Results for ' otome games'

993 found
Order:
  1. Love for a handsome man requires a lot of friends: Sociability practices related to romance games ( Otome Games) in Japan.Agnès Giard - 2024 - Diogenes 65 (1):14-30.
    Japan is the world’s largest producer of love simulation games, revealing a curious feature: these games, in theory, assign female players to the unique task of seducing a male character, but, in reality, they promote the establishment of a network of friendship between women. Love cannot be achieved if this network is not carefully woven both in play and in real life. Based on the analysis of this double dynamics, outwardly contradictory, I would like to advance the following (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  2.  11
    Il faut beaucoup d’amies pour aimer un bel homme. Pratiques de sociabilité autour des jeux de romance ( Otome Games ) au Japon.Agnès Giard - 2020 - Diogène n° 265-265 (1-2):107-125.
    Le Japon est le premier producteur mondial de jeux vidéo « à l’eau de rose ». Ces jeux de simulation amoureuse présentent une caractéristique curieuse : théoriquement, ils assignent la femme à la tache unique de séduire un personnage masculin, mais, dans les faits, ils favorisent la mise en place d’un réseau d’amitié entre femmes. C’est de ce réseau – tissé à la fois dans le jeu et dans la vraie vie – que dépend le succès en amour. M’appuyant sur (...)
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  3.  8
    Il faut beaucoup d’amies pour aimer un bel homme. Pratiques de sociabilité autour des jeux de romance ( Otome Games ) au Japon.Agnès Giard - 2020 - Diogène n° 265-266 (1):107-125.
    Le Japon est le premier producteur mondial de jeux vidéo « à l’eau de rose ». Ces jeux de simulation amoureuse présentent une caractéristique curieuse : théoriquement, ils assignent la femme à la tache unique de séduire un personnage masculin, mais, dans les faits, ils favorisent la mise en place d’un réseau d’amitié entre femmes. C’est de ce réseau – tissé à la fois dans le jeu et dans la vraie vie – que dépend le succès en amour. M’appuyant sur (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  4.  4
    Romance numérique pour femmes au Japon. Les otome gēmu, entre aliénation et libération.Agnès Giard - 2022 - Clio 56:141-152.
    Le Japon est le premier producteur de jeux vidéo à l’eau de rose. Appelés « jeux pour jeunes filles » (otome gēmu), ils proposent des gammes de « beaux gosses » formatés sur le modèle du prédateur, entraînant l’héroïne dans une histoire d’amour proche du rapt. Les scénarios reposent sur la mise en scène d’une perte de pouvoir, où la joueuse renonce à son libre arbitre. Les personnages les plus agressifs sont « irrésistibles », expliquent les fans qui désirent (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  5. Primary literature.Mike Game - 2007 - In Diarmuid Costello & Jonathan Vickery (eds.), Art: key contemporary thinkers. New York: Berg. pp. 159.
     
    Export citation  
     
    Bookmark  
  6. Foreword vii Acknowledgements viii.Essays on Cooperative Games, in Honor of Guillermo Owen & Gianfranco Gambarelli - 2004 - Theory and Decision 56:405-408.
    No categories
     
    Export citation  
     
    Bookmark  
  7. Saṅgameśvarakrodam...Gummalūri Saṅgameśvarasāstri - 1933 - [Waltair],: Edited by Jagadīśatarkālaṅkāra.
     
    Export citation  
     
    Bookmark  
  8.  29
    RASMUSEN, ERIC, Folk Theorems for the Observable Implications of Repeated.Implications of Repeated Games - 1992 - Theory and Decision 32:147-164.
  9.  35
    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.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   27 citations  
  10. Gender at Work.Ann Game & Rosemary Pringle - 1984
    No categories
     
    Export citation  
     
    Bookmark   20 citations  
  11.  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 (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   5 citations  
  12.  28
    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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  13.  20
    A factorial analysis of verbal learning tasks.Paul A. Games - 1962 - Journal of Experimental Psychology 63 (1):1.
  14.  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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  15.  12
    Comments on "A power comparison of the F and L tests: I.".Paul A. Games - 1966 - Psychological Review 73 (4):372-375.
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  16.  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.
  17. Theory and decison.Richard G. Brody, John M. Coulter, Alireza Daneshfar, Auditor Probability Judgments, Discounting Unspecified Possibilities, Paula Corcho, José Luis Ferreira & Generalized Externality Games - 2003 - Theory and Decision 54:375-376.
     
