Results for ' Go game'

993 found
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  1.  2
    Denkweisen des Spiels: medienphilosophische Annäherungen.Astrid Deuber-Mankowsky & Reinhold Görling (eds.) - 2017 - Wien: Verlag Turia + Kant.
    Gibt es eine spezifische Medialität des Spiels, die es sinnvoll macht, das Verhältnis jeden Ereignisses zu seiner Umgebung als Spiel zu beschreiben? In welcher Weise können Technik, Spiel und Ästhetik neu gedacht werden? Immer dann, wenn Technik mit mechanischen Bewegungen verbunden wird, sehen wir sie im Gegensatz zum Spiel. Wenn Technik jedoch mit Ästhetik assoziiert wird, taucht das Spiel als Teil der Technik auf. Spiel bringt Dinge in Relation und verändert sie dadurch. Wenn Materie als rhythmische Bewegung gedacht wird und (...)
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  2.  19
    Fighting games and Go: Exploring the aesthetics of play in professional gaming.Mark R. Johnson & Jamie Woodcock - 2017 - Thesis Eleven 138 (1):26-45.
    This paper examines the varied cultural meanings of computer game play in competitive and professional computer gaming and live-streaming. To do so it riffs off Andrew Feenberg’s 1994 work exploring the changing meanings of the ancient board game of Go in mid-century Japan. We argue that whereas Go saw a de-aestheticization with the growth of newspaper reporting and a new breed of ‘westernized’ player, the rise of professionalized computer gameplay has upset this trend, causing a re-aestheticization of professional (...)
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  3.  88
    Another go at musical profundity: Stephen Davies and the game of chess.Peter Kivy - 2003 - British Journal of Aesthetics 43 (4):401-411.
    I have argued previously that the art of absolute music, unlike, for example, the art of literature, is not capable of profundity, which I characterized as treating a profound subject matter, at the highest artistic level, in a manner appropriate to its profundity. Stephen Davies has recently argued that there is another way of being profound, which he calls non-propositional profundity, and for which chess provides his principal example. He argues, further, that absolute music also exhibits this non-propositional profundity. I (...)
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  4.  87
    Phenomenology, Pokémon Go, and Other Augmented Reality Games: A Study of a Life Among Digital Objects.Nicola Liberati - 2018 - Human Studies 41 (2):211-232.
    The aim of this paper is to analyse the effects on the everyday world of actual Augmented Reality games which introduce digital objects in our surroundings from a phenomenological point of view. Augmented Reality is a new technology aiming to merge digital and real objects, and it is becoming pervasively used thanks to the application for mobile devices Pokémon Go by Niantic. We will study this game and other similar applications to shed light on their possible effects on our (...)
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  5.  52
    Acting in concert or going it alone: Game theory and the law.Theodore M. Benditt - 2004 - Law and Philosophy 23 (6):615 - 630.
    In recent years a number of writers have maintained that law can usefully be illuminated by game theory. Some believe that game theory can provide guidance in formulating rules for dealing with specific problems. Others advance the philosophically ambitious contention that we can gain a better understanding and/or appreciation of law by seeing it in terms of game-theoretic ideas. My purpose in this article is to examine some claims of the latter sort, and in particular to ask (...)
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  6. Acting in concert or going it alone: Game theory and the law.M. T. - 2004 - Law and Philosophy 23 (6):615-630.
     
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  7. The Burden of Choice, the Complexity of the World and Its Reduction: The Game of Go/Weiqi as a Practice of "Empirical Metaphysics.Andrzej Nowak - 2018 - Avant: Trends in Interdisciplinary Studies 9 (3):101-125.
    The main aim of the text is to show how a game of Go (Weiqi, baduk, Igo) can serve as a model representation of the ontological-metaphysical aspect of the actor–network theory (ANT). An additional objective is to demonstrate in return that this ontological-metaphys⁠ical aspect of ANT represented on Go/Weiqi game model is able to highlight the key aspect of this theory—onto-methodological praxis.
