Results for ' gaming'

993 found
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  1. Gender at Work.Ann Game & Rosemary Pringle - 1984
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  2. Saṅgameśvarakrodam...Gummalūri Saṅgameśvarasāstri - 1933 - [Waltair],: Edited by Jagadīśatarkālaṅkāra.
     
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  3.  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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  4.  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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  5.  29
    Do brokers act in the best interests of their clients? New evidence from electronic trading systems.Annilee M. Game & Andros Gregoriou - 2014 - Business Ethics: A European Review 25 (2):187-197.
    Prior research suggests brokers do not always act in the best interests of clients, although morally obligated to do so. We empirically investigated this issue focusing on trades executed at best execution price, before and after the introduction of electronic limit-order trading, on the London Stock Exchange. As a result of limit-order trading, the proportion of trades executed at the best execution price for the customer significantly increased. We attribute this to a sustained increase in the liquidity of stocks as (...)
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  6.  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 importance (...)
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  7.  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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  8.  20
    A factorial analysis of verbal learning tasks.Paul A. Games - 1962 - Journal of Experimental Psychology 63 (1):1.
  9. 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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  10.  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.
  11. Primary literature.Mike Game - 2007 - In Diarmuid Costello & Jonathan Vickery (eds.), Art: key contemporary thinkers. New York: Berg. pp. 159.
     
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  12.  30
    RASMUSEN, ERIC, Folk Theorems for the Observable Implications of Repeated.Implications of Repeated Games - 1992 - Theory and Decision 32:147-164.
  13. Gaming the Attention Economy.Daniel Estrada & Jon Lawhead - 2013 - In Pietro Michelucci (ed.), Handbook of Human Computation. Springer Verlag. pp. 961-978.
    The future of human computation benefits from examining tasks that agents already perform and designing environments to give those tasks computational significance. We call this natural human computation. We consider the possible future of NHC through the lens of Swarm!, an application under development for Google Glass. Swarm! motivates users to compute the solutions to a class of economic optimization problems by engaging the attention dynamics of crowds. We argue that anticipating and managing economies of attention provides one of the (...)
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  14.  24
    Just Gaming.Lawrence R. Schehr, Jean-Francois Lyotard, Jean-Loup Thebaud & Wlad Godzich - 1988 - Substance 17 (2):104.
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  15.  13
    Problematic Gaming and Internet Use but Not Gambling May Be Overrepresented in Sexual Minorities – A Pilot Population Web Survey Study.Niroshani Broman & Anders Hakansson - 2018 - Frontiers in Psychology 9.
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  16. Military gaming.Clayton J. Thomas - 1961 - In Russell Lincoln Ackoff (ed.), Progress in operations research. New York,: Wiley. pp. 1--421.
     
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  17.  52
    Gaming well: links between videogames and flourishing mental health.Christian M. Jones, Laura Scholes, Daniel Johnson, Mary Katsikitis & Michelle C. Carras - 2014 - Frontiers in Psychology 5.
  18.  30
    Wanting More, Getting Less: Gaming Performance Measurement as a Form of Deviant Workplace Behavior.Isabell M. Welpe, Jutta Stumpf-Wollersheim, Wiebke S. Wendler & Laura Graf - 2019 - Journal of Business Ethics 157 (3):753-773.
    Investigating the causes of unethical behaviors in academia, such as scientific misconduct, has become a highly important research subject. The current performance measurement practices (e.g., equating research performance with the number of publications in top-tier journals) are frequently referred to as being responsible for scientists’ unethical behaviors. We conducted qualitative semi-structured interviews with different stakeholders of the higher education system (e.g., professors and policy makers; N = 43) to analyze the influence of performance measurement on scientists’ behavior. We followed a (...)
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  19.  16
    Relationships Between Job Stress, Psychological Adaptation and Internet Gaming Disorder Among Migrant Factory Workers in China: The Mediation Role of Negative Affective States.He Cao, Kechun Zhang, Danhua Ye, Yong Cai, Bolin Cao, Yaqi Chen, Tian Hu, Dahui Chen, Linghua Li, Shaomin Wu, Huachun Zou, Zixin Wang & Xue Yang - 2022 - Frontiers in Psychology 13.