    Export citation  
     
    Bookmark   1 citation  
  18.  17
    Asymmetry – where evolutionary and developmental genetics meet.Philip Batterham, Andrew G. Davies, Anne Y. Game & John A. McKenzie - 1996 - Bioessays 18 (10):841-845.
    The mechanisms responsible for the fine tuning of development, where the wildtype phenotype is reproduced with high fidelity, are not well understood. The difficulty in approaching this problem is the identification of mutant phenotypes indicative of a defect in these fine‐tuning control mechanisms. Evolutionary biologists have used asymmetry as a measure of developmental homeostasis. The rationale for this was that, since the same genome controls the development of the left and right sides of a bilaterally symmetrical organism, departures from symmetry (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  19.  47
    ‘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 (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
  20. Nikil Mukerji.Christoph Schumacher, Economics Order Ethics & Game Theory - 2016 - In Christoph Luetge & Nikil Mukerji (eds.), Order Ethics: An Ethical Framework for the Social Market Economy. Springer.
    No categories
     
    Export citation  
     
    Bookmark  
  21. 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 (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   35 citations  
  22.  32
    Game Theory and the Social Contract.Ken Binmore - 1994 - MIT Press.
    Binmore argues that game theory provides a systematic tool for investigating ethical matters.
    Direct download  
     
    Export citation  
     
    Bookmark   101 citations  
  23. A Game-Theoretic Analysis of the Waterloo Campaign and Some Comments on the Analytic Narrative Project.Philippe Mongin - 2018 - Cliometrica 12:451–480.
    The paper has a twofold aim. On the one hand, it provides what appears to be the first game-theoretic modeling of Napoleon’s last campaign, which ended dramatically on 18 June 1815 at Waterloo. It is specifically concerned with the decision Napoleon made on 17 June 1815 to detach part of his army against the Prussians he had defeated, though not destroyed, on 16 June at Ligny. Military historians agree that this decision was crucial but disagree about whether it was rational. (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  24. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   17 citations  
  25. 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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   8 citations  
  26. 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 shows (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   54 citations  
  27. Games Unlike Life.C. Thi Nguyen - 2023 - Journal of Ethics and Social Philosophy 23 (3).
    This is a reply to Elisabeth Camp's and Elijah Millgram's probing discussions of "Games and the Art of Agency", in a symposium in Journal of Ethics and Social Philosophy. Millgram argues that games cannot function as a guide to life, because they are too different from life. Games are limited in a special way: in life, we deliberate about what goals we want to take on, but in games, the goals are fixed and given to us. (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark  
  28. The Game of Belief.Barry Maguire & Jack Woods - 2020 - Philosophical Review 129 (2):211-249.
    It is plausible that there are epistemic reasons bearing on a distinctively epistemic standard of correctness for belief. It is also plausible that there are a range of practical reasons bearing on what to believe. These theses are often thought to be in tension with each other. Most significantly for our purposes, it is obscure how epistemic reasons and practical reasons might interact in the explanation of what one ought to believe. We draw an analogy with a similar distinction between (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   50 citations  
  29.  32
    Games and Decisions: Introduction and Critical Survey.Robert Duncan Luce & Howard Raiffa - 1957 - New York: Wiley.
    "The best book available for non-mathematicians." — Contemporary Psychology. Superb nontechnical introduction to game theory and related disciplines, primarily as applied to the social sciences. Clear, comprehensive coverage of utility theory, 2-person zero-sum games, 2-person non-zero-sum games, n-person games, individual and group decision-making, much more. Appendixes. Bibliography. Graphs and figures.
    Direct download  
     
