Results for 'Fantasy games Design'

992 found
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  1. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio Negri’s (...)
     
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  2.  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 (...)
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  3.  27
    Japanese role-playing games: genre, representation, and liminality in the JRPG.Rachael Hutchinson & Jérémie Pelletier-Gagnon (eds.) - 2022 - Lanham: Lexington Books.
    This book examines the origins and boundaries of Japanese digital role-playing games. A geographically diverse roster of contributors introduces English-speaking audiences to Japanese video game scholarship and applies postcolonial and philosophical readings to the Japanese game text.
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  4.  11
    Japanese role-playing games: genre, representation, and liminality in the JRPG.Rachael Hutchinson & Je?re?mie Pelletier-Gagnon (eds.) - 2022 - Lanham: Lexington Books.
    This book examines the origins and boundaries of Japanese digital role-playing games. A geographically diverse roster of contributors introduces English-speaking audiences to Japanese video game scholarship and applies postcolonial and philosophical readings to the Japanese game text.
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  5.  15
    Final Fantasies: Virtual Women's Bodies.Laura Fantone - 2003 - Feminist Theory 4 (1):51-72.
    In the last decades videogames have become very popular. In this article I argue that they establish a new relationship between bodies and identities. In videogames, the storylines are based on a mixture of other types of media fiction, where women's bodies are overrepresented and stereotypical, because of the market logic underlying these new media productions, which target a wide audience. Nevertheless, videogames' interactivity shapes new experiences of acting through other bodies. The erotic gaze on virtual bodies is shaped by (...)
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  6. Do Good Games Make Good People?Brendan Shea - 2013 - In Kevin Decker (ed.), Ender's Game and Philosophy: The Logic Gate is Down. Wiley-Blackwell. pp. 89-99.
    Ender Wiggins, the title character of Ender’s Game, spends much of the book playing games of one sort or another. These games range from simple role-playing games with his siblings (“buggers and astronauts”) to battle room contests to a strange fantasy game in which he must kill a giant and confront his deepest fears. Finally, at the end of the book, Ender and his Battle School classmates play one final “game” that leads to them (unknowingly) destroying (...)
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  7.  4
    A Special Kind of Game.Nicholas Moll - 2018 - In James South & Kimberly Engels (eds.), Westworld and Philosophy. Wiley-Blackwell. pp. 15–25.
    This chapter argues that Westworld functions as a role‐play experience that continually entices its guests with suggested but unrealized layers of meaning and significance in its immersive western landscape. Where traditional role‐play experiences deliver meaning through player and Game Master group interaction, Westworld provides its guests with violent escapism, sexual fantasy, and nostalgic indulgence. Within the series, the Westworld park presents itself as a combination of two aspects of tabletop role‐playing game: sandbox format and Live Action Role‐play (LARP). Within (...)
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  8.  9
    Situational game design.Brian Upton - 2018 - Boca Raton, FL: Taylor & Francis, CRC Press.
    Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing (...)
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  9.  31
    Video Games, Design, and Aesthetic Experience.James Paul Gee - 2016 - Rivista di Estetica 63:149-160.
    L’articolo colloca i videogiochi nell’area di ciò che chiamo “esperienze progettate”. Le esperienze progettate sono esperienze – nel mondo reale o attraverso i media – che sono progettate per sollecitare specifici effetti o affetti. Nei miei lavori precedenti, ho indagato il modo in cui gli insegnanti, nelle loro classi, o i designer dei videogiochi, nei loro giochi, progettino esperienze volte, in entrambi i casi, a condurre verso l’apprendimento. Tuttavia, le esperienza progettate possono essere volte a sollecitare attività diverse dall’apprendimento. Esse (...)
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  10. Game Design and Development-Model Searching Algorithm Based on Response Order and Access Order in War-Came Simulation Grid.Yunxiang Ling, Miao Zhang, Xiaojun Lu, Wenyuan Wang & Songyang Lao - 2006 - In O. Stock & M. Schaerf (eds.), Lecture Notes in Computer Science. Springer Verlag. pp. 627-637.
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  11. Ludic Unreliability and Deceptive Game Design.Stefano Gualeni & Nele Van de Mosselaer - 2021 - Journal of the Philosophy of Games 3 (1):1-22.