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  8.  19
    A Multi-Agent Approach to the Game of Go Using Genetic Algorithms.Todd Blackman & Arvin Agah - 2009 - Journal of Intelligent Systems 18 (1-2):143-169.
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  9.  55
    Gaming and the limits of digital embodiment.Robert Farrow & Ioanna Iacovides - 2014 - Philosophy and Technology 27 (2):221-233.
    This paper discusses the nature and limits of player embodiment within digital games. We identify a convergence between everyday bodily actions and activity within digital environments, and a trend towards incorporating natural forms of movement into gaming worlds through mimetic control devices. We examine recent literature in the area of immersion and presence in digital gaming; Calleja’s (2011) recent Player Involvement Model of gaming is discussed and found to rely on a probematic notion of embodiment as 'incorporation'. We go on (...)
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  10.  33
    Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play.Stuart Reeves, Christian Greiffenhagen & Eric Laurier - 2017 - Topics in Cognitive Science 9 (2):308-342.
    Accounts of video game play developed from an ethnomethodological and conversation analytic perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical “work” of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a “tactical zoom.” We start very much “outside” the game, beginning with a wide view of how massive-multiplayer online (...)
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  11.  29
    Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play.Stuart Reeves, Christian Greiffenhagen & Eric Laurier - 2016 - Topics in Cognitive Science 8 (4).
    Accounts of video game play developed from an ethnomethodological and conversation analytic perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical “work” of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a “tactical zoom.” We start very much “outside” the game, beginning with a wide view of how massive-multiplayer online (...)
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  12.  13
    On Neural Network Solutions for the Ancient Game of GO.Ernest L. McDuffie, Marwan S. Al-Haik, Gunjan Gupta & Xingming Liu - 2001 - Journal of Intelligent Systems 11 (3):203-215.
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  13. Differential Games in Economics and Management Science.Engelbert J. Dockner, Steffen Jorgensen, Ngo Van Long & Gerhard Sorger - 2000 - Cambridge University Press.
    A comprehensive, self-contained survey of the theory and applications of differential games, one of the most commonly used tools for modelling and analysing economics and management problems which are characterised by both multiperiod and strategic decision making. Although no prior knowledge of game theory is required, a basic knowledge of linear algebra, ordinary differential equations, mathematical programming and probability theory is necessary. Part One presents the theory of differential games, starting with the basic concepts of game theory and (...)
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  14.  31
    Games, Sports, and Play: Philosophical Essays.Thomas Hurka (ed.) - 2019 - Oxford University Press.
    A distinguished group of philosophers discuss a wide range of issues about games, sport, and play - a topic largely neglected in recent philosophical literature. They ask consider what games and sports have in common, pose questions about their value, and add philosophical voices to the on-going debates in game studies.
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  15. Language Games: Wittgenstien's Later Philosophy.Robert Allen - 1991 - Dissertation, Wayne State University
    This dissertation is a discussion of Wittgenstein's later philosophy. In it, Wittgenstein's answer to the "going on problem" will be presented: I will give his reply to the skeptic who denies that rule-following is possible. Chapter One will describe this problem. Chapter Two will give Wittgenstein's answer to it. Chapter Three will show how Wittgenstein used this answer to give the standards of mathematics. Chapter Four will compare Wittgenstein's answer to the going on problem to Plato's. Chapter Five will describe (...)
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  16.  55
    The Ethics of Computer Games.Miguel Sicart - 2011 - MIT Press.
    Despite the emergence of computer games as a dominant cultural industry, we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues (...)
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  17.  14
    Game Change.Maximo Cortez - 2015 - Narrative Inquiry in Bioethics 5 (2):5-7.
    In lieu of an abstract, here is a brief excerpt of the content:Game ChangeMaximo CortezOn November 17, 1983, I was born with a condition called mixed gonadal dysgenesis, and ambiguous genitalia. My gender was not of a big concern at that time. The more urgent matter was that I had a heart murmur, which was repaired when I was twelve months old. [End Page E5]It was not until I turned five, and by issue of the Texas Children’s Protective Services (...)
