Find some of my best peer-reviewed articles and papers below.
The rest of my academic works can be browsed on google scholar.
Some of my academic journal articles:
The Implied Designer of Digital Games.
Estetika (The European Journal of Aesthetics), 60 (1).
The Fictional Incompleteness of Digital Gameworlds.
ToDiGRA Journal, 6 (1).
Ludic Unreliability and Deceptive Game Design.
Journal of the Philosophy of Games, 3 (1).
Fictional Games and Utopia: The Case of Azad.
Science Fiction Film & Television, 14 (2).
A Theodicy for Artificial Universes: Moral Considerations on Simulation Hypotheses.
International Journal of Technoethics, 12 (1).
Artificial Beings Worthy of Moral Consideration in Virtual Environments: An Analysis of Ethical Viability.
JVWR, 13 (1).
Virtual Subjectivity: Existence and Projectuality in Virtual Worlds.
Techné: Research in Philosophy of Technology, 23 (2).
De-Roling from Experiences and Identities in Virtual Worlds.
JVWR, 10 (2).
The Experience Machine: Existential Reflections on Virtual Worlds.
JVWR, 9 (3).
Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts.
G.A.M.E., 10 (5).
Augmented Ontologies; or, How to Philosophize with a Digital Hammer.
Philosophy of Technology, 27 (2).
Book chapters I wrote:
Representing Imaginary Spaces: Fantasy, Fiction, and Virtuality.
Entry in the Encyclopedia of Ludic Terms.
Existential Ludology and Peter Wessel Zapffe.
Virtual World-Weariness: On Delaying the Experiential Erosion of Digital Environments.
A Philosophy of ‘DOING’ in the Digital.
Virtual Weltschmerz: Things to keep in mind while building experience machines and other tragic technologies.
Playing with Puzzling Philosophical Problems.
A few academic conference papers:
Game Studies Through 'Conceptual Games': The Case of Doors
The Implied Designer and the Experience of Gameworlds.
Deployment Mechanics in Analogue and Digital Strategic Games: A Historical and Theoretical Framework.
Satirical Game Design: The Case of the Boardgame Construction
How to Reference a Digital Game.
On the de-familiarizing and re-ontologizing effects of glitches and glitch-alikes.
Self-Transformative effects of designing videogames and the challenge of capturing them quantitatively: a case study.
A Dialogue Concerning ‘Doing Philosophy’ with and within Computer Games.
Freer than We Think: Game Design as a Liberation Practice.
What is it Like to Be a (Digital) Bat?