    Drawing from narratology and design studies, this article makes use of the notions of the ‘implied designer’ and ‘ludic unreliability’ to understand deceptive game design as a specific sub-set of transgressive game design. More specifically, in this text we present deceptive game design as the deliberate attempt to misguide players’ inferences about the designers’ intentions. Furthermore, we argue that deceptive design should not merely be taken as a set of design choices aimed at misleading (...)
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  12. Video Games, Violence, and the Ethics of Fantasy: Killing Time.Christopher Bartel - 2020 - London: Bloomsbury Academic.
    Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not (...)
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  13.  7
    Situated Knowledges through Game Design : A Transformative Exercise with Ants.Michelle Westerlaken & Stefano Gualeni - unknown
    The increasing body of knowledge in fields like animal ethology, biology, and technology has not necessarily led to the improvement of animal welfare. On the contrary, it has enabled humans to exploit animals more functionally and on increasing scales of magnitude. Building on approaches that stem from posthumanism and critical animal studies, we argue that instead of aiming for more general production of scientific knowledge, what is needed to counter exploitation and oppression is an increased sensitivity towards animals that arises (...)
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  14. Exploited or engaged? dark game design patterns in Clicker Heroes, Farmville 2 and World of Warcraft.Faltin Karlsen - 2018 - In Kristine Jorgensen & Faltin Karlsen (eds.), Transgression in games and play. Cambridge, MA: The MIT Press.
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  15.  58
    Game ethics-Homo Ludens as a computer game designer and consumer.Gordana Dodig-Crnkovic & Thomas Larsson - 2005 - International Review of Information Ethics 4 (12):19-23.
    Play and games are among the basic means of expression in intelligent communication, influenced by the relevant cultural environment. Games have found a natural expression in the contemporary computer era in which communications are increasingly mediated by computing technology. The widespread use of e-games results in conceptual and policy vacuums that must be examined and understood. Humans involved in design-ing, administering, selling, playing etc. computer games encounter new situations in which good and bad, right and (...)
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  16.  8
    Existential Transformational Game Design: Harnessing the “Psychomagic” of Symbolic Enactment.Doris C. Rusch & Andrew M. Phelps - 2020 - Frontiers in Psychology 11.
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  17.  9
    High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game.Aniket Nagle, Robert Riener & Peter Wolf - 2015 - Frontiers in Psychology 6.
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  18.  22
    Evaluating a Board Game Designed to Promote Young Children’s Delay of Gratification.Stephanie Anzman-Frasca, Anita Singh, Derek Curry, Sara Tauriello, Leonard H. Epstein, Myles S. Faith, Kaley Reardon & Dave Pape - 2020 - Frontiers in Psychology 11.
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  19.  15
    Human–computer interaction tools with gameful design for critical thinking the media ecosystem: a classification framework.Elena Musi, Lorenzo Federico & Gianni Riotta - forthcoming - AI and Society:1-13.
    In response to the ever-increasing spread of online disinformation and misinformation, several human–computer interaction tools to enhance data literacy have been developed. Among them, many employ elements of gamification to increase user engagement and reach out to a broader audience. However, there are no systematic criteria to analyze their relevance and impact for building fake news resilience, partly due to the lack of a common understanding of data literacy. In this paper we put forward an operationalizable definition of data literacy (...)
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  20. Education in a complex world : nurturing chaordic agency through game design.Carlo Fabricatore & Ximena López - 2019 - In Jan Visser & Muriel Visser (eds.), Seeking Understanding: The Lifelong Pursuit to Build the Scientific Mind. Boston: Brill | Sense.
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  21.  40
    Testing Design Bioethics Methods: Comparing a Digital Game with a Vignette Survey for Neuroethics Research with Young People.David M. Lyreskog, Gabriela Pavarini, Edward Jacobs, Vanessa Bennett, Geoffrey Mawdsley & Ilina Singh - 2023 - AJOB Empirical Bioethics 14 (1):55-64.
    Background Over the last decades, the neurosciences, behavioral sciences, and the social sciences have all seen a rapid development of innovative research methods. The field of bioethics, however, has trailed behind in methodological innovation. Despite the so-called “empirical turn” in bioethics, research methodology for project development, data collection and analysis, and dissemination has remained largely restricted to surveys, interviews, and research papers. We have previously argued for a “Design Bioethics” approach to empirical bioethics methodology, which develops purpose-built methods for (...)