    Export citation  
     
    Bookmark   214 citations  
  30. The game of the name: introducing logic, language, and mind.Gregory McCulloch - 1989 - New York: Oxford University Press.
    This introduction to modern work in analytic philosophy uses the example of the proper name to give a clear explanation of the logical theories of Gottlob Frege, and explain the application of his ideas to ordinary language. McCulloch then shows how meaning is rooted in the philosophy of mind and the question of intentionality, and looks at the ways in which thought can be "about" individual material objects.
  31. Explaining Games: The Epistemic Programme in Game Theory.Boudewijn de Bruin - 2010 - Dordrecht, Netherland: Springer.
    Contents. Introduction. 1. Preliminaries. 2. Normal Form Games. 3. Extensive Games. 4. Applications of Game Theory. 5. The Methodology of Game Theory. Conclusion. Appendix. Bibliography. Index. Does game theory—the mathematical theory of strategic interaction—provide genuine explanations of human behaviour? Can game theory be used in economic consultancy or other normative contexts? Explaining Games: The Epistemic Programme in Game Theory—the first monograph on the philosophy of game theory—is an attempt to combine insights from epistemic logic and the philosophy (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   8 citations  
  32. Behavioral game theory: Plausible formal models that predict accurately.Colin F. Camerer - 2003 - Behavioral and Brain Sciences 26 (2):157-158.
    Many weaknesses of game theory are cured by new models that embody simple cognitive principles, while maintaining the formalism and generality that makes game theory useful. Social preference models can generate team reasoning by combining reciprocation and correlated equilibrium. Models of limited iterated thinking explain data better than equilibrium models do; and they self-repair problems of implausibility and multiplicity of equilibria.
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   78 citations  
  33. Game Technologies to Assist Learning of Communication Skills in Dialogic Settings for Persons with Aphasia.Ylva Backman, Viktor Gardelli & Peter Parnes - 2021 - International Journal of Emerging Technologies in Learning 16 (3):190-205.
    Persons with aphasia suffer from a loss of communication ability as a consequence of a brain injury. A small strand of research indicates effec- tiveness of dialogic interventions for communication development for persons with aphasia, but a vast amount of research studies shows its effectiveness for other target groups. In this paper, we describe the main parts of the hitherto technological development of an application named Dialogica that is (i) aimed at facilitating increased communicative participation in dialogic settings for persons (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  34. Philosophy through video games.Jon Cogburn - 2009 - New York: Routledge. Edited by Mark Silcox.
    I, player : the puzzle of personal identity (MMORPGS and Virtual Communities) -- The game inside the mind, the mind inside the game (The Nintendo Wii Gaming Console) -- Realistic blood and gore : do violent games make violent gamers? (First-person Shooters) -- Games and God's goodness (World-builder and Tycoon Games) -- The metaphysics of interactive art (Puzzle and Adventure Games) -- Artificial and human intelligence (Single-player RPGS) -- Epilogue: Video games and the meaning of (...)
    Direct download  
     
    Export citation  
     
    Bookmark   8 citations  
  35. Roleplaying Game–Based Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - forthcoming - Proceedings of the 2024 American Society for Engineering Education St. Lawrence Section Annual Conference.
    How do we prepare engineering students to make ethical and responsible decisions in their professional work? This paper presents an approach that enhances engineering students’ engagement with ethical reasoning by simulating decision-making in a complex scenario. The approach has two principal inspirations. The first is Anthony Weston’s scenario-based teaching. Weston’s concept of a scenario is a situation that changes in response to choices made by participants, according to an inner logic. Scenarios can dynamically explore open-ended complex problems without imposing predetermined (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  36.  17
    Boredom, sport, and games.J. S. Russell - 2024 - Journal of the Philosophy of Sport 51 (1):125-144.
    The philosophical literature on sport and games has had little to say about boredom beyond presuming that sports and games can be important ways of overcoming or preventing it. But boredom is an interesting and often misunderstood phenomenon with overlooked implications in this context. Boredom has significant human value and motivates play in ways that contribute to well-being and culture, often through encouraging engaged agency and exploration of novelty. Understanding boredom can also help to clarify problems and tendencies (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  37.  23
    Long games and σ-projective sets.Juan P. Aguilera, Sandra Müller & Philipp Schlicht - 2021 - Annals of Pure and Applied Logic 172 (4):102939.
    We prove a number of results on the determinacy of σ-projective sets of reals, i.e., those belonging to the smallest pointclass containing the open sets and closed under complements, countable unions, and projections. We first prove the equivalence between σ-projective determinacy and the determinacy of certain classes of games of variable length <ω^2 (Theorem 2.4). We then give an elementary proof of the determinacy of σ-projective sets from optimal large-cardinal hypotheses (Theorem 4.4). Finally, we show how to generalize the (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  38.  7
    The Game of Logic.Lewis Carroll - 2012 - London, England: Macmillan.
    This anthology is a thorough introduction to classic literature for those who have not yet experienced these literary masterworks. For those who have known and loved these works in the past, this is an invitation to reunite with old friends in a fresh new format. From Shakespeare's finesse to Oscar Wilde's wit, this unique collection brings together works as diverse and influential as The Pilgrim's Progress and Othello. As an anthology that invites readers to immerse themselves in the masterpieces of (...)
    Direct download  
     
