Results for ' Computer game'

993 found
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  1. Violent computer games, empathy, and cosmopolitanism.Mark Coeckelbergh - 2007 - Ethics and Information Technology 9 (3):219-231.
    Many philosophical and public discussions of the ethical aspects of violent computer games typically centre on the relation between playing violent videogames and its supposed direct consequences on violent behaviour. But such an approach rests on a controversial empirical claim, is often one-sided in the range of moral theories used, and remains on a general level with its focus on content alone. In response to these problems, I pick up Matt McCormick’s thesis that potential harm from playing computer (...)
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  2.  42
    Why computer games can be essential for human flourishing.Barbro Fröding & Martin Peterson - 2013 - Journal of Information, Communication and Ethics in Society 11 (2):81-91.
    PurposeThe purpose of this paper is to argue that playing computer games for lengthy periods of time, even in a manner that will force the player to forgo certain other activities normally seen as more important, can be an integral part of human flourishing.Design/methodology/approachThe authors' claim is based on a modern reading of Aristotle's Nichomacean Ethics. It should be emphasized that the authors do not argue that computer gaming and other similar online activities are central to all people (...)
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  3. The Ethics of Computer Games.Miguel Sicart - 2009 - MIT Press.
    Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design.
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  4.  49
    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 (...)
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  5.  28
    Computer games for the elderly.G. Robert Whitcomb - 1990 - Acm Sigcas Computers and Society 20 (3):112-115.
    Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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  6.  20
    Computer game associating self-concept to images of acceptance can reduce adolescents' aggressiveness in response to social rejection.Mark W. Baldwin, Jodene R. Baccus & Marina Milyavskaya - 2010 - Cognition and Emotion 24 (5):855-862.
  7.  58
    The immorality of computer games: Defending the endorsement view against Young’s objections.Sebastian Ostritsch & Samuel Ulbricht - 2020 - Ethics and Information Technology (3):1-7.
    Garry Young has made three objections against Sebastian Ostritsch’s endorsement view on the immorality of computer games. In this paper, we want to defend the endorsement view against all three of them.
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  8.  55
    Craft, Creativity, Computer Games: the Fusion of Play and Material Consciousness.Bjarke Liboriussen - 2013 - Philosophy and Technology 26 (3):273-282.
    In a historical perspective, what is novel about computer games is that they are not pure games but cultural objects which allow the playful desires identified by Caillois to be fused with craftsmanship, the desire to do a job well for its own sake (Sennett). Play is often defined in opposition to work, for example by Huizinga and Caillois, but craftsmanship has two qualities which can be found in both. Firstly, craftsmanship entails creative attention to the material at hand (...)
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  9.  45
    Game cultures: computer games as new media.Jon Dovey - 2006 - New York, NY: Open University Press. Edited by Helen W. Kennedy.
    This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics (...)
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  10.  23
    Physical Entropy in Computer Games.Andreas Schiffler - 2010 - Technoetic Arts 8 (1):39-45.
    Digital computers are by design completely deterministic, yet they are often consumers of randomness in cryptography, simulations, science experiments and computer games. To generate randomness in software, programmers implement special mathematical algorithms, which produce a series of numbers that appear nondeterministic, so called pseudo random number generators (PRNGs). Computer games make heavy use of such PRNGs to make game simulations and behaviors of game elements appear more natural. An important design element of many video games is (...)
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  11. The Universe as a Computer Game, from Virtual to Actual Reality.Alfred Driessen - 2018 - Scientia et Fides 6 (1):31-52.
    From the very beginning of ancient Greek philosophy up to the present day a puzzling correlation is found between rationality and reality. In this study this relation is examined with emphasis on the philosophical tradition of Aristotle and Aquinas. A comparison is made with the virtual reality created by computers and actual reality of our universe. The view expressed in the scientific neopositivism of Jordan and Mach is found to be an adequate approach to avoid contradictions in the interpretation of (...)
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  12.  55
    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 wrong, are not (...)
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  13.  11
    Commentary: Playing the computer game tetris prior to viewing traumatic film material and subsequent intrusive memories: examining proactive interference.Angelica B. Ortiz de Gortari & Mark D. Griffiths - 2016 - Frontiers in Psychology 7.
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  14. Online adaptation of computer games agents: A reinforcement learning approach.Gustavo Andrade, Hugo Santana, André Furtado, Arga Leitão & Geber Ramalho - 2004 - Scientia 15 (2).
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  15.  10
    Editorial: Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives.Adam J. Toth, Cornelia Frank, David Putrino & Mark J. Campbell - 2021 - Frontiers in Psychology 12.
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  16.  91
    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 whether (...)
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  17.  11
    The Ethics of Computer Games (review).Andrew Baerg - 2010 - Symploke 18 (1-2):398-400.