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  22.  5
    Get Organized At Work! A Look Inside the Game Design Process of Valve and Linden Lab.Shenja van der Graaf - 2012 - Bulletin of Science, Technology and Society 32 (6):480-488.
    This article considers the configuration of modular and temporary organization designs. By drawing on two prominent developer firms, namely, Valve Inc. and Linden Lab, respectively, “cabals” and “studios” are explored. The results of interviews conducted with employees of these firms are used as evidence. The article demonstrates that, to various extents, these organization designs organize, facilitate, and maintain how work is accomplished and coordinated within the boundaries of a permanent firm. It extends our understanding of how these designs provide a (...)
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  23.  72
    Designing games to teach ethics.Peter Lloyd & Ibo van de Poel - 2008 - Science and Engineering Ethics 14 (3):433-447.
    This paper describes a teaching methodology whereby students can gain practical experience of ethical decision-making in the engineering design process. We first argue for the necessity to teach a ‘practical’ understanding of ethical issues in engineering education along with the usual theoretical or hypothetical approaches. We then show how this practical understanding can be achieved by using a collaborative design game, describing how, for example, the concept of responsibility can be explored from this practical basis. We conclude that (...)
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  24. Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2016 - Proceedings of 1st International Joint Conference of DiGRA and FDG.
    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how they may be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and (...)
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  25. Whose Game? Gender and Power in Fantasy Sports.[author unknown] - 2020
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  26. Designing as playing games of make-believe.Michael Poznic, Martin Stacey, Rafaela Hillerbrand & Claudia Eckert - 2020 - Design Science 6:e10.
    Designing complex products involves working with uncertainties as the product, the requirements and the environment in which it is used co-evolve, and designers and external stakeholders make decisions that affect the evolving design. Rather than being held back by uncertainty, designers work, cooperate and communicate with each other notwithstanding these uncertainties by making assumptions to carry out their own tasks. To explain this, the paper proposes an adaptation of Kendall Walton’s make-believe theory to conceptualise designing as playing games (...)
     
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  27. Evolutionary game theory and the normative theory of institutional design: Binmore and behavioral economics.Don Ross - 2006 - Politics, Philosophy and Economics 5 (1):51-79.
    In this article, I critically respond to Herbert Gintis's criticisms of the behavioral-economic foundations of Ken Binmore 's game-theoretic theory of justice. Gintis, I argue, fails to take full account of the normative requirements Binmore sets for his account, and also ignores what I call the ‘scale-relativity’ considerations built into Binmore 's approach to modeling human evolution. Paul Seabright's criticism of Binmore, I note, repeats these oversights. In the course of answering Gintis's and Seabright's objections, I clarify and extend Binmore (...)
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  28. Acknowledgements 1. Introduction 1.1 Attention, Economy, Power 1.2 Post-Phenomenology and New Materialism 1.3 Media, Software and Game Studies 1.4 Chapter outlines 2. Interface 2.1 Interface theory 2.3 Interfaces as Environments 2.4 Interface, Object, Transduction 3. Resolution 3.1 Resolution 3.2 Neuropower 3.3 High and low Resolution 3.4 Phasing between resolutions 3.5 Resolution, Habit, Power 4. Technicity 4.1 Technicity 4.2 Psychopower 4.3 Homogenization 4.4 Irreversibility 4.5 Technicity, Time, Power 5. Envelopes 5.1 Homeomorphic Modulation 5.2 Envelope Power 5.3 Shifting Logics of the Envelope in Games Design 5.4 The Contingency of Envelopes 6. Ecotechnics 6.1 The Ecotechnics of Care 6.2 Ecotechnics of Care: two sites of transduction 6.3 From suspended to immanent ecotechnical systems of care 6.4 The Temporal Deferral of Negative Affect 7. Envelope Life 7.1 Gamification 7.2 Non-gaming interface envelopes 7.3 Questioning Envelope Life 7.4 Pharmacology 8. Conclusions 8.1 Games / Dig. [REVIEW]Capitalism Bibliography Index - 2015 - In James Ash (ed.), The interface envelope: gaming, technology, power. New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing.