    Factory workers make up a large proportion of China’s internal migrants and may be highly susceptible to job and adaptation stress, negative affective states, and Internet gaming disorder. This cross-sectional study investigated the relationships between job stress, psychological adaptation, negative affective states and IGD among 1,805 factory workers recruited by stratified multi-stage sampling between October and December 2019. Structural equation modeling was conducted to test the proposed mediation model. Among the participants, 67.3% were male and 71.7% were aged 35 (...)
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  20.  26
    Relationship Between Loneliness and Depression Among Chinese Junior High School Students: The Serial Mediating Roles of Internet Gaming Disorder, Social Network Use, and Generalized Pathological Internet Use.Peng Wang, Jun Wang, Yun Yan, Yingdong Si, Xiangping Zhan & Yu Tian - 2021 - Frontiers in Psychology 11.
    This study aimed to explore the mediating effects of internet gaming disorder, social network use, and generalized pathological internet use on the association between loneliness and depression. A total of 2211 junior high school students completed questionnaires regarding loneliness, internet gaming disorder, social network use, GPIU, and depression. The results of a structural equation model revealed that the path coefficient of loneliness to depression was significantly positive, loneliness could not predict depression through GPIU directly, but loneliness could predict (...)
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  21. Rules of the game, gaming the rules.Bruce Baer Arnold - 2023 - In Miroslav Imbrišević (ed.), Sport, Law and Philosophy: The Jurisprudence of Sport. New York, NY: Routledge.
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  22. Action Real-Time Strategy Gaming Experience Related to Increased Attentional Resources: An Attentional Blink Study.Xianyang Gan, Yutong Yao, Hui Liu, Xin Zong, Ruifang Cui, Nan Qiu, Jiaxin Xie, Dong Jiang, Shaofei Ying, Xingfeng Tang, Li Dong, Diankun Gong, Weiyi Ma & Tiejun Liu - 2020 - Frontiers in Human Neuroscience 14.
  23.  10
    Endogenous Timing in a Gaming Tournament.Kyung Hwan Baik, Todd Cherry, Stephan Kroll & Jason Shogren - 1999 - Theory and Decision 47 (1):1-21.
    This paper examines the theoretical background and actual behavior in a gaming tournament with endogenous timing where a person has more incentive, structure, and time to form a strategy. The baseline treatment suggests that subgame perfection is a reasonable predictor of behavior –- subjects made 170 of 208 theoretically predicted choices of best actions, with the majority of mistakes made in timing choices by the players who did not survive the cut to the second round. Four sensitivity treatments established (...)
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  24.  6
    Mobile Gaming: Investigating the Effects of Screen and Keyboard Size on Game Playablity and Interaction.S. S. Morar & M. -A. Kyritsis - 2006 - Journal of Intelligent Systems 15 (1-4):129-152.
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  25.  43
    Internet Gaming Disorder in Adolescents: Personality, Psychopathology and Evaluation of a Psychological Intervention Combined With Parent Psychoeducation.Vega González-Bueso, Juan J. Santamaría, Daniel Fernández, Laura Merino, Elena Montero, Susana Jiménez-Murcia, Amparo del Pino-Gutiérrez & Joan Ribas - 2018 - Frontiers in Psychology 9.
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  26.  6
    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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  27.  7
    Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy.Caterina Primi, Francesco Sanson, Marta Vecchiato, Emilia Serra & Maria Anna Donati - 2022 - Frontiers in Psychology 13.
    Loot Boxes, i.e., virtual items embedded within video games with numerous features reminiscent of gambling, are increasingly widespread among adolescents. LB use is associated with problem gambling in youth, but few studies have been conducted on the association between LB use and gambling behavior considering adolescents. Thus, the mechanisms underlying this relationship are not clear. As LB use is a significant and positive risk factor for video gaming severity, and video gaming is associated with problem gambling, we hypothesized (...)