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  18.  72
    Introduction to the Special Issue on the Philosophy of Computer Games.Patrick John Coppock, Graeme Kirkpatrick, Olli Tapio Leino & Anita Leirfall - 2014 - Philosophy and Technology 27 (2):151-157.
    The seven articles that constitute this special issue illustrate scholarly interactions between philosophy and game studies. The wide range of game types/genres and the multiple philosophical issues concerning them are rich and productive. They indicate well the significant contribution that philosophical approaches can make to further development of scholarly understandings of computer games and gaming. Each article breaks new conceptual ground in ways likely to resonate within the new discipline of computer game studies but also, (...)
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  19.  13
    Virtualizing the ‘good life’: reworking narratives of agrarianism and the rural idyll in a computer game.Lee-Ann Sutherland - 2020 - Agriculture and Human Values 37 (4):1155-1173.
    Farming computer games enable the ‘desk chair countryside’—millions of people actively engaged in performing farming and rural activities on-line—to co-produce their desired representations of rural life, in line with the parameters set by game creators. In this paper, I critique the narratives and images of farming life expressed in the popular computer game ‘Stardew Valley’. Stardew is based on a scenario whereby players leave a [meaningless] urban desk job to revitalize the family farm. Player are given (...)
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  20. Review: Handbook of computer game studies. [REVIEW]Michael Nagenborg - 2005 - International Review of Information Ethics 4:67-68.
    Review of Joost Raessens and Jeffrey Goldstein: Handbook of computer game studies. Cambridge, Massachu-setts – London, England: MIT Press 2005. By more than 450 large-format pages the publishers offer a view of current research in the field of “game studies”. With almost no exception, the 27 articles are of high quality. Readers, however, who are familiar with the works of the single authors are offered only little new information. Unfortunately, the authors mostly focus on western, particularly US-American (...)
     
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  21. Problems and Solutions in Researching Computer Game Assisted Dialogues for Persons with Aphasia.Ylva Backman, Viktor Gardelli & Peter Parnes - 2022 - Designs for Learning 1 (14):46–51.
    In this paper, we describe technological advances for supporting persons with aphasia in philosophical dialogues about personally relevant and contestable questions. A computer game-based application for iPads is developed and researched through Living Lab inspired workshops in order to promote the target group’s communicative participation during group argumentation. We outline some central parts of the background theory of the application and some of its main features, which are related to needs of the target group. Methodological issues connected to (...)
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  22.  2
    The Sportification of Amateur-level Competitive Computer Gaming: The Case of a Student Esports Club.N. S. Aleinikov - 2020 - Sociology of Power 32 (3):91-113.
    This article presents the results of an empirical study of the “sportification” of amateur-level competitive computer gaming. How do amateur players, who are unlikely to become professional esports players, turn what is considered to be enjoyable entertainment into a collective activity that demonstrates traits traditionally associated with professional sports, such as self-discipline, a focus on achieving results and overcoming personal limitations? Ethnographic research, consisting of in-depth interviews and participant observations, was conducted in the last quarter of 2019 based on (...)
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  23.  65
    Game, player, ethics: A virtue ethics approach to computer games.Miguel Sicart - 2005 - International Review of Information Ethics 4 (12):13-18.
    As the contemporary heirs of popular music or cinema, computer games are gradually taking over the mar-kets of entertainment. Much like cinema and music, computer games are taking the spotlight in another front – that which blames them for encouraging unethical behaviors. Apparently, computer games turn their users into blood thirsty zombies with a computer game learnt ability of aiming with deadly precision. The goal of this paper is to pay attention to the ethical nature (...)
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  24. The ethical significance of cheating in online computer games.K. Kimppa & A. Bissett - 2005 - International Review of Information Ethics 4:31-37.
    In this article cheating in network and specifically online computer games is looked into as a moral offence. Reasons for the public ignoring the issue are brought forth. We present what could be considered as cheating in generic terms and in context. Different kinds of cheating are delineated, and remedies proposed. We also identify what is not cheating.
     
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  25.  90
    Between Art and Gameness: Critical Theory and Computer Game Aesthetics.Graeme Kirkpatrick - 2007 - Thesis Eleven 89 (1):74-93.
    This article argues that the computer game can be a locus of aesthetic form in contemporary culture. The context for understanding this claim is the decline of the artwork as bearer of form in the late 20th century, as this was understood by Adorno. Form is the enigmatic other of instrumental reason that emerges spontaneously in creative works and, in the modern era, is defined as that which makes them captivating and enigmatic yet resistant to analytic understanding. Clarification (...)