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  29.  30
    Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease.Sofia Balula Dias, José Alves Diniz, Evdokimos Konstantinidis, Theodore Savvidis, Vicky Zilidou, Panagiotis D. Bamidis, Athina Grammatikopoulou, Kosmas Dimitropoulos, Nikos Grammalidis, Hagen Jaeger, Michael Stadtschnitzer, Hugo Silva, Gonçalo Telo, Ioannis Ioakeimidis, George Ntakakis, Fotis Karayiannis, Estelle Huchet, Vera Hoermann, Konstantinos Filis, Elina Theodoropoulou, George Lyberopoulos, Konstantinos Kyritsis, Alexandros Papadopoulos, Anastasios Depoulos, Dhaval Trivedi, Ray K. Chaudhuri, Lisa Klingelhoefer, Heinz Reichmann, Sevasti Bostantzopoulou, Zoe Katsarou, Dimitrios Iakovakis, Stelios Hadjidimitriou, Vasileios Charisis, George Apostolidis & Leontios J. Hadjileontiadis - 2021 - Frontiers in Psychology 11.
    Human-Computer Interaction and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games. When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative process. The (...)
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  30. The Implied Designer of Digital Games.Nele Van de Mosselaer & Stefano Gualeni - 2023 - Estetika: The European Journal of Aesthetics 60 (1):71-89.
    As artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the gameworld. Influenced by their sociocultural backgrounds, sensitivities, gameplay preferences, and familiarity with game conventions, players construct a subjective interpretation of the intentions with which they believe the digital game in question was created. By analogy with the narratological notion of the implied author, we call (...)
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  31.  39
    Ideomotor design: Using common coding theory to derive novel video game interactions.Sanjay Chandrasekharan, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen & Apara Ranjan - 2010 - Pragmatics and Cognition 18 (2):313-339.
    Recent experiments show video games have a range of positive cognitive effects, such as improvement in attention, spatial cognition and mental rotation, and also overcoming of cognitive disabilities such as fear of flying. Further, game environments are now being used to generate scientific discoveries, and bring about novel phenomenological effects, such as out-of-body experiences. These advances provide interesting interaction design possibilities for video games. However, since the cognitive mechanisms underlying these experimental effects are unknown, it is difficult (...)
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  32. Focus, Sensitivity, Judgement, Action: Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2017 - Transactions of the Digital Games Research Association 2 (3):143-173.
    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how these skills can be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – (...)
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  33.  13
    Creative Design of Digital Cognitive Games: Application of Cognitive Toys and Isomorphism.Robert Haworth & Kamran Sedig - 2012 - Bulletin of Science, Technology and Society 32 (5):413-426.
    Digital cognitive games (DCGs) are games whose primary purpose is to mediate (i.e., support, develop, and enhance) cognitive activities such as problem solving, decision making, planning, and critical reasoning. As these games increase in popularity and usage, more attention should be paid to their design. Currently, there is a lack of design processes that provide both structure and room for creative development of such games. This article presents a preliminary process for design of (...)
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  34.  12
    Fulfilling the Rousseauian Fantasy: Video Games and Well-Regulated Freedom.Gideon Dishon - 2016 - Philosophy of Education 72:113-121.
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  35.  59
    The contribution of game theory to experimental design in the behavioral sciences.Herbert Gintis - 2001 - Behavioral and Brain Sciences 24 (3):411-412.
    Methodological practices differ between economics and psychology because economists use game theory as the basis for the design and interpretation of experiments, while psychologists do not. This methodological choice explains the “four key variables” stressed by Hert-wig and Ortmann. Game theory is currently the most rigorous basis for modeling strategic choice.
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  36.  3
    The Money Game: Notes On Fantasies of Temporal Recovery and Preknowledge.Thomas J. Cottle - 1969 - Diogenes 17 (65):110-134.
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  37.  37
    Best Practices for the Design and Development of Ethical Learning Video Games.Rudy McDaniel & Stephen M. Fiore - 2012 - International Journal of Cyber Ethics in Education 2 (4):1-23.
    This article builds upon earlier research in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of (...)
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  38. Games: Agency as Art.C. Thi Nguyen - 2020 - New York: Oxford University Press.
