Results for 'Online and popular games'

993 found
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  1.  16
    A Question of Fit: Cultural and Individual Differences in Interpersonal Justice Perceptions.Annilee M. Game & Jonathan R. Crawshaw - 2017 - Journal of Business Ethics 144 (2):279-291.
    This study examined the link between employees’ adult attachment orientations and perceptions of line managers’ interpersonal justice behaviors, and the moderating effect of national culture. Participants from countries categorized as low collectivistic and high collectivistic completed an online survey. Attachment anxiety and avoidance were negatively related to interpersonal justice perceptions. Cultural differences did not moderate the effects of avoidance. However, the relationship between attachment anxiety and interpersonal justice was non-significant in the Southern Asia cultural cluster. Our findings indicate the (...)
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  2. 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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  3.  50
    ‘In the Beginning is Relation’: Martin Buber’s Alternative to Binary Oppositions. [REVIEW]Andrew Metcalfe & Ann Game - 2012 - Sophia 51 (3):351-363.
    Abstract In this article we develop a relational understanding of sociality, that is, an account of social life that takes relation as primary. This stands in contrast to the common assumption that relations arise when subjects interact, an account that gives logical priority to separation. We will develop this relational understanding through a reading of the work of Martin Buber, a social philosopher primarily interested in dialogue, meeting, relationship, and the irreducibility and incomparability of reality. In particular, the article contrasts (...)
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  4.  57
    The Typology of the Game that American, British, and Danish Crop and Plant Scientists Play.Mercy W. Kamara - 2009 - Minerva 47 (4):441-463.
    Drawing from contemporary social science studies on the shifting regime of research governance, this paper extends the literature by utilizing a metaphoric image—research is a game—observed in a field engagement with 82 American, British, and Danish crop and plant scientists. It theorizes respondents’ thinking and practices by placing the rules of the research game in dynamic and interactive tension between the scientific, social, and political-economic contingencies that generate opportunities or setbacks. Scientists who play the game exploit opportunities and surmount setbacks (...)
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  5. Little Gods: Claiming Worlds in Postmodern Literature, Film, and Online Gaming.G. Christopher Williams - 2002 - Dissertation, Northern Illinois University
    This dissertation is an effort to describe the effects of Postmodern thought in a variety of narrative forms, including novels, film, and computer games. Using Brian McHale's description of the focal point of Modernist narratives as being epistemological and Postmodernist narratives as being concerned primarily with ontological issues, I trace the possible meaning of the changing understanding of these concepts in the twentieth century. In addition, I interrogate the ramifications of the Postmodern resolution to the crisis of epistemology presented (...)
     
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  6.  20
    Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives.Olatz Lopez-Fernandez, A. Jess Williams & Daria J. Kuss - 2019 - Frontiers in Psychology 10.
    Research investigating female gaming is relatively scarce, and past research has demonstrated that men are more likely to be problematic gamers. Few studies have focused on female gamers in community samples, and those that have been published have mainly collected data qualitatively in Europe. There is case study evidence suggesting clinicians are increasingly treating problem female gamers. The aim of this study is threefold: (i) to establish an international female gamer profile, (ii) to determine predictors associated with perceived internet gaming (...)
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  7. Cognitive Penetrability of Perception and Epistemic Justification.Christos Georgakakis, and & Luca Moretti - 2019 - Internet Encyclopedia of Philosophy.
    Perceptual experience is one of our fundamental sources of epistemic justification—roughly, justification for believing that a proposition is true. The ability of perceptual experience to justify beliefs can nevertheless be questioned. This article focuses on an important challenge that arises from countenancing that perceptual experience is cognitively penetrable. -/- The thesis of cognitive penetrability of perception states that the content of perceptual experience can be influenced by prior or concurrent psychological factors, such as beliefs, fears and desires. Advocates of this (...)
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  8. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the (...)
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  9.  59
    Prisoner's Dilemma Popularized: Game Theory and Ethical Progress.Peter Danielson - 1995 - Dialogue 34 (2):295-.
