Results for ' popular media, expanding ‐ not just television, film, and video games'

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  1.  4
    Should I Let Him Watch?Joshua Baron - 2010-09-24 - In Fritz Allhoff, Lon S. Nease & Michael W. Austin (eds.), Fatherhood ‐ Philosophy for Everyone. Wiley‐Blackwell. pp. 143–157.
    This chapter contains sections titled: Y, E10+, G, Y7, eC, E, PG? The Causal Hypothesis: Baby See, Baby Do The Edification Hypothesis: I Learned Something Good from Watching Something Bad The Catharsis Hypothesis: I'm So Mad I Should Pretend To Kill You Conclusion: The Decision, Like Fatherhood, is Full of Ambiguities Notes.
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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 (...)
     
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  3.  23
    Embodied Metaphors in Film, Television, and Video Games: Cognitive Approaches.Kathrin Fahlenbrach (ed.) - 2015 - Routledge.
    In cognitive research, metaphors have been shown to help us imagine complex, abstract, or invisible ideas, concepts, or emotions. Contributors to this book argue that metaphors occur not only in language, but in audio visual media well. This is all the more evident in entertainment media, which strategically "sell" their products by addressing their viewers’ immediate, reflexive understanding through pictures, sounds, and language. This volume applies cognitive metaphor theory to film, television, and video games in order to analyze (...)
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  4.  11
    God in the Machine: Video Games and Religion.Liel Leibovitz - 2014 - Templeton Press.
    If he were alive today, what might Heidegger say about _Halo, _the popular video game franchise? What would Augustine think about _Assassin’s Creed _? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is impor­tant to recognize that games like these are, in fact, becoming the defining (...)
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  5.  10
    God in the Machine: Video Games as Spiritual Pursuit.Liel Leibovitz - 2014 - Templeton Press.
    If he were alive today, what might Heidegger say about _Halo, _the popular video game franchise? What would Augustine think about _Assassin’s Creed _? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is impor­tant to recognize that games like these are, in fact, becoming the defining (...)
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  6. 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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  7. 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 (...)
     
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  8. 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 (...)
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  9.  28
    Media literacy education in art: Motion expression and the new vision of art education.Kenta Motomura - 2003 - Journal of Aesthetic Education 37 (4):58-64.
    In lieu of an abstract, here is a brief excerpt of the content:The Journal of Aesthetic Education 37.4 (2003) 58-64 [Access article in PDF] Media Literacy Education in Art:Motion Expression and the New Vision of Art EducationThe Bauhaus, which established the foundation of modern design, has greatly influenced Japanese design and art education. It is a historical fact that the movement views "synthetic art" as an integration of the various fields and the integration of the art and machine technology experimentally. (...)
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  10.  24
    Media Literacy Education in Art: Motion Expression and the New Vision of Art Education.Kenta Motomura - 2003 - Journal of Aesthetic Education 37 (4):58.
    In lieu of an abstract, here is a brief excerpt of the content:The Journal of Aesthetic Education 37.4 (2003) 58-64 [Access article in PDF] Media Literacy Education in Art:Motion Expression and the New Vision of Art EducationThe Bauhaus, which established the foundation of modern design, has greatly influenced Japanese design and art education. It is a historical fact that the movement views "synthetic art" as an integration of the various fields and the integration of the art and machine technology experimentally. (...)
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  11.  28
    The Representational Necropolitics of Black Women in Zombie Dystopia Video Games.Eric Andrew James - 2021 - Feminist Studies 47 (1):147-174.
    In lieu of an abstract, here is a brief excerpt of the content:Feminist Studies 47, no. 1. © 2021 by Feminist Studies, Inc. 147 Eric Andrew James The Representational Necropolitics of Black Women in Zombie Dystopia Video Games Though Stuart Hall defends popular representation as an important terrain of political struggle, he also argues that images of difference are dominated by “racialized regimes of representation” manifest in stereotypes and invisibilities.1 These ensure that marginal identities are reduced, essentialized, (...)
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  12. Film Theory Meets Video Games: An Analysis of the Issues and Methodologies in 'ScreenPlay'. [REVIEW]Aaron Smuts - 2003 - Film-Philosophy 7 (7).