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  18.  6
    Contest, Game, Disgrace: On Philosophy and Buddhism.Rafal K. Stepien - 2022 - Philosophy East and West 72 (4):1066-1088.
    Abstract:This article is concerned with the role of Buddhist philosophy, and more broadly of non-Western philosophies, within the discipline of philosophy as this is professed and practiced today. I begin by deliberately engaging in a game of definitions to demonstrate that, whichever of the definitions standardly employed to deny non-Western philosophy the prestigious moniker, Buddhism nevertheless wins: it does count as philosophy. Having made that point, however, I go on to effectively undermine it by pointing out that anyone can (...)
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  19. Language-games and nonsense: Wittgenstein's reflection in Carroll's looking-glass.Leila Silvana May - 2007 - Philosophy and Literature 31 (1):79-94.
    In lieu of an abstract, here is a brief excerpt of the content:Wittgenstein’s Reflection in Lewis Carroll’s Looking-GlassLeila S. MayAccording to one tradition in the theory of fiction, there is a kind of fantasy whose function is to invite the reader to "acknowledge the possibility of a different reality."1 In this essay I want to ask whether Lewis Carroll's Alice books fit into this category; that is, I want to explore the possibility that Alice's Adventures in Wonderland and Through the (...)
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  20.  18
    Game-theoretic inductive definability.Juha Oikkonen & Jouko Väänänen - 1993 - Annals of Pure and Applied Logic 65 (3):265-306.
    Oikkonen, J. and J. Väänänen, Game-theoretic inductive definability, Annals of Pure and Applied Logic 65 265-306. We use game-theoretic ideas to define a generalization of the notion of inductive definability. This approach allows induction along non-well-founded trees. Our definition depends on an underlying partial ordering of the objects. In this ordering every countable ascending sequence is assumed to have a unique supremum which enables us to go over limits. We establish basic properties of this induction and examine examples (...)
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  21.  11
    Games and turns: Considering context in language use.James Moir - 2022 - Lodz Papers in Pragmatics 18 (2):251-266.
    This paper considers the ways in which Wittgenstein’s (1958) later philosophy and his ideas on language games, as well as Sacks’ (1992) work on conversational turns, has been applied in relation to the notion of context in language use discourse studies, and in particular discursive psychology. In terms of the application of Wittgenstein, I argue that it is not simply the case that he is referring to different language games as different interactional contexts, but rather that he is making a (...)
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  22.  20
    Sports Teaching, Traditional Games, and Understanding in Physical Education: A Tale of Two Stories.Raúl Martínez-Santos, María Pilar Founaud, Astrid Aracama & Asier Oiarbide - 2020 - Frontiers in Psychology 11:581721.
    Unlike Dickens’s novel, this is not a tale of light and darkness, order and chaos, good and evil… It is, though, a story worth to be told about two standpoints about games and sports, teaching and research, physical education simply put, that have pursued similar interests on parallel tracks for too long, despite their apparent closeness and expected shared cultural grounds. The objective of this conceptual analysis is to try and reconcile two perspectives, namely motor praxeology and teaching games for (...)
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  23.  28
    Ehrenfeucht games and ordinal addition.Françoise Maurin - 1997 - Annals of Pure and Applied Logic 89 (1):53-73.
    We show in this paper that the theory of ordinal addition of any fixed ordinal ωα, with α less than ωω, admits a quantifier elimination. This in particular gives a new proof for the decidability result first established in 1965 by R. Büchi using transfinite automata. Our proof is based on the Ehrenfeucht games, and we show that quantifier elimination go through generalized power.RésuméOn montre ici que, pour tout ordinal α inférieur à ωω, la théorie additive de ωα admet une (...)
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  24.  8
    Fortuna, Games, and the Boundaries of the Divine: From Cicero to Boethius.Daniele Miano - 2022 - Kernos 35:163-183.