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  26.  24
    Cognitive and neural plasticity in older adults’ prospective memory following training with the Virtual Week computer game.Nathan S. Rose, Peter G. Rendell, Alexandra Hering, Matthias Kliegel, Gavin M. Bidelman & Fergus I. M. Craik - 2015 - Frontiers in Human Neuroscience 9.
  27.  1
    Nurture by Tetris: On the Ideological Foundations of the Soviet Computer Game.A. D. Muzhdaba & A. O. Tsarev - 2020 - Sociology of Power 32 (3):114-141.
    The authors attempt to speculatively reconstruct the concept of the “So­viet computer game”. They propose to consider gaming practices associ­ated with computers as a derivative of the accepted ideological guidelines that accompany the Soviet project of machine modernization. Within this framework, the concept of the Soviet computer game appears as an unre­alized historical alternative to the normative game design that has devel­oped in countries with market economies. Despite the industry — or the electronic entertainment market (...)
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  28.  53
    The effect of a male-oriented computer gaming culture on careers in the computer industry.Marc J. Natale - 2002 - Acm Sigcas Computers and Society 32 (2):24-31.
    If careers in the computer industry were viewed, it would be evident that there is a conspicuous gender gap between the number of male and female employees. The same gap can be observed at the college level where males are dominating females as to those who pursue and obtain a degree in computer science. The question that this research paper intends to show is: Why are males so dominant when it comes to computer related matter? I have (...)
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  29.  5
    Revisiting ingarden’s theoretical biological accountof the literary work of art: Is the computer game an “organism”?Matthew E. Gladden - 2020 - HORIZON. Studies in Phenomenology 9 (2):640-661.
    From his earliest published writings to his last, Roman Ingarden displayed an interest in theoretical biology and its efforts to clarify what distinguishes living organisms from other types of entities. However, many of his explorations of such issues are easily overlooked, because they don’t appear in works that are primarily ontological, metaphysical, or anthropological in nature but are “hidden” within his works on literary aesthetics, where Ingarden sought to define the nature of living organisms in order to compare literary works (...)
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  30.  40
    Psychophysiological responses to appraisal dimensions in a computer game.Carien van Reekum, Tom Johnstone, Rainer Banse, Alexandre Etter, Thomas Wehrle & Klaus Scherer - 2004 - Cognition and Emotion 18 (5):663-688.
  31.  7
    Physiological Signal Analysis for Evaluating Flow during Playing of Computer Games of Varying Difficulty.Yu Tian, Yulong Bian, Piguo Han, Peng Wang, Fengqiang Gao & Yingmin Chen - 2017 - Frontiers in Psychology 8.
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  32. A Dialogue Concerning ‘Doing Philosophy with and within Computer Games’ – or: Twenty rainy minutes in Krakow.Michelle Westerlaken & Stefano Gualeni - 2017 - Proceedings of the 2017 International Conference of the Philosophy of Computer Games.
    ‘Philosophical dialogue’ indicates both a form of philosophical inquiry and its corresponding literary genre. In its written form, it typically features two or more characters who engage in a discussion concerning morals, knowledge, as well as a variety of topics that can be widely labelled as ‘philosophical’. Our philosophical dialogue takes place in Krakow, Poland. It is a rainy morning and two strangers are waiting at a tram stop. One of them is dressed neatly, and cannot stop fidgeting with his (...)
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  33.  19
    Effects of Gene × Attachment Interaction on Adolescents’ Emotion Regulation and Aggressive Hostile Behavior Towards their Mothers during a Computer Game.Peter Zimmermann & Gottfried Spangler - 2016 - Frontiers in Human Neuroscience 10.
  34.  4
    Children’s Learning of Non-adjacent Dependencies Using a Web-Based Computer Game Setting.Mireia Marimon, Andrea Hofmann, João Veríssimo, Claudia Männel, Angela D. Friederici, Barbara Höhle & Isabell Wartenburger - 2021 - Frontiers in Psychology 12.
    Infants show impressive speech decoding abilities and detect acoustic regularities that highlight the syntactic relations of a language, often coded via non-adjacent dependencies. It has been claimed that infants learn NADs implicitly and associatively through passive listening and that there is a shift from effortless associative learning to a more controlled learning of NADs after the age of 2 years, potentially driven by the maturation of the prefrontal cortex. To investigate if older children are able to learn NADs, Lammertink et (...)
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  35.  9
    Simulation of skill acquisition in sequential learning of a computer game.John Paulin Hansen, Finn Nielsen & Jans Rasmussen - 1995 - Journal of Intelligent Systems 5 (2-4):351-370.
  36.  6
    Hyperworks: on digital literature and computer games.Anna Gunder - 2004 - Uppsala, Sweden: Uppsala Universitet.
  37.  36
    “We Need Radical Gameplay, Not Just Radical Graphics”: Towards a Contemporary Minor Practice in Computer Gaming.Seb Franklin - 2009 - Symploke 17 (1-2):163-180.