    Is game theory good for us? This may seem an odd question. In the strict sense, game theory—the axiomatic account of interaction between rational agents—is as morally neutral as arithmetic. But the popularization of game theory as a way of thinking about social interaction is far from neutral. Consider the contrast between characterizing bargaining over distribution as a “zero-sum society” and focussing on “win-win” cooperative solutions. These reflections bring us to the book under review, Prisoner's Dilemma, a popular introduction (...)
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  10.  9
    Why imaginary worlds? The role of self-exploration within online gaming worlds.Kim Szolin & Mark D. Griffiths - 2022 - Behavioral and Brain Sciences 45:e302.
    Dubourg and Baumard posited that preferences for exploration are the key to the popularity in imaginary worlds. This commentary argues that other forms of exploration may also account for the success and appeal of specific types of imaginary worlds, namely self-exploration within interactive imaginary worlds such as videogames.
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  11. Philosophy Through Video Games.Jon Cogburn & Mark Silcox - 2008 - New York: Routledge. Edited by Mark Silcox.
    How can _Wii Sports_ teach us about metaphysics? Can playing _World of Warcraft_ lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from _Zork_, _Grand Theft Auto_, and _Civilization_? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that (...)
     
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  12.  22
    Political Polarization and Popularity in Online Participatory Media: an Integrated Approach.David Garcia, Fernando Mendez, Uwe Serdült & Frank Schweitzer - 2012 - In Garcia David, Mendez Fernando, Serdült Uwe & Schweitzer Frank (eds.).
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  13.  52
    Learning to signal: Analysis of a micro-level reinforcement model.Brian Skyrms, Raffaele Argiento, Robin Pemantle & and Stanislav Volkov - manuscript
    We consider the following signaling game. Nature plays first from the set {1, 2}. Player 1 (the Sender) sees this and plays from the set {A, B}. Player 2 (the Receiver) sees only Player 1’s play and plays from the set {1, 2}. Both players win if Player 2’s play equals Nature’s play and lose otherwise. Players are told whether they have won or lost, and the game is repeated. An urn scheme for learning coordination in this game is as (...)
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  14.  28
    Cognitive Analysis of Educational Games: The Number Game.Han L. J. van der Maas & Enkhbold Nyamsuren - 2017 - Topics in Cognitive Science 9 (2):395-412.
    We analyze the cognitive strategies underlying performance in the Number task, a Math game that requires both arithmetic fluency and mathematical creativity. In this game all elements in a set of numbers have to be used precisely once to create a target number with basic arithmetic operations. We argue that some instances of this game are NP complete, by showing its relation to the well-known Partition problem. We propose heuristics based on the distinction in forward and backward reasoning. The Number (...)
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  15.  93
    Theft of virtual items in online multiplayer computer games: an ontological and moral analysis.Litska Strikwerda - 2012 - Ethics and Information Technology 14 (2):89-97.
    In 2009 Dutch judges convicted several minors for theft of virtual items in the virtual worlds of online multiplayer computer games. From a legal point of view these convictions gave rise to the question whether virtual items should count as “objects” that can be “stolen” under criminal law. This legal question has both an ontological and a moral component. The question whether or not virtual items count as “objects” that can be “stolen” is an ontological question. The question (...)
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  16.  30
    Cognitive Analysis of Educational Games: The Number Game.Han L. J. Maas & Enkhbold Nyamsuren - 2016 - Topics in Cognitive Science 8 (4).
    We analyze the cognitive strategies underlying performance in the Number task, a Math game that requires both arithmetic fluency and mathematical creativity. In this game all elements in a set of numbers have to be used precisely once to create a target number with basic arithmetic operations. We argue that some instances of this game are NP complete, by showing its relation to the well-known Partition problem. We propose heuristics based on the distinction in forward and backward reasoning. The Number (...)
