars across various dimensions, including but not limited to:

  • Art and the Avatar: How traditional artistic elements — music, poetry, literature, and visual arts — affect avatar-mediated experience and self-experience (Tavinor 2009; Ensslin 2014). 
  • Viscerality: Aesthetic attractions related to perceptual spectacle, violence, aggression, and horror in avatar-based games (Huhtamo 1995).
  • Ecology and Space: The aesthetic experience of space and place, including adventure, conquest, habitation, and environmental concerns (Jenkins 2004, Chang 2019) 
  • Transgression: The philosophical implications of moral and ethical transgressions in avatar-based videogames, including violence and dehumanization (Mortensen & Jørgensen 2020; Sageng 2020) 
  • Politics of Representation: The roles of colonialism, militarism, capitalism, and the representation of gender, sexuality, and race in avatar-based videogames (Dyer-Witheford 2009; Wildt et al. 2020; Murray 2019) 
  • Body and Interface: Analyzing the technological and generic properties of avatarial self-embodiment, including perspectives from interaction and interface design (Sudnow 1983; Wilhelmsson 2001)
  • Subjectivity and Identity: Examining mechanisms of self-positioning, agency, and identity in avatar-mediated interaction, particularly in relation to narrative and fictional characters. (Vella 2015;  Kania 2017)
  • Representation and Fictionality: Understanding the representational status and function of avatarial self-embodiment in relation to gaming, fictionality, and virtuality (Tavinor 2012; Carlson & Taylor 2019)

Please submit an abstract of maximum 300 words and a short bio (max 100 words) to avataraesthetics25@gmail.com by May 1, 2025. The organizing committee will select participants based on the relevance and quality of their proposals.  

Each speaker will be given 15 minutes for their presentation, followed by 10-minutes for discussion.

The workshop is organized by the Department of Information Science and Media Studies and the Department of Philosophy at the University of Bergen, in collaboration with the Game Philosophy Network. The organizing committee consists of:

  • Associate Professor Rune Klevjer (University of Bergen)
  • Associate Professor Anita Leirfall (University of Bergen)
  • John R. Sageng, Coordinator of the Game Philosophy Network

 

Bibliography

Carlson, M., & Taylor, L. (2019). Me and My Avatar: Player-Character as Fictional Proxy. Journal of the Philosophy of Games, 2(1). https://doi.org/10.5617/jpg.6230

Chang, A. Y. (2019). Playing Nature: Ecology in Video Games (Vol. 58). University of Minnesota Press.

Dyer-Witheford, N. (2009). Games of empire: Global capitalism and video games (Vol. 29). University of Minnesota Press.

Ensslin, A. (2014). Literary gaming. MIT Press.

Huhtamo, E. (1995). Encapsulated Bodies in Motion: Simulators and the Quest for Total Immersion. In S. Penny (Ed.), Critical Issues in Electronic Media. State University of New York Press.

Jenkins, H. (2004). Game Design as Narrative Architecture. In N. Wardrup-Fruin & P. Harrigan (Eds.), First Person. New Media as Story, Performance and Game (pp. 118–130). MIT Press.

Kania, M. M. (2017). Perspectives of the Avatar: Sketching the Existential Aesthetics of Digital Games. Wydawnictwo Naukowe Dolnośląskiej Szkoły Wyższej. https://depot.ceon.pl/handle/123456789/13187

Mortensen, T. E., & Jorgensen, K. (2020). The paradox of transgression in games (1st ed.). Routledge.

Murray, S. (2019). On Video Games: The Visual Politics of Race, Gender and Space (First edition., Vol. 27). I.B. Tauris & Co. Ltd.

Sageng, J.R. (2018). “The bracketing of moral norms in videogames”. In Jørgensen, Kristine & Karlsen, Faltin (Eds.), Transgression in Games and Play. The MIT Press.

Sudnow, D. (1983). Pilgrim in the Microworld. Eye, Mind and the Essence of Video Skill. Warner Books.

Tavinor, G. (2009). The Art of Videogames. Wiley.

Tavinor, G. (2012). Videogames and Fictionalism. In H. Fossheim, T. Mandt Larsen, & J. R. Sageng (Eds.), The Philosophy of Computer Games (pp. 185–200). Springer.

Vella, D. (2015). The Ludic Subject and the Ludic Self: Analyzing the “I-in-the-gameworld. IT University of Copenhagen, Center for Computer Games Research. 