    "ScreenPlay" is the first collection of essays devoted to exploring the relationship between cinema and video games. It attempts to introduce the field of video game studies while also increasing our understanding of the two artforms. Although not all of the essays are models of clear thinking on the subject, the volume will be a valuable resource for those working in film, philosophy, new media, and video game studies. Geoff King and Tanya Krzywinska have brought together (...)
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  13.  19
    Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students’ Reflection Processes.Marco Rüth & Kai Kaspar - 2021 - Frontiers in Psychology 11.
    Commercial video games are popular entertainment media and part of students’ media reality. While commercial video games’ main purpose is not learning, they nonetheless could and should serve as objects of reflection in formal educational settings. Teachers could guide student learning and reflection as well as motivate students with commercial video games, but more evidence from formal educational settings is required. We conducted two mixed methods case studies to investigate students’ reflection processes using (...)
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  14. Attractions to violence and the limits of education.Paul Duncum - 2006 - Journal of Aesthetic Education 40 (4):21-38.
    In lieu of an abstract, here is a brief excerpt of the content:The Journal of Aesthetic Education 40.4 (2006) 21-38 MuseSearchJournalsThis JournalContents[Access article in PDF]Attractions to Violence and the Limits of EducationPaul DuncumThe effects of violent media fare upon young people are of great concern for educators and parents alike. Recently, some visual art educators have attempted to deal with the issue under the rubric of visual culture. 1 Adopting a critical position toward media violence, they have developed programs that (...)
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  15.  30
    The afterlife of fictional media violence. A genetic phenomenology of emotions following Husserl and Freud.Christian Ferencz-Flatz - 2022 - Continental Philosophy Review 55 (3):289-308.
    Ever since the 1960s, media and communication studies have abounded in heated debates concerning the psychological and social effects of fictional media violence. Massive empirical research has first tried to tie film violence to cultivating either fear or aggressive tendencies among its viewership, while later research has focused on other media as well (television, video games). The present paper does not aim to settle the factual question of whether or not medial experiences indeed engender real emotional dispositions. Instead, (...)
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  16.  5
    The search for meaning in film and television: disenchantment at the turn of the millennium.Marcus Maloney - 2015 - New York, NY: Palgrave-Macmillan.
    This fascinating study explores the difficulties faced by modern Westerners in their search for a meaningful life. It sheds light on this enduring cultural dilemma through a close reading of four popular film and television narratives: Pixar's animated feature film, Toy Story; Christopher Nolan's Batman Begins and The Dark Knight; the television romantic comedy, Sex and the City; and, finally, the mobster drama, The Sopranos. The readings are guided by a number of inter-related questions. First, in what ways do (...)
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  17.  20
    The Invisible Hand in Virtual Worlds: The Economic Order of Video Games.Matthew McCaffrey (ed.) - 2022 - Cambridge University Press.
    Video games aren't merely casual entertainment: they are the heart of one of the fastest-growing media industries in the world, and a cultural phenomenon in their own right. Gaming has evolved from a niche pastime into a global business that rivals film and television, creating, in the process, new art forms and social arenas and have become the subject of endless public debate. This book shows that games also provide a unique space in which to study economic (...)
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  18.  11
    Media violence and Christian ethics.Jolyon P. Mitchell - 2007 - New York: Cambridge University Press.
    How can audiences interact creatively, wisely and peaceably with the many different forms of violence found throughout today's media? Suicide attacks, graphic executions and the horrors of war appear in news reports, films, web-sites, and even on mobile phones. One approach towards media violence is to attempt to protect viewers; another is to criticize journalists, editors, film-makers and their stories. In this book Jolyon Mitchell highlights Christianity's ambiguous relationship with media violence. He goes beyond debates about the effects of watching (...)
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  19.  8
    Film and video intermediality: the question of medium specificity in contemporary moving images.Janna Houwen - 2017 - New York: Bloomsbury Academic.
    Develops a view of the difference between film and video that is not based on media specificity but on media practices.
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  20.  7
    Visual Pedagogy: Media Cultures in and Beyond the Classroom.Brian Goldfarb - 2002 - Duke University Press.
    In classrooms, museums, health clinics and beyond, the educational uses of visual media have proliferated over the past fifty years. Film, video, television, and digital media have been integral to the development of new pedagogical theories and practices, globalization processes, and identity and community formation. Yet, Brian Goldfarb argues, the educational roles of visual technologies have not been fully understood or appreciated. He contends that in order to understand the intersections of new media and learning, we need to recognize (...)
