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Games of Existence: The Digital Transformation of Fictionality

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The World of Games: Technologies for Experimenting, Thinking, Learning (PCSF 2023)

Abstract

The article is devoted to the digital transformation of fictionality in the context of philosophical ontology. The used methodology is semiotic modeling. The traditional ontological question “what does it mean to exist?” is considered from the position of the general semiotics. We define existence through the notion of sign. We interpret the classical criteria of existence - observability, calculability, consistency, accountability - through semantic, syntactic, and pragmatic rules of the sign process. We introduce the criteria of existence for the object and for the subject, revealed as fulfillment of semiosis these or those rules in these or those layers of reality. We use Kant’s transcendental scheme to distinguish between the layers of existence: sensus, ratio, intellectus, which can also be expressed in other terminological ways, such as perception, language and reference. We show the difference in the definition of existence for natural and artificial objects. We define the role of interpretation as a procedure for identifying types of existing and their corresponding specific semantic rules of communication language. We understand fictionality as double signification or auto-referential negation - the designation in the act of communication of incalculable and unobservable entities as existing, that is, as calculable and observable. Thus, the game of existence is played by shifting the boundaries of the conceivable and the inconceivable, the possible and the impossible. The subject part of the work is constructed as an application of philosophical ontology theoretical constructs for the analysis of fictional subjects communicated by the science fiction. Examples of the subject possible digital transformation modeled by the science fiction are considered: the mind upload to a non-biological medium, distributed consciousness, artificial additions or transformations of corporeality, “intelligent environment” - situations when the functions of reflexion are transferred from the subject to the environment.

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Correspondence to Anna I. Demina .

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Nesterov, A.Y., Demina, A.I. (2023). Games of Existence: The Digital Transformation of Fictionality. In: Bylieva, D., Nordmann, A. (eds) The World of Games: Technologies for Experimenting, Thinking, Learning. PCSF 2023. Lecture Notes in Networks and Systems, vol 830. Springer, Cham. https://doi.org/10.1007/978-3-031-48020-1_1

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