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  38. The Artistic Strategies of Allegory in Computer Games Environment. Untitled by Wilhelm Sasnal and Art Rider by Maciej Krygier.Łukasz Ronduda - 2003 - Art Inquiry. Recherches Sur les Arts 5:211-226.
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  39.  22
    Melanie Swalwell and Jason Wilson, eds. (2008) The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics.John Finlay Kerr - 2009 - Film-Philosophy 13 (1):165-175.
  40. Game, Player, Ethics: A Virtue Ethics Approach to Computer Games.Miguel Angel Sicart Vila - forthcoming - International Review of Information Ethics.
     
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  41.  5
    On the Usefulness of Interactive Computer Game Logs for Agent Modelling.Matthew Sheehan & Ian Watson - 2008 - In Tu-Bao Ho & Zhi-Hua Zhou (eds.), Pricai 2008: Trends in Artificial Intelligence. Springer. pp. 1059--1064.
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  42.  9
    The writing on the screen: A meditation on the Virginia Tech shooting spree: Age-appropriate use of violent first-person computer games.Camilla Benolirao Griggers - 2009 - Semiotica 2009 (177):189-196.
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  43.  71
    Put my galakmid Coin into the dispenser and kick it: Computational linguistics and theorem proving in a computer game[REVIEW]Alexander Koller, Ralph Debusmann, Malte Gabsdil & Kristina Striegnitz - 2004 - Journal of Logic, Language and Information 13 (2):187-206.
    We combine state-of-the-art techniques from computational linguisticsand theorem proving to build an engine for playing text adventures,computer games with which the player interacts purely through naturallanguage. The system employs a parser for dependency grammar and ageneration system based on TAG, and has components for resolving andgenerating referring expressions. Most of these modules make heavy useof inferences offered by a modern theorem prover for descriptionlogic. Our game engine solves some problems inherent in classical textadventures, and is an interesting test (...)
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  44.  58
    Dialogue games as dialogue models for interacting with, and via, computers.Nicolas Maudet & David Moore - 2001 - Informal Logic 21 (3).
    The purpose of this paper is to discuss some ways in which dialectical models can be put to computational use. In particular, we consider means of facilitating human-computer debate, means of catering for a wider range of dialogue types than purely debate and means of providing dialectical support for group dialogues. We also suggest how the computational use of dialectical theories may help to illuminate research issues in the field of dialectic itself.
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  45. Quantum computation and pseudotelepathic games.Jeffrey Bub - 2008 - Philosophy of Science 75 (4):458-472.
    A quantum algorithm succeeds not because the superposition principle allows ‘the computation of all values of a function at once’ via ‘quantum parallelism’, but rather because the structure of a quantum state space allows new sorts of correlations associated with entanglement, with new possibilities for information‐processing transformations between correlations, that are not possible in a classical state space. I illustrate this with an elementary example of a problem for which a quantum algorithm is more efficient than any classical algorithm. I (...)
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  46.  1
    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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  47. Computing machinery and emergence: The aesthetics and metaphysics of video games.Jon Cogburn & Mark Silcox - 2004 - Minds and Machines 15 (1):73-89.
    We build on some of Daniel Dennett’s ideas about predictive indispensability to characterize properties of video games discernable by people as computationally emergent if, and only if: (1) they can be instantiated by a computing machine, and (2) there is no algorithm for detecting instantiations of them. We then use this conception of emergence to provide support to the aesthetic ideas of Stanley Fish and to illuminate some aspects of the Chomskyan program in cognitive science.
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  48.  70
    Computer simulations in game theory.Paul Weirich - manuscript
    A computer simulation runs a model generating a phenomenon under investigation. For the simulation to be explanatory, the model has to be explanatory. The model must be isomorphic to the natural system that realizes the phenomenon. This paper elaborates the method of assessing a simulation's explanatory power. Then it illustrates the method by applying it to two simulations in game theory. The first is Brian Skyrms's (1990) simulation of interactive deliberations. It is intended to explain the emergence of (...)
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  49.  11
    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 (...)
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  50.  19
    Game theory and partner representation in joint action: toward a computational theory of joint agency.Cecilia De Vicariis, Vinil T. Chackochan & Vittorio Sanguineti - forthcoming - Phenomenology and the Cognitive Sciences:1-30.
    The sense of agency – the subjective feeling of being in control of our own actions – is one central aspect of the phenomenology of action. Computational models provided important contributions toward unveiling the mechanisms underlying the sense of agency in individual action. In particular, the sense of agency is believed to be related to the match between the actual and predicted consequences of our own actions. In the study of joint action, models are even more necessary to understand the (...)
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