Wildt, L. de, Apperley, T. H., Clemens, J., Fordyce, R., & Mukherjee, S. (2020). (Re-)Orienting the Video

CfP: Perception in Games and Virtual Worlds II (10-11 May, 2024)

WORKSHOP IN BERLIN: 10-11 May, 2024.
Regenbogenfabrik, Lausitzer Str. 21a, Berlin.

 

Both traditional games and games that take place in virtual environments rely on play states designed around their perceptual features. This is apparent by the fact that they prominently rely on phenomenal spatial structures, but also by a variety of perceptual roles that enter into elements like storytelling, sound, kinesthetic feedback and immersive design.

How should we understand the character of perception in games and virtual environments? While normal perception registers ordinary perceptual properties, players perceive objects and properties imposed by images, rules, symbols and ludic context. In the perception of virtual worlds, users are not perceiving ordinary objects, but rather images and symbols designed to instil imagination and to convey semantic contents. In traditional games the players perceive objects and properties determined by rules and play.

This workshop follows up a seminar held in Athens 2022 with a view to develop the discussions on these issues. Among the questions we wish to explore are:

  • Is perception in virtual worlds veridical? Is it appropriate to talk of perception in virtual worlds?
  • Do we perceive game properties?
  • How should we understand subjectivity and perception mediated by avatars?
  • How do cultural and ideological frames shape perceptual experience?
  • How does the reality status of objects and properties affect the characterization of perceptual content?
  • What are the phenomenal characteristics of gaming experiences?
  • How is narrative, fictional worlds and gaming structured around perceptual states?
  • How is imagination, make-believe and fantasy related to perception in games?
  • How are perceptual schema like space, time, objecthood and modality utilized in gaming?
  • What is the relationship between inference and perceptual content in games?
  • How do we perceive affordances in games?
  • Can the perceptual content of games be analyzed as “seeing as”?
  • What are the phenomenal characteristics of perceptual experiences that are distinctive to ludic environments?
  • How should we characterize the consciousness that accompanies perception of games and virtual environments?

Contributions from different scholarly approaches are welcome, such as game studies, cognitive science, enactivist perception theory, phenomenology, fiction theory, media philosophy, and classic philosophies of perception.

Please submit an abstract (max 1000 characters) in this form: https://forms.gle/3fc8uDEQw8GJwfxy5 and send a copy to perceptioningames@gmail.com by April 11. We welcome both full papers and more conjectural presentations. We highly appreciate presentations that can be submitted as papers to the Journal of the Philosophy of Games, but the participants are free to publish their work where they want. There will be a small fee (ca 40 euro) to cover rent for the seminar room.

Program committee:
Anita Leirfall, Department of Philosophy, University of Bergen, Norway
John R. Sageng, Game Philosophy Network, Norway
Stephan Günzel, University of Europe for Applied Sciences, Germany
Jussi Holopainen, City University of Hong Kong, Hong Kong
Olli Tapio Leino, City University of Hong Kong, Hong Kong
Zuzanna Rucinska, University of Antwerp, Belgium

CfP: Exploring Aesthetic Practices – Conference in Jyväskylä 23.10.2024.

Here is a call for papers for a conference that is not primarily directed at game philosophy, but it has game studies is a target group and the topic of playing games is mentioned.  We just visited Jyväskylä for one of our Nordic workshops in game philosophy and know that there is an interest for our type of work. We highly encourage game philosophers to submit abstracts.

Call for papers

From Kant onwards, the default position when thinking about aesthetic matters has been to start with one individual who appreciates or engages with one object, whether a work of art, an environment, or an everyday item. However, when aiming to grasp the role of aesthetic phenomena in human life, this perspective is insufficient. It overshadows how the significance of art and everyday aesthetic matters, for individuals and communities, evolve through shared histories of practice, where perceptual and creative skills arise from previous experiences and know-how.

Shifting the focus of aesthetics from objects and singular experiences to practices opens novel and fruitful perspectives on how humans form and transform their identity and lifeworld through active and long-term aesthetic engagement in various media. An aesthetic practice, we suggest, is a continuous, repeatedly performed activity of engaging with an art form, a form of popular culture, crafts, sports, or some aspect of one’s everyday environment, where a fundamental motivating factor is pleasure gained through the activity. Instead of contemplation and perception of an object, practice highlights the intrinsic aesthetic relevance of action, doing and making. The approach offers new perspectives on the scope of “aesthetics”.