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  21. Virtual decisions: video game ethics, Just Consequentialism, and ethics on the fly.Don Gotterbarn & James Moor - 2009 - Acm Sigcas Computers and Society 39 (3):27-42.
    Video games are ethically controversial. Some video games are effective training tools for learning various skills and approaches to problem-solving, but some video games are notorious for promoting discriminatory and barbaric behavior. We consider such ethical pros and cons of video games, but we also present a more fundamental ethical issue about video games. Most video games have a bias toward self-centered decision-making. Often the decision-making driver is not (...)
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  22.  17
    Not Just Slash: Transformation of Aesthetic Relations and Feminist Utopian Narratives in Chinese Gender-Switching Videos.Zheng Yang - 2022 - Feminist Review 131 (1):57-73.
    In 2020, Yiwen Wang published an article about gender-switching videos, a Chinese gender subculture in the digital media environment. Different from Wang, who identified gender-switching videos as an example of the slash subgenre, through a more comprehensive investigation of this subgenre this study found that gender-switching videos—which can be divided into two categories of complete and selective—involve homoerotic, heteroerotic and queer narratives. This article starts by demonstrating the multi-gender/sexual orientation narrative in gender-switching videos, and further analyses their social and cultural (...)
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  23.  3
    Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse.E. S. Sokolov - 2020 - Sociology of Power 32 (3):165-188.
    The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence (...)
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  24.  10
    The world is born from zero: understanding speculation and video games.Cameron Kunzelman - 2022 - Boston: De Gruyter Oldenbourg.
    The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural (...)
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  25.  3
    Unwatchable.Nicholas Baer, Maggie Hennefeld, Laura Horak & Gunnar Iversen (eds.) - 2019 - New Brunswick: Rutgers University Press.
    We all have images that we find unwatchable, whether for ethical, political, or sensory-affective reasons. From news coverage of terror attacks to viral videos of police brutality, and from graphic horror films to incendiary artworks that provoke mass boycotts, many of the images in our media culture strike as beyond the pale of consumption. Yet what does it mean to proclaim a media object "unwatchable": disturbing, revolting, poor, tedious, or literally inaccessible? Appealing to a broad academic and general readership, Unwatchable (...)
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  26.  37
    Violent video games: content, attitudes, and norms.Alexander Andersson & Per-Erik Milam - 2023 - Ethics and Information Technology 25 (4):1-12.
    Violent video games (VVGs) are a source of serious and continuing controversy. They are not unique in this respect, though. Other entertainment products have been criticized on moral grounds, from pornography to heavy metal, horror films, and Harry Potter books. Some of these controversies have fizzled out over time and have come to be viewed as cases of moral panic. Others, including moral objections to VVGs, have persisted. The aim of this paper is to determine which, if any, (...)
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  27. Are Video Games Art?Aaron Smuts - 2005 - Contemporary Aesthetics 3.
    I argue that by any major definition of art many modern video games should be considered art. Rather than defining art and defending video games based on a single contentious definition, I offer reasons for thinking that video games can be art according to historical, aesthetic, institutional, representational and expressive theories of art. Overall, I argue that while many video games probably should not be considered art, there are good reasons to think (...)
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  28.  8
    Cinema Derrida: the law of inspection in the age of global spectral media.Tyson Stewart - 2020 - New York: Peter Lang.
    Cinema Derrida charts Jacques Derrida's collaborations and appearances in film, video, and television beginning with 1983's Ghost Dance (dir. Ken McMullen, West Germany/UK) and ending with 2002's biographical documentary Derrida (dir. Dick and Ziering, USA). In the last half of his working life, Derrida embraced popular art forms and media in more ways than one: not only did he start making more media appearances after years of refusing to have his photo taken in the 1960s and 1970s, but (...)
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  29.  43
    It’s about Time: Film, Video Games, and the Advancement of an Artform.Steven Gimbel & Joseph Roman - 2019 - Philosophies 4 (4):56.