    This article discusses the connection between the goddess Fortuna and games, with a particular focus on the period going from late republican Rome to late antiquity. There seems to be an irresolvable tension between the divine status of Fortuna and the randomness inherent to the theme of the “game of fortuna” (ludus fortunae), to the extent that when the ludus appears, fortuna can be personified, but she is never clearly identified as a deity. This semantic tension was exploited by (...)
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  25. Game theory, cheap talk and post‐truth politics: David Lewis vs. John Searle on reasons for truth‐telling.S. M. Amadae - 2018 - Journal for the Theory of Social Behaviour 48 (3):306-329.
    I offer two potential diagnoses of the behavioral norms governing post‐truth politics by comparing the view of language, communication, and truth‐telling put forward by David Lewis (extended by game theorists), and John Searle. My first goal is to specify the different ways in which Lewis, and game theorists more generally, in contrast to Searle (in the company of Paul Grice and Jurgen Habermas), go about explaining the normativity of truthfulness within a linguistic community. The main difference is that (...)
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  26. Language Games: Wittgenstein's Later Philosophy.Robert Allen - 1991 - Dissertation, Wayne State University
    This dissertation is a discussion of Wittgenstein's later philosophy. In it, Wittgenstein's answer to the "going on problem" will be presented: I will give his reply to the skeptic who denies that rule-following is possible. Chapter One will describe this problem. Chapter Two will give Wittgenstein's answer to it. Chapter Three will show how Wittgenstein used this answer to give the standards of mathematics. Chapter Four will compare Wittgenstein's answer to the going on problem to Plato's. Chapter Five will describe (...)
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  27.  12
    Games of length ω1.Itay Neeman - 2007 - Journal of Mathematical Logic 7 (1):83-124.
    We prove determinacy for open length ω1 games. Going further we introduce, and prove determinacy for, a stronger class of games of length ω1, with payoff conditions involving the entire run, the club filter on ω1, and a sequence of ω1 disjoint stationary subsets of ω1. The determinacy proofs use an iterable model with a class of indiscernible Woodin cardinals, and we show that the games precisely capture the theory of the minimal model for this assumption.
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  28. Games, Logic and Philosophy for Children.Paul A. Wagner & Glenn Freedman - 1982 - Analytic Teaching and Philosophical Praxis 3 (2).
    There is at this point no shortage of testimonials regarding the practice of philosophy for children. In addition, there have been a number of studies which give further support to the claim that philosophy for children is a valuable classroom practice. The idea that pre-college instruction in philosophy is beneficial is no longer in doubt, nor is there a significant lack of materials for use in philosophy for children programs. From Lewis Carroll to Matthew Lipman authors constructed texts that go (...)
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  29.  5
    Out of your mind: tricksters, interdependence, and the cosmic game of hide-and-seek.Alan Watts - 2017 - Boulder, CO: Sounds True.
    In order to come to your senses, Alan Watts often said, you sometimes need to go out of your mind. Perhaps more than any other teacher in the West, this celebrated author, former Anglican priest, and self-described spiritual entertainer was responsible for igniting the passion of countless wisdom seekers to the spiritual and philosophical delights of India, China, and Japan. With Out of Your Mind, you are invited to immerse yourself in six of this legendary thinker's most engaging teachings on (...)
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  30.  39
    Extending the Gamer’s Dilemma: empirically investigating the paradox of fictionally going too far across media.Thomas Montefiore, Paul Formosa & Vince Polito - forthcoming - Philosophical Psychology.
    The Gamer’s Dilemma is based on the intuitions that in single-player video games fictional acts of murder are seen as morally acceptable whereas fictional acts of sexual assault are seen as morally unacceptable. Recently, it has been suggested that these intuitions may apply across different forms of media as part of a broader Paradox of Fictionally Going Too Far. This study aims to empirically explore this issue by determining whether fictional murder is seen as more morally acceptable than fictional sexual (...)
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  31.  73
    Mating games: cultural evolution and sexual selection.Andreas De Block & Siegfried8 Dewitte - 2007 - Biology and Philosophy 22 (4):475-491.