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  28. Critical thinking in the gaming and real worlds.Robert Arp & Dennis Milarker - 2008 - In Luke Cuddy (ed.), The Legend of Zelda and Philosophy: I Link Therefore I Am. Open Court.
     
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  29.  65
    Merging Theoretical Models and Therapy Approaches in the Context of Internet Gaming Disorder: A Personal Perspective.Kimberly S. Young & Matthias Brand - 2017 - Frontiers in Psychology 8:289710.
    Although it is not yet officially recognized as a clinical entity which is diagnosable, Internet Gaming Disorder (IGD) has been included in section III for further study in the DSM-5 by the American Psychiatric Association (APA, 2013). This is important because there is increasing evidence that people of all ages, in particular teens and young adults, are facing very real and sometimes very severe consequences in daily life resulting from an addictive use of online games. This article summarizes general (...)
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  30.  48
    Brain Activity toward Gaming-Related Cues in Internet Gaming Disorder during an Addiction Stroop Task.Yifen Zhang, Xiao Lin, Hongli Zhou, Jiaojing Xu, Xiaoxia Du & Guangheng Dong - 2016 - Frontiers in Psychology 7.
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  31.  8
    Hippocampal Neurotransmitter Inhibition Suppressed During Gaming Explained by Skill Rather Than Gamer Status.Kelsey Prena, Hu Cheng & Sharlene D. Newman - 2020 - Frontiers in Human Neuroscience 14.
    Goal-directed spatial decision making video games combine spatial mapping, memory, and reward; all of which can involve hippocampal excitation through suppression of an inhibitory neurotransmitter, γ-aminobutyric acid. In this study, GABA was measured before and after 30 min of video game play within a voxel around the hippocampus. It was predicted that all participants would experience a decrease in GABA during gaming as a result of in-game rewards; and, those who were most competitive with the goal-directed spatial decision making (...)
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  32. Claim: Video gaming companies should not create violent video games due to the fact that they can provoke unethical behaviors in children.Nikki Kent - forthcoming - Philosophy.
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  33.  2
    Identifying neural correlates of multidimensional, subjective gaming experiences during active gameplay.Uijong Ju - 2022 - Frontiers in Human Neuroscience 16:1013991.
    Studying how gaming experiences are encoded is important to understand the effects of gaming on the brain. Although studies have investigated neural correlates of gaming experiences, the brain patterns related to the full range of subjective experiences across different types of games are yet to be identified. The present study used three custom-made, immersive driving games with different input dynamics (controlling a car, a boat, or a spaceship) and different mechanics to assess subjective gaming experiences in (...)
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  34.  39
    Cheating and gaming the system in ancient athletics.Susan Stephens - 2020 - Journal of the Philosophy of Sport 47 (3):391-402.
    The contradictions and ambiguities in, admiration for, and potential benefits derived from cheating in modern athletics have numerous parallels in ancient Greek culture. Because both ancient and mo...
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  35.  18
    Action Real-Time Strategy Gaming Experience Related to Enhanced Capacity of Visual Working Memory.Yutong Yao, Ruifang Cui, Yi Li, Lu Zeng, Jinliang Jiang, Nan Qiu, Li Dong, Diankun Gong, Guojian Yan, Weiyi Ma & Tiejun Liu - 2020 - Frontiers in Human Neuroscience 14.
  36.  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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  37.  60
    Master Maker: Understanding Gaming Skill Through Practice and Habit From Gameplay Behavior.Jeff Huang, Eddie Yan, Gifford Cheung, Nachiappan Nagappan & Thomas Zimmermann - 2017 - Topics in Cognitive Science 9 (2):437-466.
    The study of expertise is difficult to do in a laboratory environment due to the challenge of finding people at different skill levels and the lack of time for participants to acquire mastery. In this paper, we report on two studies that analyze naturalistic gameplay data using cohort analysis to better understand how skill relates to practice and habit. Two cohorts are analyzed, each from two different games. Our work follows skill progression through 7 months of Halo matches for a (...)