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  17. The genuine problem of consciousness.Anthony Jack, Philip Robbins & and Andreas Roepstorff - manuscript
    Those who are optimistic about the prospects of a science of consciousness, and those who believe that it lies beyond the reach of standard scientific methods, have something in common: both groups view consciousness as posing a special challenge for science. In this paper, we take a close look at the nature of this challenge. We show that popular conceptions of the problem of consciousness, epitomized by David Chalmers’ formulation of the ‘hard problem’, can be best explained as a (...)
     
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  18.  1
    The Public Arenas of Game Streaming (on the Example of the Coronavirus Topic Representation).O. V. Sergeyeva & N. A. Zinovyeva - 2020 - Sociology of Power 32 (3):221-241.
    Video streaming has become very popular among game enthusiasts. Live streams of computer games, where there is the possibility of communi­cation, are developing as community meeting places; a number of social scientists are calling this a trend towards new online “third places”. To­day’s debate draws attention to the reproduction of a participation culture trough streaming, in the space of which everyone can express themselves creatively, share their opinion, experiences, and information. At the same time, there is a (...)
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  19.  16
    Language Learning Enhanced by Massive Multiple Online Role-Playing Games and the Underlying Behavioral and Neural Mechanisms.Yongjun Zhang, Hongwen Song, Xiaoming Liu, Dinghong Tang, Yue-E. Chen & Xiaochu Zhang - 2017 - Frontiers in Human Neuroscience 11.
  20.  20
    Corrigendum: Language Learning Enhanced by Massive Multiple Online Role-Playing Games and the Underlying Behavioral and Neural Mechanisms.Yongjun Zhang, Hongwen Song, Xiaoming Liu, Dinghong Tang, Yue-E. Chen & Xiaochu Zhang - 2019 - Frontiers in Human Neuroscience 13.
  21.  86
    An Analytic Tableaux Model for Deductive Mastermind Empirically Tested with a Massively Used Online Learning System.Nina Gierasimczuk, Han L. J. van der Maas & Maartje E. J. Raijmakers - 2013 - Journal of Logic, Language and Information 22 (3):297-314.
    The paper is concerned with the psychological relevance of a logical model for deductive reasoning. We propose a new way to analyze logical reasoning in a deductive version of the Mastermind game implemented within a popular Dutch online educational learning system (Math Garden). Our main goal is to derive predictions about the difficulty of Deductive Mastermind tasks. By means of a logical analysis we derive the number of steps needed for solving these tasks (a proxy for working memory (...)
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  22. Aesthetics And Popular Art: An Interview With Aaron Meskin.Aaron Meskin - 2010 - Postgraduate Journal of Aesthetics 7 (2):1-9.
    As is usually the case with what I work on, I read some stuff I liked. I 1 read an article on comics by Greg Hayman and Henry Pratt and some work on 2 videogames,GrantTavinor’sreallyexcellentworkonthattopic. Ifoundthematerial interesting and I thought I had something to say about it. That’s what usually motivates me and that’s what did in these cases. With comics, my interest in the medium played a big role. I was a child collector of Marvel. I got turned on (...)
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  23.  15
    Exploring Factors Behind Offline and Online Selfie Popularity Among Youth in India.Sanchita Srivastava, Puja Upadhaya, Shruti Sharma & Kaveri Gupta - 2018 - Frontiers in Psychology 9.
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  24.  49
    Ethics and Video Games.Christopher Bartel - 2023 - In James Harold (ed.), Oxford Handbook of Ethics and Art. New York, NY: Oxford University Press.
    Ethics in video gaming is broad topic that extends beyond the familiar instances of “moral panics”. This chapter will first divide ethical issues into internal and external moral questions. Roughly, this equates to a distinction between the ethics in games and the ethics of games. The ethical issues internal to video games arise due to both their status as fictions and their status as games. Many games afford players the opportunity to perform violent and vicious (...)
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  25.  20
    The habit of massively multiplayer online role-playing games (MMORPGs): A phenomenological analysis of bodily self-perception in gaming addiction.Marsia Santa Barbera & Willem Ferdinand Geradus Haselager - 2020 - Rivista Internazionale di Filosofia e Psicologia 11 (2):190-210.