As a key concept, aesthetic practice foregrounds structural features of our aesthetic life that have previously gained less attention, such as temporality, continuity, multimodality and intersubjectivity. A practice is ongoing, and characterised by tempi and rhythms, times, and places. It is interwoven with the practitioner’s life, while at the same time constituting another space. It is typically shared with other people; inspired by others; or communicated to them.

Finally, aesthetic practices tend to become intimately interwoven, even inseparable from practitioners’ identity, and affect their outlook on life. Continuously engaging with one or several of the arts, popular culture, one’s home environment, or nature, can constitute a tacit or explicit exploration of and reflection on values, the world, and one’s own position in it, in a dynamic balance of receptivity and creativity which is intrinsically valuable.

We welcome proposals on:

 The concept of aesthetic practice; critical assessments

 Everyday aesthetic practices and arts: boundaries and overlappings

 Habits and practices

 Practice and style

 Rhythms of practice

 Everyday rituals as aesthetic practice

 Intersubjectivity in aesthetic practices

 The aesthetic dimension of everyday practices

 The aesthetic dimension of labour and work

 Childhood aesthetic practices

 Aesthetic communicative practices

 Social aesthetics

 Care aesthetics

 Arts as aesthetic practices

 Aesthetic practices in fandom and popular culture

 Playing games as aesthetic practice

 The role of technologies in aesthetic practices

 Shared practices in internet communities and social media

– And more

In addition to contributions from philosophical aesthetics, we welcome proposals from neighbouring fields, the arts, psychology, cultural studies, game studies, sociology, history, media and communication studies, etc., as long as they address phenomena from a perspective of aesthetic practice.

We invite abstracts of 200–300 words. Deadline for abstracts is 15th March 2024.

Link to the main site. 

CfP: Digital Artifacts – Metaphysics Journal – March 15, 2024

We invite submissions on the topic of “Digital Artifacts” for the next issue of the open-access, peer-reviewed, online journal, Metaphysics, co-edited by Kathrin Koslicki and Michael Raven. (http://www.metaphysicsjournal.com)

 The guest-editor for this issue is Alexandre Declos (University of Neuchatel). 

Submission Deadline: March 15, 2024

Description: The category of digital artifacts includes things such as computer programs, simulations, websites, data, virtual environments, memes, videogames, NFTs, digital artworks, or smartphone apps. Although these entities have become pervasive in our daily lives, they have received comparatively little attention in the recent metaphysics literature. 

This special issue shall be dedicated to investigating the ontological issues raised by this peculiar sub-class of artifacts. We invite contributions around, but not limited to, the following questions:

• What differentiates digital artifacts from other types of artifacts?

• Are there different kinds of digital artifacts? 

• How do digital artifacts fit in or challenge extant accounts in the philosophy of artifacts?

• Do digital artifacts depend on the mind? If so, does it threaten their reality?

• Are digital artifacts material or immaterial? Can they be located? Are they reducible to a physical basis? 

• Are digital artifacts abstract entities? If so, how are we to explain the fact that they can be perceived, interacted with, or created? 

• How should we construe the relation between a digital artifact, seen as a type, and its various instances or tokens?

• Must we differentiate digital and virtual artifacts? If so, what sort of relation do they have to one another? 

• Can (some) digital artifacts be understood as social entities? 

• What makes the identity of a digital artifact? Its algorithmic structure? The intentions of its creator(s)? The use to which it is put? Its capacities or affordances?

• What are the persistence conditions of digital artifacts? For instance, what kind of change could a program survive?

• Are digital artifacts essentially defined by their function? How should we account for cases of multifunction, malfunction (e.g., bugs), or repurposing?

• Do digital artifacts have essences, whether as kinds and/or as individuals?

• What sort of process is involved in digital artifact production? Does it differ from what is involved in the production of non-digital artifacts?

• Should digital byproducts (e.g., bugs) count as digital artifacts?

• Do digital artifacts challenge common assumptions about creativity, authorship, or authenticity?

• Can digital artifacts be created by non-human agents? For instance, can ChatGPT’s  outputs be seen as digital artifacts?

InstructionsPapers should be submitted through the journal’s online platform. Prior to submitting your paper, please consult the journal’s submission guidelines: https://metaphysicsjournal.com/about/submissions/

For any query, please email: alexandre.declos AT gmail.com