 In contemporary philosophy, the most prominent theory of imagination’s role in engagement with the arts is presented in Kendall Walton’s Mimesis as Make-Believe (1990). (Although Walton uses “fictions” as a technical term to refer to artworks, his conception of the arts is broad enough to include both high-brow and low-brow; popular and obscure; a variety of specific arts such as poetry and videogames; and—as Stacie Friend (2008) clarifies—both fictive and non-fictive works.) Walton’s core insight is that engagement with the arts is fundamentally similar to children’s games of make-believe. When one engages with an artwork, one uses it as a prop in a make-believe game. As props, artworks generate prescriptions for imaginings. These prescriptions also determine the representational contents of artworks (that is, “fictionality”, or what is true in a fictional world). When one correctly engages with an artwork, then, one imagines the representational contents as prescribed.