    : We investigate the role played by bodily self-perception and social self-presentation in addiction to massively multiplayer online role-playing games. In this paper we will develop the hypothesis that, at least in some cases, the habit of role-playing can be interpreted as a response to gamers’ need to explore a different bodily self-identity. Players tend to become deeply involved in this kind of game, especially in the character identity creation process. Participants might see and seek reflections of their (...)
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  26. Social Choice and Popular Control.Sean Ingham - 2016 - Journal of Theoretical Politics 28 (2):331-349.
    In democracies citizens are supposed to have some control over the general direction of policy. According to a pretheoretical interpretation of this idea, the people have control if elections and other democratic institutions compel officials to do what the people want, or what the majority want. This interpretation of popular control fits uncomfortably with insights from social choice theory; some commentators—Riker, most famously—have argued that these insights should make us abandon the idea of popular rule as traditionally understood. (...)
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  27.  19
    The Online Self: Externalism, Friendship and Games.Soraj Hongladarom - 2016 - Cham: Springer Verlag.
    This book investigates the emerging phenomenon of the self as it exists in the online world. It argues for an externalist conception of self and identity, one that does not depend on the continuity of consciousness of the subject. It also offers an analysis of related phenomenon such as online friendship and games based on this analysis. An outstanding feature of social networking sites such as Facebook and MySpace is that it allows for the user to put (...)
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  28.  18
    Governance and Dissidence in Online Culture in China: The Case of Anti-CNN and Online Gaming.Tao Zhang - 2013 - Theory, Culture and Society 30 (5):70-93.
    The article explores two different articulations of the attitudes of young Chinese netizens towards the state: the neo-nationalist web community, ‘Anti-CNN.com’/‘April Youth’, and the online ‘machinema’ film, ‘Online Gaming Addicts’ War’. Both of these online practices are associated with the post-’80 s generation, which I argue is a key constituency in contemporary Chinese internet discourse. Through these case studies, the article explores the viability of recent attempts to apply Foucauldian theories of governmentality to the case of China. (...)
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  29.  15
    Online gaming and language aggression in a Tunisian Arabic context.Khouloud Boukhris - 2023 - Lodz Papers in Pragmatics 19 (2):255-278.
    This paper intends to examine the development of conflictual interactions, how they might be resolved, and the socio-cultural norms involved, by adopting an analytical framework in an online gaming context. The current paper was inspired by Kádár and Haugh’s framework as it enables me to investigate both the macro and micro aspects of (im)politeness. The study’s aim is to further examine how impoliteness, language aggression and conflict are realised in two online gaming platforms, namely Fortnite and PUBG Mobile. (...)
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  30. Potentia: Hobbes and Spinoza on Power and Popular Politics.Sandra Leonie Field - 2020 - New York, NY, USA: Oxford University Press.
    This book offers a detailed study of the political philosophies of Thomas Hobbes and Benedict de Spinoza, focussing on their concept of power as potentia, concrete power, rather than power as potestas, authorised power. The focus on power as potentia generates a new conception of popular power. Radical democrats–whether drawing on Hobbes's 'sleeping sovereign' or on Spinoza's 'multitude'–understand popular power as something that transcends ordinary institutional politics, as for instance popular plebsites or mass movements. However, the book (...)
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  31. Précis of Potentia: Hobbes and Spinoza on Power and Popular Politics.Sandra Leonie Field - 2021 - European Hobbes Society Online Colloquium.
    The European Hobbes Society Online Colloquium featured my book, Potentia: Hobbes and Spinoza on Power and Popular Politics. This is a précis of the book.
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  32.  12
    Online Multiplayer Gaming: mates, motives and mood.Richard Bradley, James Donnelly & John Hurley - 2018 - Frontiers in Psychology 9.