    In this paper, we argue that mating games, a concept that denotes cultural practices characterized by a competitive element and an ornamental character, are essential drivers behind the emergence and maintenance of human cultural practices. In order to substantiate this claim, we sketch out the essential role of the game’s players and audience, as well as the ways in which games can mature and turn into relatively stable cultural practices. After outlining the life phase of mating games – their (...)
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  32. Game of Thrones and Philosophy: Logic Cuts Deeper Than Swords.William Irwin & Henry Jacoby (eds.) - 2012 - Wiley.
    _An in-depth look at the philosophical issues behind HBO's _Game of Thrones_ television series and the books that inspired it_ George R.R. Martin's _New York Times_ bestselling epic fantasy book series, A Song of Ice and Fire, and the HBO television show adapted from it, have earned critical acclaim and inspired fanatic devotion. This book delves into the many philosophical questions that arise in this complex, character-driven series, including: Is it right for a "good" king to usurp the throne of (...)
     
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  33. Interests, evidence and games.Brian Weatherson - 2018 - Episteme 15 (3):329-344.
    Pragmatic encroachment theories have a problem with evidence. On the one hand, the arguments that knowledge is interest-relative look like they will generalise to show that evidence too is interest-relative. On the other hand, our best story of how interests affect knowledge presupposes an interest-invariant notion of evidence. -/- The aim of this paper is to sketch a theory of evidence that is interest-relative, but which allows that ‘best story’ to go through with minimal changes. The core idea is that (...)
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  34.  18
    Mating games: cultural evolution and sexual selection.A. Block & S. Dewitte - 2007 - Biology and Philosophy 22 (4):475-491.
    In this paper, we argue that mating games, a concept that denotes cultural practices characterized by a competitive element and an ornamental character, are essential drivers behind the emergence and maintenance of human cultural practices. In order to substantiate this claim, we sketch out the essential role of the game’s players and audience, as well as the ways in which games can mature and turn into relatively stable cultural practices. After outlining the life phase of mating games – their (...)
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  35.  39
    Generalized quantifiers and pebble games on finite structures.Phokion G. Kolaitis & Jouko A. Väänänen - 1995 - Annals of Pure and Applied Logic 74 (1):23-75.
    First-order logic is known to have a severely limited expressive power on finite structures. As a result, several different extensions have been investigated, including fragments of second-order logic, fixpoint logic, and the infinitary logic L∞ωω in which every formula has only a finite number of variables. In this paper, we study generalized quantifiers in the realm of finite structures and combine them with the infinitary logic L∞ωω to obtain the logics L∞ωω, where Q = {Qi: iε I} is a family (...)
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  36.  37
    Game between Arch-enemies: An Interpretation of the Free and Harmonious Play of Faculties.Hin-Fung Fung - 2019 - Kant Yearbook 11 (1):1-16.
    The aim of this paper is to give an interpretation of the free and harmonious play of faculties. The dominant interpretations focus on how the imagination is free from the determination of understanding, but say little about the harmony that can exist between imagination and understanding; thus, in this paper an attempt is made to account for the free and harmonious relationship between these two faculties. Some of Kant’s lectures are reviewed to show the inclinations of the power of imagination (...)
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  37.  14
    From Games to Graphs: Evolving Networks in Cultural Evolution.Karim Baraghith - 2023 - In Agathe du Crest, Martina Valković, André Ariew, Hugh Desmond, Philippe Huneman & Thomas A. C. Reydon (eds.), Evolutionary Thinking Across Disciplines: Problems and Perspectives in Generalized Darwinism. Springer Verlag. pp. 2147483647-2147483647.
    What is it that evolves in cultural evolution? This is a question easily posed but not so easily answered. According to common interpretations of cultural evolutionary theory, it is not strictly agents that change over time or proliferate during cultural transmission, but their socially transmitted behavior, what they communicate or acquire via social learning – in short: their interactions. This means that we have to put these cultural interactions into an evolutionary setting and show how they evolve within cultural populations, (...)