    Export citation  
     
    Bookmark   7 citations  
  39.  52
    Technology Games: Using Wittgenstein for Understanding and Evaluating Technology.Mark Coeckelbergh - 2018 - Science and Engineering Ethics 24 (5):1503-1519.
    In the philosophy of technology after the empirical turn, little attention has been paid to language and its relation to technology. In this programmatic and explorative paper, it is proposed to use the later Wittgenstein, not only to pay more attention to language use in philosophy of technology, but also to rethink technology itself—at least technology in its aspect of tool, technology-in-use. This is done by outlining a working account of Wittgenstein’s view of language and by then applying that account (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   12 citations  
  40. Games and the good.Thomas Hurka - 2006 - Proceedings of the Aristotelian Society 106 (1):217-235.
    Using Bernard Suits’s brilliant analysis (contra Wittgenstein) of playing a game, this paper examines the intrinsic value of game-playing. It argues that two elements in Suits’s analysis make success in games difficult, which is one ground of value, while a third involves choosing a good activity for the property that makes it good, which is a further ground. The paper concludes by arguing that game-playing is the paradigm modern (Marx, Nietzsche) as against classical (Aristotle) value: since its goal is (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   67 citations  
  41.  69
    Game Theory: A Very Short Introduction.Ken Binmore - 2007 - Oxford University Press.
    Games are played everywhere: from economics and online auctions to social interactions, and game theory is about how to play such games in a rational way, and how to maximize their outcomes. This VSI reveals, without mathematical equations, the insights the theory can bring to everything from how to play poker optimally to the sex ratio among bees.
    Direct download  
     
    Export citation  
     
    Bookmark   11 citations  
  42. Game theoretic explanations and the evolution of justice.Justin D'Arms, Robert Batterman & Krzyzstof Górny - 1998 - Philosophy of Science 65 (1):76-102.
    Game theoretic explanations of the evolution of human behavior have become increasingly widespread. At their best, they allow us to abstract from misleading particulars in order to better recognize and appreciate broad patterns in the phenomena of human social life. We discuss this explanatory strategy, contrasting it with the particularist methodology of contemporary evolutionary psychology. We introduce some guidelines for the assessment of evolutionary game theoretic explanations of human behavior: such explanations should be representative, robust, and flexible. Distinguishing these features (...)
    Direct download (7 more)  
     
    Export citation  
     
    Bookmark   33 citations  
  43. Games, Norms, and Utterances.Mihaela Popa-Wyatt & Jeremy L. Wyatt - 2024 - Royal Institute of Philosophy Supplement 95:73-86.
    A body of work proposes that social-norm change can be explained in terms of game theory. These game theoretic models, however, don't fully account for how and why utterances are used to change social norms. This paper describes the problem and some of the solution elements. There are three existing, relevant, game-based models. The first is a game theoretic model of social norm change (Bicchieri, 2005, 2016). This accounts for how individuals make decisions to adhere to or violate norms, based (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  44. Game-theoretic axioms for local rationality and bounded knowledge.Gian Aldo Antonelli & Cristina Bicchieri - 1995 - Journal of Logic, Language and Information 4 (2):145-167.
    We present an axiomatic approach for a class of finite, extensive form games of perfect information that makes use of notions like “rationality at a node” and “knowledge at a node.” We distinguish between the game theorist's and the players' own “theory of the game.” The latter is a theory that is sufficient for each player to infer a certain sequence of moves, whereas the former is intended as a justification of such a sequence of moves. While in general (...)
    Direct download (8 more)  
     
    Export citation  
     
    Bookmark   9 citations  
  45.  43
    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.
    – The 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., – The 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 (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  46. Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that appreciating (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   28 citations  
  47.  30
    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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   6 citations  
  48. Language Games and Musical Understanding.Alessandro Arbo - 2013 - Aisthesis: Pratiche, Linguaggi E Saperi Dell’Estetico 6 (1):187-200.
    Wittgenstein has often explored language games that have to do with musical objects of different sizes (phrases, themes, formal sections or entire works). These games can refer to a technical language or to common parlance and correspond to different targets. One of these coincides with the intention to suggest a way of conceiving musical understanding. His model takes the form of the invitation to "hear (something) as (something)": typically, to hear a musical passage as an introduction or as (...)
     
    Export citation  
     
    Bookmark  
  49.  17
    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 causal (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   10 citations  
  50.  26
    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 (...)
    Direct download  
     
    Export citation  
     
    Bookmark   6 citations  
1 — 50 / 993