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  33.  11
    Is It Still Double Edged? Not for University Students’ Development of Moral Reasoning and Video Game Play.Sarah E. Hodge, Jacqui Taylor & John McAlaney - 2020 - Frontiers in Psychology 11.
    Previous research with video game play and moral development with adolescents, found both positive and negative relationships. This study aimed to extend this research to explore moral development and video game play with University students. One hundred and thirty-five undergraduate students (M = 20.29 SD = 2.70) took part in an online survey. The results suggested higher moral reasoning for participants who described themselves as gamers and those which do not players, compared to the those who play but do (...)
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  34.  36
    Riding: Embodying the Centaur.Ann Game - 2001 - Body and Society 7 (4):1-12.
    Through a phenomenological study of horse-human relations, this article explores the ways in which, as embodied beings, we live relationally, rather than as separate human identities. Conceptually this challenges oppositional logic and humanist assumptions, but where poststructuralist treatments of these issues tend to remain abstract, this article is concerned with an embodied demonstration of the ways in which we experience a relational or in-between logic in our everyday lives.
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  35.  14
    It’s Double Edged: The Positive and Negative Relationships Between the Development of Moral Reasoning and Video Game Play Among Adolescents.Sarah E. Hodge, Jacqui Taylor & John McAlaney - 2019 - Frontiers in Psychology 10:412656.
    Due to the concerns over the effects of video game play, this study investigated adolescents’ moral development and their video game play. 166 adolescents aged 11-18 years (M = 13.08 SD = 1.91) attending an English school completed an online survey, which included a measure of moral development and questions regarding video game play. In contrast to previous research, male participants were found to have significantly (p = 0.02) higher moral reasoning scores than females. The results also suggested a (...)
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  36.  40
    Virtual plagues and real-world pandemics: reflecting on the potential for online computer role-playing games to inform real world epidemic research.Stuart Oultram - 2013 - Medical Humanities 39 (2):115-118.
    In the wake of the Corrupted Blood incident, which afflicted the massively multiplayer online computer role-playing game World of Warcraft in 2005, it has been suggested that both, the incident itself and massively multiplayer online computer role-playing games in general, can be utilised to inform and assist real-world epidemic and public health research. In this paper, I engage critically with these claims.
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  37.  15
    Peer Victimization and Problematic Online Game Use Among Chinese Adolescents: The Dual Mediating Effect of Deviant Peer Affiliation and School Connectedness.Hao Li, Xiong Gan, Guo-Xing Xiang, Ting Zhou, Pinyi Wang, Xin Jin & Congshu Zhu - 2022 - Frontiers in Psychology 13.
    Abundant evidence has proved an association between peer victimization and problematic online game use. However, the underlying mechanisms of this relation are still under-investigated. Grounded in the ecological system theory, this study examined whether deviant peer affiliation and school connectedness mediated the association between peer victimization and adolescent POGU. A sample of 698 Chinese adolescents completed questionnaires regarding peer victimization, problematic online game use, DPA, and school connectedness, of which 51.58% were boys. Path analyses indicated that peer victimization (...)
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  38.  15
    New perspective? Comparing frame occurrence in online and traditional news media reporting on Europe’s “Migration Crisis”.Marijn van Klingeren & Christian S. Czymara - 2022 - Communications 47 (1):136-162.
    News media have transformed over the last decades, there being increasing numbers of online news suppliers and an increase in online news consumption. We examine how reporting on immigration differs between popular German online and print media over three crucial years of the so-called immigration crisis from 2015 to 2017. This study extends knowledge on the framing of the crisis by examining a period covering the start, peak, and time after the intake of refugees. Moreover, we (...)
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  39. Foreword vii Acknowledgements viii.Essays on Cooperative Games, in Honor of Guillermo Owen & Gianfranco Gambarelli - 2004 - Theory and Decision 56:405-408.
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  40.  30
    RASMUSEN, ERIC, Folk Theorems for the Observable Implications of Repeated.Implications of Repeated Games - 1992 - Theory and Decision 32:147-164.