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  38.  12
    Heeding Grammar and Language-games: Continuing Conversations with Wittgenstein and Roth.Sam Gardner & Steve Alsop - 2020 - Outlines. Critical Practice Studies 21 (1):34-48.
    This paper continues a conversation about Wittgenstein’s picture of language and meaning and its potential applications for educational theorising. It takes the form of a response to Wolff-Michael Roth’s earlier paper “Heeding Wittgenstein on “understanding” and “meaning”: A pragmatist and concrete human psychological approach in/for education,” in which Roth problematizes the use of the terms “understanding” and “meaning” in education discourse and proposes their abandonment. Whilst we agree with Roth about a series of central points, at the same time we (...)
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  39.  13
    Playing the interdisciplinary game across education-medical education boundaries:sites of knowledge, collaborative identities and methodological innovations.Sue E. Timmis & Jane Williams - unknown
    This paper aims to interrogate the potential and challenges in interdisciplinary working across disciplinary boundaries by examining a longitudinal partnership designed to research student experiences of digital technologies in undergraduate medicine established by the two authors. The paper is situated in current methodological trends including the changing value of replicability and evidence based methods and increases in qualitative and mixed methods studies in Medical Education, whilst education research has seen growing encouragement for randomised controlled trials and large-scale quantitative studies. A (...)
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  40.  10
    Desuetudo: A Game-Theoretic Approach.Federico L. G. Faroldi - 2021 - Archiv für Rechts- und Sozialphilosophie 107 (2):289-299.
    I suggest an account of desuetudo in game-theoretic terms. I argue that there is an asymmetry with consuetudo, because consuetudo cannot be fully captured by a game-theoretic analysis, while desuetudo, properly understood as a dynamic, diachronic process, can. A norm (not necessarily a consuetudo) ceases to exist because there’s no need anymore, in an interactive situation, to foster certain equilibria, even though the same norm which is going in desuetudo might not have emerged as a consuetudo. While this (...)
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  41.  60
    Semantic Normativity and Coordination Games: Social Externalism Deflated.Daniel Lassiter - 2010 - Croatian Journal of Philosophy 10 (3):209-228.
    Individualists and externalists about language take themselves to be disagreeing about the basic subject matter of the study of language. Are linguistic facts are really facts about individuals, or really facts about language use in a community?The right answer to this question, I argue, is ‘Yes’. Both individualistic and social facts are crucial to a complete understanding of human language. The relationship between the theories inspired by these facts is analogous to the relationship between anatomy and ecology, or between micro- (...)
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  42.  34
    No Fun and Games Until Someone Loses an Eye: Transgression and Masculinity in Bataille and Foucault.Judith Surkis - 1996 - Diacritics 26 (2):18-30.
    In lieu of an abstract, here is a brief excerpt of the content:No Fun and Games Until Someone Loses an Eye: Transgression and Masculinity in Bataille and FoucaultJudith Surkis (bio)In August 1963 Critique published an “Hommage à Georges Bataille,” a special issue commemorating the death of its founder. How did the volume’s contributors go about the seemingly tricky business of pledging fealty to the philosopher of sovereignty? How did they profess loyalty to, in effect recognize, the sovereign subject known to (...)
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  43. Crossing the Fictional Line: Moral Graveness, the Gamer’s Dilemma, and the Paradox of Fictionally Going Too Far.Thomas Montefiore & Paul Formosa - 2023 - Philosophy and Technology 36 (3):1-21.
    The Gamer’s Dilemma refers to the philosophical challenge of justifying the intuitive difference people seem to see between the moral permissibility of enacting virtual murder and the moral impermissibility of enacting virtual child molestation in video games (Luck Ethics and Information Technology, 1:31, 2009). Recently, Luck in Philosophia, 50:1287–1308, 2022 has argued that the Gamer’s Dilemma is actually an instance of a more general “paradox”, which he calls the “paradox of treating wrongdoing lightly”, and he proposes a graveness resolution to (...)
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  44.  15
    How You Play the Game: Kantian Ethics in Non-ideal Conditions.Iris Spoor - 2023 - Global Philosophy 33 (1):1-11.
