Selected papers relating to time or fiction:

2019

2018

2017

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2016

2014

2013

  • ‘Fictional Branching Time?’, in A.Iacona & F.Correia (eds.) Around the Tree: Semantic and Metaphysical Issues Concerning Branching and the Open Future (Springer: Synthese library no.361) (2013), 81-94. (Bourne and Caddick Bourne) (see Chapter 5 of Time in Fiction)

2011

  • ‘Fatalism and the Future’, in C. Callender (ed.) The Oxford Handbook of Philosophy of Time (Oxford: Oxford University Press, 2011) (Bourne)

2007

2006

  • 'A Theory of Presentism', Canadian Journal of Philosophy (2006) 36: 1-23 (Bourne) (See Chapter 2 of A Future for Presentism)

2004

  • 'Future Contingents, Non-Contradiction and the Law of Excluded Middle Muddle', Analysis (2004) 64: 122-128 (Bourne) (See Chapter 3 of A Future for Presentism)

  • 'Becoming Inflated', British Journal for the Philosophy of Science (2004)  55: 107-119 (Bourne) (See Chapter 7 of A Future for Presentism)

2002

  • 'When am I?  A Tense Time for Some Tense Theorists?', Australasian Journal of Philosophy, (2002) 80: 359-371 (Bourne) (See Chapter 1 of A Future for Presentism)

Players, Characters, and the Gamer's Dilemma

By Bourne & Caddick Bourne

Is there any difference between playing videogames in which the player’s character commits murder and videogames in which the player’s character commits paedophilic acts? Morgan Luck’s ‘Gamer’s Dilemma’ has established this question as a puzzle concerning notions of permissibility and harm. We propose that a fruitful alternative way to approach the question is through an account of aesthetic engagement. We develop an alternative to the dominant account of the relationship between players and the actions of their characters, and argue that the ethical difference between so-called ‘virtual murder’ and ‘virtual paedophilia’ is to be understood in terms of the fiction-making resources available to players. We propose that the relevant considerations for potential players to navigate concern: (1) attempting to make certain characters intelligible, and (2) using aspects of oneself as resources for homomorphic representation.

Latest paper:

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