Beisbart, ClausClausBeisbart0000-0003-2731-62002025-04-142025-04-142024https://boris-portal.unibe.ch/handle/20.500.12422/209678In contemporary computer simulations, particles attract each other and form clusters, cells interact, and agents communicate with one another. This is at least how computer simulations are commonly described. But how can we make sense of such talk? One answer is that the particles, cells, and agents inside simulations are digital artifacts, and thus real objects. In this paper, I cast doubt on this realist position by raising the question: To what objects does a simulation give rise, if it does so at all? I tentatively suggest answers that try to determine what objects arise in computer simulations at both a fundamental and a higher level. However, closer analysis reveals that we run into underdetermination problems. Even for a single run of a simulation program, the acknowledged facts about the simulations often do not suffice to determine the objects and their properties uniquely. I suggest that, from an ontological perspective, it is more attractive to say that computer simulations involve computations, the results of which may then be interpreted in various ways. To make sense of talk about objects in simulations it is more attractive to develop a fictionalist account, or so I argue.encomputer simulationsrealismfictionalismunderdeterminationDo Computer Simulations Include Digital Artifacts?article10.48620/8728110.5334/met.173