    Games occupy a unique and valuable place in our lives. Game designers do not simply create worlds; they design temporary selves. Game designers set what our motivations are in the game and what our abilities will be. Thus: games are the art form of agency. By working in the artistic medium of agency, games can offer a distinctive aesthetic value. They support aesthetic experiences of deciding and doing. -/- And the fact that we play games (...)
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  39. Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the (...)
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  40.  16
    Designing Experiments and Games of Chance: The Unconventional Science of Blaise Pascal. [REVIEW]Matthew Jones - 2006 - Isis 97:561-562.
  41.  35
    Evaluation of an Adaptive Game that Uses EEG Measures Validated during the Design Process as Inputs to a Biocybernetic Loop.Kate C. Ewing, Stephen H. Fairclough & Kiel Gilleade - 2016 - Frontiers in Human Neuroscience 10.
  42.  2
    Game Space Studies: Design meets Architecture. Review: Space. Time. Play. Computer Games, Architecture and Urbanism: The Next Level (2007) F. von Borries, S.P. Walz, M. Böttger (eds), Basel; Boston; Berlin: Birkhäuser. [REVIEW]A. S. Vetushinskiy - 2017 - Sociology of Power 29 (1):258-275.
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  43.  28
    MI-Based Robust Waveform Design in Radar and Jammer Games.Bin Wang, Xu Chen, Fengming Xin & Xin Song - 2019 - Complexity 2019:1-14.
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  44.  3
    Book Review: Whose Game? Gender and Power in Fantasy Sports, by Rebecca Joyce Kissane and Sarah Winslow. [REVIEW]Allison K. Wisecup - 2021 - Gender and Society 35 (3):503-505.
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  45.  6
    Deep-Breathing Biofeedback Trainability in a Virtual-Reality Action Game: A Single-Case Design Study With Police Trainers.Abele Michela, Jacobien M. van Peer, Jan C. Brammer, Anique Nies, Marieke M. J. W. van Rooij, Robert Oostenveld, Wendy Dorrestijn, Annika S. Smit, Karin Roelofs, Floris Klumpers & Isabela Granic - 2022 - Frontiers in Psychology 13.
    It is widely recognized that police performance may be hindered by psychophysiological state changes during acute stress. To address the need for awareness and control of these physiological changes, police academies in many countries have implemented Heart-Rate Variability biofeedback training. Despite these trainings now being widely delivered in classroom setups, they typically lack the arousing action context needed for successful transfer to the operational field, where officers must apply learned skills, particularly when stress levels rise. The study presented here aimed (...)
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  46.  12
    Metagames: games about games.Agata Waszkiewicz - 2024 - New York: Routledge.
    Metagames: Games About Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player's role is in play, and to raise more profound topics such as those describing experiences (...)
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  47.  18
    The Explanation Game: A Formal Framework for Interpretable Machine Learning.David S. Watson & Luciano Floridi - 2021 - In Josh Cowls & Jessica Morley (eds.), The 2020 Yearbook of the Digital Ethics Lab. Springer Verlag. pp. 109-143.
    We propose a formal framework for interpretable machine learning. Combining elements from statistical learning, causal interventionism, and decision theory, we design an idealised explanation game in which players collaborate to find the best explanation for a given algorithmic prediction. Through an iterative procedure of questions and answers, the players establish a three-dimensional Pareto frontier that describes the optimal trade-offs between explanatory accuracy, simplicity, and relevance. Multiple rounds are played at different levels of abstraction, allowing the players to explore overlapping (...)
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  48.  9
    Material Game Studies: A Philosophy of Analogue Play.Chloe Germaine & Paul Wake (eds.) - 2022 - Bloomsbury Publishing.
    This is the first volume to apply insights from the material turn in philosophy to the study of play and games. At a time of renewed interest in analogue gaming, as scholars are looking beyond the digital and virtual for the first time since the inception of game studies in the 1990s, Material Game Studies not only supports the importance of the turn to the analogue, but proposes a materiality of play more broadly. Recognizing the entanglement of physical materiality (...)
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  49.  7
    Defense coordination in security games: Equilibrium analysis and mechanism design.Jiarui Gan, Edith Elkind, Sarit Kraus & Michael Wooldridge - 2022 - Artificial Intelligence 313 (C):103791.
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  50.  10
    Video games and spatiality in Amercian studies.Dietmar Meinel (ed.) - 2022 - Boston: De Gruyter Oldenbourg.
    While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use (...)
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