    In “Compliance, Complicity, and the Nature of Nonideal Conditions” (2003), Tamar Schapiro suggests a framework that deontological theories might use to mitigate the stringency of the moral law in certain cases. This framework depends on a crucial distinction between two forms of non-compliance: transgression and subversion. Schapiro considers several possibilities for cases of subversive non-compliance including an intriguing fictional example from L.A. Confidential2003, p. 347) and Kant’s infamous murder at the door scenario (2006, p. 52). For the purpose of this (...)
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  45. 6 Gadamer and the game of understanding.Monica Vilhauer - 2013 - In Emily Ryall (ed.), The philosophy of play. Milton Park, Abingdon, Oxon: Routledge. pp. 75.
    By Focusing on Hans-Georg Gadamer’s magnum opus Truth and Method, this paper aims to show how understanding itself — including the understanding of artworks, texts, tradition, and living speech — can be understood as a kind of game or dialogical play-process which requires crucial ethical conditions to be met if it is going to succeed. Success, in terms of the communication of meaning, requires that the players (or interlocutors) commit to a genuine participation with each other in which they (...)
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  46.  11
    Football and Philosophy: Going Deep.Michael W. Austin - 2008 - University Press of Kentucky.
    The most popular sport in the United States, football is an American institution. It dominates television ratings, it is a major source of revenue on college campuses, and its crowning event, the Super Bowl, now is celebrated as a veritable national holiday. Football and Philosophy: Going Deep investigates many of the issues surrounding the nation's biggest sport. From a review of the flaws of the Bowl Championship Series, to a study of the violence inherent in the game, to an (...)
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  47.  40
    Fun in Go: The Timely Delivery of a Monkey Jump and its Lingering Relevance to Science Studies.Philippe Sormani - 2015 - Human Studies 38 (2):281-308.
    This paper offers an ethnomethodological exploration of fun in Go, the timely delivery of a ‘Monkey Jump’, and its lingering relevance to science studies. In Go terms, the paper makes a ‘pincer’ move: on the one hand, it explores the analytic potential of ‘fun’ for ethnographic purposes and, on the other hand, it questions its manifest abandonment in some quarters of science studies. In particular, the paper challenges their “curious seriousness” :69–78, 1990) whenever grand ontological claims are mixed up with (...)
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  48.  23
    From Calculus to Language Game.Christoph Durt - 2018 - Techné: Research in Philosophy and Technology 22 (3):425-446.
    Cognitive technology is an increasingly important form of technology that can deal with meaning by either replicating or simulating human cognition. Cognitive technology can make use of information technology, but it strives to go beyond mere information processing by recognizing, changing, and creating meaning. This presents us with a two-sided challenge: On the one hand, cognitive technology is challenged to ‘understand’ meaning in ordinary language. And on the other, it challenges us to rethink fundamental questions of human cognition and sense-making. (...)
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  49. A mug's game? Solving the problem of induction with metaphysical presuppositions.Nicholas Maxwell - 2004 - In John Earman & John Norton (eds.), PhilSci Archive.
    This paper argues that a view of science, expounded and defended elsewhere, solves the problem of induction. The view holds that we need to see science as accepting a hierarchy of metaphysical theses concerning the comprehensibility and knowability of the universe, these theses asserting less and less as we go up the hierarchy. It may seem that this view must suffer from vicious circularity, in so far as accepting physical theories is justified by an appeal to metaphysical theses in turn (...)
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  50.  4
    Playing the Long Game: How to Save the West From Short-Termism.Laurie Fitzjohn-Sykes - 2015 - Imprint Academic.
    We obsess about what our politicians are doing, but ignore that our companies are no longer investing, instead they are focusing on next quarter's profits in order to justify ever higher executive compensation. This is in turn accelerating the West’s economic decline versus the East. While the short-term focus of business is becoming widely acknowledged, we are not doing enough to reverse this. Looking at the less known history of companies shows us the choices we can no longer afford to (...)
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