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  1. When My Voice is Not My Voice: Speaking Through a Speech Generating Device.Kathy Howery - 2018 - Phenomenology and Practice 12 (1):4-17.
    A speech-generating device is not a thing that many people have experienced. For those with severe speech impairments, however, it may be a technology giving them voice and an integral part of their daily lives. What is it like to have an embodiment relation with SGD? This article draws upon Don Ihde’s insights regarding human-technology relations to explore how SGDs may act to mediate and condition the everyday lives of children and youth with speech impairments.
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  • Both Physical and Virtual: On Immediacy in Esports.David Ekdahl - 2022 - Frontiers in Sports and Active Living 4.
    This article strives to make novel headway in the debate concerning esports' relationship to sports by focusing on the relationship between esports and physicality. More precisely, the aim of this article is to critically assess the claim that esports fails to be sports because it is never properly “direct” or “immediate” compared to physical sports. To do so, I focus on the account of physicality presented by Jason Holt, who provides a theoretical framework meant to justify the claim that esports (...)
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  • A Material and Practical Account of Education in Digital Times: Neil Postman’s Views on Literacy and the Screen Revisited.Joris Vlieghe - 2016 - Studies in Philosophy and Education 35 (2):163-179.
    In this article I deal with the impact of digitization on education by revisiting the ideas Neil Postman developed in regard with the omnipresence of screens in the American society of the 1980s and their impact on what it means to grow up and to become an educated person. Arguing, on the one hand, that traditionally education is profoundly related to the initiation into literacy, and on the other hand, that the screen may come to replace the book as the (...)
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  • 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 games are played within (...)
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  • 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 games are played within (...)
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  • Material hermeneutics and Heelan’s philosophy of technoscience.Babette Babich - forthcoming - AI and Society:1-12.
    This essay raises the question of material hermeneutics in Heelan’s philosophy of techno-science. For Heelan, a continental philosophy of technoscience, referring to Husserl and Heidegger and especially to Merleau-Ponty, features hermeneutic contexts of mathematics and measurement as well as laboratory observation, including what the later Heelan spoke of as “portable laboratories,” for the sake of objectivity and “meaning making.” For Paul Feyerabend, this material practice corresponded to the use of both techniques of observation and instrumentation, and not less “propaganda” in (...)
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  • Smart Screens and Transformative Ways of Looking: Towards a Therapeutics of Desire.Anna Kouppanou - 2018 - Educational Philosophy and Theory 51 (14):1423-1433.
    In this article, I set up a Heideggerian framework of research in order to investigate the phenomenon of looking at the smartphone screen, focusing especially on the desire to look, which I see as intricately connected with the desire to know and the desire to be. With a clear phenomenological disposition, supplemented by a deconstructive look via Giorgio Agamben and Bernard Stiegler, I turn to Ovid’s Metamorphoses, and especially to his myth of Narcissus, and to Lacan’s theory of the formation (...)
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  • Maintaining the Reversibility of Foldings: Making the Ethics (Politics) of Information Technology Visible. [REVIEW]Lucas D. Introna - 2007 - Ethics and Information Technology 9 (1):11-25.
    This paper will address the question of the morality of technology. I believe this is an important question for our contemporary society in which technology, especially information technology, is increasingly becoming the default mode of social ordering. I want to suggest that the conventional manner of conceptualising the morality of technology is inadequate – even dangerous. The conventional view of technology is that technology represents technical means to achieve social ends. Thus, the moral problem of technology, from this perspective, is (...)
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