  41. 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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  42. Popular sovereignty and nationalism.Popular Sovereignty - 2001 - Political Theory 29 (4):517-536.
  43.  48
    The Teacher’s Vocation: Ontology of Response.Ann Game & Andrew Metcalfe - 2008 - Studies in Philosophy and Education 27 (6):461-473.
    We argue that pedagogic authority relies on love, which is misunderstood if seen as a matter of actions and subjects. Love is based not on finite subjects and objects existing in Euclidean space and linear time, but, rather, on the non-finite ontology, space and time of relations. Loving authority is a matter of calling and vocation, arising from the spontaneous and simultaneous call-and-response of a lively relation. We make this argument through a reading of Buber’s I–You relation and Murdoch’ s (...)
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  44.  6
    The Pros and Cons of Online Competitive Gaming: An Evidence-Based Approach to Assessing Young Players' Well-Being.Sarah Kelly, Thomas Magor & Annemarie Wright - 2021 - Frontiers in Psychology 12.
    This research addresses a lack of evidence on the positive and negative health outcomes of competitive online gaming and esports, particularly among young people and adolescents. Well-being outcomes, along with mitigation strategies were measured through a cross sectional survey of Australian gamers and non-gamers aged between 12 and 24 years, and parents of the 12–17-year-olds surveyed. Adverse health consequences were associated with heavy gaming, more so than light/casual gaming, suggesting that interventions that target moderated engagement could be effective. It (...)
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  45.  21
    Gaming Google: Some Ethical Issues Involving Online Reputation Management.Jo Ann Oravec - 2013 - Journal of Business Ethics Education 10:61-81.
    Using the search engine Google to locate information linked to individuals and organizations has become part of everyday functioning. This article addresses whether the “gaming” of Internet applications in attempts to modify reputations raises substantial ethical concerns. It analyzes emerging approaches for manipulation of how personally-identifiable information is accessed online as well as critically-important international differences in information handling. Itinvestigates privacy issues involving the data mining of personally-identifiable information with search engines and social media platforms. Notions of “gaming” and (...)
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  46.  40
    Non-equilibrium thermodynamics and the brain.C. J. A. Game - 1994 - In Karl H. Pribram (ed.), Origins: Brain and Self-Organization. Lawrence Erlbaum. pp. 196.
  47.  37
    Digital Dinosaurs and Artificial Life: Exploring the Culture of Nature in Computer and Video Games.John Wills - 2002 - Cultural Values 6 (4):395-417.
    Over the last 30 years, the computer and videogame has emerged as a popular recreational pastime. While often associated with the artificial and alien, it is my contention that the modern videogame informs on the subject of “nature” and what we consider to be natural. This article delineates some of the “natures” posited in computer game design. It provides a valuable overview of gaming culture and might serve as an introduction to further research on specific game genres. It argues (...)
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  48. Gaming Google: Some Ethical Issues Involving Online Reputation Management.Jo Ann Oravec - 2013 - Journal of Business Ethics Education 10:61-81.
    Using the search engine Google to locate information linked to individuals and organizations has become part of everyday functioning. This article addresses whether the “gaming” of Internet applications in attempts to modify reputations raises substantial ethical concerns. It analyzes emerging approaches for manipulation of how personally-identifiable information is accessed online as well as critically-important international differences in information handling. It investigates privacy issues involving the data mining of personally-identifiable information with search engines and social media platforms. Notions of “gaming” (...)
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  49.  12
    Comments on "A power comparison of the F and L tests: I.".Paul A. Games - 1966 - Psychological Review 73 (4):372-375.
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  50.  28
    ‘Eco this and recycle that’: an ecolinguistic analysis of a popular digital simulation game.Robert Poole & Sydney Spangler - 2019 - Critical Discourse Studies 17 (3):344-357.
    ABSTRACTThis article presents an ecolinguistic analysis of a popular digital simulation game, Animal Crossing: New Leaf. As the popularity and immersive capability of digital gaming continue...
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