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Stefano Gualeni

Biographic Data

ID9013859
NAMEStefano Gualeni
GIVEN NAMESStefano
FAMILY NAMEGualeni
SIGNATUREGUALENI S
AFFILIATIONSUniversity of Malta
ORCID0000-0003-4873-4751
VERIFIEDYes
TOTAL WORKS7
TOTAL CITATIONS0
AUTHOR COUNT7
EDITOR COUNT0
FIRST PUBLICATION YEAR2014
LATEST PUBLICATION YEAR2022
H-INDEX0
  • Fictional Games

    Stefano Gualeni, Riccardo Fassone•BOOK•Fictional Games•2022

    What role do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the reader will never watch or play? Combining perspectives from philosophy, literature and game studies, this book provides the first in-depth investigation into the significance of games in fictional worlds. With examples from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualen…

  • Virtual Existentialism

    Open Access•Stefano Gualeni, Daniel Vella•BOOK•Virtual Existentialism•2020

  • Artificial Beings Worthy of Moral Consideration in Virtual Environments

    Open Access•Stefano Gualeni•ARTICLE•Journal of Virtual Worlds Research•2020

    This article explores whether and under which circumstances it is ethically viable to include artificial beings worthy of moral consideration in virtual environments. In particular, the article focuses on virtual environments such as those in digital games and training simulations – interactive and persistent digital artifacts designed to fulfill specific purposes, such as entertainment, education, training, or persuasion.The article introduces t…

  • De-Roling from Experiences and Identities in Virtual Worlds

    Open Access•Stefano Gualeni, Daniel Vella et al.•ARTICLE•Journal of Virtual Worlds Research•2017

    Within dramatherapy and psychodrama, the term ‘de-roling’ indicates a set of activities that assist the subjects of therapy in ‘disrobing’ themselves from their fictional characters. Starting from the psychological needs and the therapeutic goals that ‘de-roling’ techniques address in dramatherapy and psychodrama, this text provides a broader understanding of procedures and exercises that define and ease transitional experiences across cultural p…

  • The Experience Machine

    Open Access•Stefano Gualeni•ARTICLE•Journal of Virtual Worlds Research•2016

    Problems and questions originally raised by Robert Nozick in his famous thought experiment ‘The Experience Machine’ are frequently invoked in the current discourse concerning virtual worlds. Having conceptualized his Gedankenexperiment in the early seventies, Nozick could not fully anticipate the numerous and profound ways in which the diffusion of computer simulations and video games came to affect the Western world.This article does not articul…

  • Virtual Worlds as Philosophical Tools

    Open Access•Stefano Gualeni•BOOK•Virtual Worlds As Philosophical…•2015

    Who are we in simulated worlds? Will experiencing worlds that are not 'actual' change our ways of structuring thought? Can virtual worlds open up new possibilities to philosophize? Virtual Worlds as P

  • Augmented Ontologies or How to Philosophize with a Digital Hammer

    Open Access•Stefano Gualeni•ARTICLE•Philosophy & Technology•2014

No prominent works on this page.

  • Augmented Ontologies or How to Philosophize with a Digital Hammer

    Open Access•Stefano Gualeni•ARTICLE•Philosophy & Technology•2014

  • Virtual Worlds as Philosophical Tools

    Open Access•Stefano Gualeni•BOOK•Virtual Worlds As Philosophical…•2015

    Who are we in simulated worlds? Will experiencing worlds that are not 'actual' change our ways of structuring thought? Can virtual worlds open up new possibilities to philosophize? Virtual Worlds as P

  • The Experience Machine

    Open Access•Stefano Gualeni•ARTICLE•Journal of Virtual Worlds Research•2016

    Problems and questions originally raised by Robert Nozick in his famous thought experiment ‘The Experience Machine’ are frequently invoked in the current discourse concerning virtual worlds. Having conceptualized his Gedankenexperiment in the early seventies, Nozick could not fully anticipate the numerous and profound ways in which the diffusion of computer simulations and video games came to affect the Western world.This article does not articul…

  • De-Roling from Experiences and Identities in Virtual Worlds

    Open Access•Stefano Gualeni, Daniel Vella et al.•ARTICLE•Journal of Virtual Worlds Research•2017

    Within dramatherapy and psychodrama, the term ‘de-roling’ indicates a set of activities that assist the subjects of therapy in ‘disrobing’ themselves from their fictional characters. Starting from the psychological needs and the therapeutic goals that ‘de-roling’ techniques address in dramatherapy and psychodrama, this text provides a broader understanding of procedures and exercises that define and ease transitional experiences across cultural p…

  • Virtual Existentialism

    Open Access•Stefano Gualeni, Daniel Vella•BOOK•Virtual Existentialism•2020

  • Artificial Beings Worthy of Moral Consideration in Virtual Environments

    Open Access•Stefano Gualeni•ARTICLE•Journal of Virtual Worlds Research•2020

    This article explores whether and under which circumstances it is ethically viable to include artificial beings worthy of moral consideration in virtual environments. In particular, the article focuses on virtual environments such as those in digital games and training simulations – interactive and persistent digital artifacts designed to fulfill specific purposes, such as entertainment, education, training, or persuasion.The article introduces t…

  • Fictional Games

    Stefano Gualeni, Riccardo Fassone•BOOK•Fictional Games•2022

    What role do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the reader will never watch or play? Combining perspectives from philosophy, literature and game studies, this book provides the first in-depth investigation into the significance of games in fictional worlds. With examples from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualen…

Computer Science (7 works) · Sociology (7 works) · Epistemology (6 works) · Philosophy (6 works) · Digital Games and Media (5 works) · Human–computer interaction (4 works) · Metaverse (4 works) · Psychology (4 works) · Virtual reality (4 works) · Aesthetics (2 works)

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