Videogame Cognitivism

Journal of the Philosophy of Games 1:1-31 (2021)
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Abstract

The aim of this article is to examine and defend videogame cognitivism (VC). According to VC, videogames can be a source of cognitive successes (such as true beliefs, knowledge or understanding) for their players. While the possibility of videogame-based learning has been an extensive topic of discussion in the last decades, the epistemological underpinnings of these debates often remain unclear. I propose that VC is a domain- specific brand of aesthetic cognitivism, which should be carefully distinguished from other views that also insist on the cognitive or educational potential of videogames. After these clarifications, I discuss and assess different broad strategies to motivate VC: propositionalism, experientialism, and neocognitivism. These map the different ways in which videogames can prove epistemically valuable, showing them to be, respectively, sources of propositional knowledge, experiential knowledge, and understanding. I eventually argue that neocognitivism is a particularly promising and yet underexplored way to defend VC.

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Alexandre Declos
Université de Neuchâtel

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True Enough.Catherine Z. Elgin - 2017 - Cambridge: MIT Press.
Ways of worldmaking.Nelson Goodman - 1978 - Hassocks [Eng.]: Harvester Press.
Meaning and the moral sciences.Hilary Putnam - 1978 - Boston: Routledge and Kegan Paul.

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