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  38.  41
    Predicting Chinese Adolescent Internet Gaming Addiction From Peer Context and Normative Beliefs About Aggression: A 2-Year Longitudinal Study.Ping Su, Chengfu Yu, Wei Zhang, Sha Liu, Yang Xu & Shuangju Zhen - 2018 - Frontiers in Psychology 9.
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  39.  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. It identifies (...)
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  40.  35
    A Reduction in Video Gaming Time Produced a Decrease in Brain Activity.Diankun Gong, Yutong Yao, Xianyang Gan, Yurui Peng, Weiyi Ma & Dezhong Yao - 2019 - Frontiers in Human Neuroscience 13.
  41.  12
    Online Multiplayer Gaming: mates, motives and mood.Richard Bradley, James Donnelly & John Hurley - 2018 - Frontiers in Psychology 9.
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  42. The Language of Gaming.[author unknown] - 2012
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  43.  25
    Cultural Evolution of Precise and Agreed‐Upon Semantic Conventions in a Multiplayer Gaming App.Olivier Morin, Thomas F. Müller, Tiffany Morisseau & James Winters - 2022 - Cognitive Science 46 (2):e13113.
    The amount of information conveyed by linguistic conventions depends on their precision, yet the codes that humans and other animals use to communicate are quite ambiguous: they may map several vague meanings to the same symbol. How does semantic precision evolve, and what are the constraints that limit it? We address this question using a multiplayer gaming app, where individuals communicate with one another in a scaled-up referential game. Here, the goal is for a sender to use black and (...)
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  44.  45
    Objections to Ostritsch’s argument in “The amoralist challenge to gaming and the gamer’s moral obligation”.Garry Young - 2017 - Ethics and Information Technology 19 (3):209-219.
    This paper raises three objections to the argument presented by Ostritsch in The amoralist challenge to gaming and the gamer’s moral obligation, in which the amoralist’s mantra “it’s just a game” is viewed as an illegitimate rebuttal of all moral objections to video games. The first objection focuses on Ostritsch’s ‘strong sense’ of player enjoyment, which I argue is too crude, given the moral work it is meant to be doing. Next, I question the legitimacy of Ostritsch’s claim that (...)
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  45.  11
    Financial Incentives and Gaming in Alcohol Treatment.M. Lu & C. -T. A. Ma - 2006 - Inquiry: The Journal of Health Care Organization, Provision, and Financing 43 (1):34-53.
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  46.  7
    Financial Incentives and Gaming in Alcohol Treatment.Lu Mingshan & Ma Ching-To Albert - 2006 - Inquiry: The Journal of Health Care Organization, Provision, and Financing 43 (1):34-53.
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  47. Value, violence, and the ethics of gaming.Michael Goerger - 2017 - Ethics and Information Technology 19 (2):95-105.
    I argue for two theses. First, many arguments against violent gaming rely on what I call the contamination thesis, drawing their conclusions by claiming that violent gaming contaminates real world interactions. I argue that this thesis is empirically and philosophically problematic. Second, I argue that rejecting the contamination thesis does not entail that all video games are morally unobjectionable. The violence within a game can be evaluated in terms of the values the game cultivates, reinforces, denigrates, or disrespects. (...)
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  48.  34
    Internet Addiction Disorder: Internet Gaming Disorder in a Nonclinical Sample Of Moba And Mmorpg Videoplayers.Calogero Iacolino, Ester M. C. Lombardo, Brenda Cervellione, Giuseppe Mannino & Salvatore Micieli - 2019 - World Futures 75 (7):543-569.
    This study concentrates on two kinds of video games, Massive Online Battle Arena and Massive Multiplayer Online Role Play Game, and examines the scores obtained by the subjects in the sample. Score...
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  49.  6
    Corrigendum: Past Gaming Experience and Cognition as Selective Predictors of Novel Game Learning Across Different Gaming Genres.Evan T. Smith, Bhargavi Bhaskar, Alex Hinerman & Chandramallika Basak - 2021 - Frontiers in Psychology 12.
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  50.  12
    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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