    Jon Robson and Aaron Meskin have argued that the insights obtained through the philosophical analysis of video games is not specific to video games, but to a larger class of artistic creations they term Self-Involving Interactive Fictions, or SIIFs. But there is at least one aspect of SIIF video games that is philosophically interesting and does not apply to the class of SIIFs as a whole, the ability to represent non-classical time. If SIIF (...) games are considered to be an extension of the art form of graphic narrative story-telling, the art form dominated by film, then the ability to represent time in in this fashion represents a revolution akin to that of vanishing point perspective in painting. This makes SIIF video games philosophically interesting for both philosophers of film and philosophers of video games. (shrink)
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  30.  6
    Research on reform and breakthrough of news, film, and television media based on artificial intelligence.Xiaojing Li - 2022 - Journal of Intelligent Systems 31 (1):992-1001.
    With the development of technology, news media and film and television media are spreading faster and faster, and at the same time, the spread of rumors is also accelerated. This article briefly describes the application of artificial intelligence in news media and film and television media using a back-propagation neural network algorithm to reform refutation of rumors in news media and film and television media, and compared it with K-means and support vector machine algorithms in simulation experiments. The results showed (...)
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  31.  20
    Feminism and Popular Culture: Investigating the Postfeminist Mystique.Rebecca Munford, Melanie Waters & Imelda Whelehan - 2014 - New Brunswick, New Jersey: Rutgers University Press. Edited by Melanie Waters.
    When the term “postfeminism” entered the media lexicon in the 1990s, it was often accompanied by breathless headlines about the “death of feminism.” Those reports of feminism’s death may have been greatly exaggerated, and yet contemporary popular culture often conjures up a world in which feminism had never even been born, a fictional universe filled with suburban Stepford wives, maniacal career women, alluring amnesiacs, and other specimens of retro femininity. In _Feminism and Popular Culture_, Rebecca Munford and Melanie (...)
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  32. Boys, boyz, bois: an ethics of Black masculinity in film and popular media.Keith M. Harris - 2006 - New York: Routledge.
    Boys, Boyz, Bois concerns questions of ethics, gender and race in popular American images, national discourse and cultural production by and about black men. The book proposes an ethics of masculinity, as ethnics refers to a system of morality and valuation and as ethics refers to a care of the self and ethical subject formation. The texts of analysis include recent films by black/African American filmmakers, gansta rap and hip-hop and black star persona: texts ranging from Blaxploitation and New (...)
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  33.  44
    Virtual Reality, Empathy and Ethics.Matthew Cotton - 2021 - Springer Verlag.
    This book examines the ethics of virtual reality technologies. New forms of virtual reality are emerging in society, not just from low-cost gaming headsets, or augmented reality apps on phones, but from simulated “deep fake” images and videos on social media. This book subjects the new VR technological landscape to ethical scrutiny: assessing the benefits, risks and regulatory practices that shape it. Though often associated with gaming, education and therapy, VR can also be used for moral enhancement. Journalists, artists, (...)
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  34. Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning.Michael Hemmingsen - 2020 - Sport, Ethics and Philosophy 15 (3):435-460.
    Speedrunning is a kind of ‘metagame’ involving video games. Though it does not yet have the kind of profile of multiplayer e-sports, speedrunning is fast approaching e-sports in popularity. Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, particularly due to the incorporation of “glitches”. For many outside (...)
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  35.  10
    The Didactic Potentials of Films and Contemporary Media in the EFL Classes.Veneranda Hajrulla & Marsela Harizaj - 2017 - Annals of Philosophy, Social and Human Disciplines 1 (1):31-38.
    It is important for teachers who work with children and teenagers to be aware of the role of media and popular culture in young people’s lives. It is a challenge to have an open and flexible approach to film, TV and other media products. Students’ real experiences have to be considered as equal in importance to the experiences and ideas of the teacher. The teacher has to help students to place their experiences in a larger perspective. In this study, (...)
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  36.  41
    The Palgrave Handbook of Popular Culture as Philosophy.David Kyle Johnson (ed.) - 2022 - Palgrave-Macmillan.
    Much philosophical work on pop culture apologises for its use; using popular culture is a necessary evil, something merely useful for reaching the masses with important philosophical arguments. But works of pop culture are important in their own right--they shape worldviews, inspire ideas, change minds. We wouldn't baulk at a book dedicated to examining the philosophy of The Great Gatsby or 1984--why aren't Star Trek and Superman fair game as well? After all, when produced, the former were considered pop (...)
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  37. Euthanasia in Video Games – Exemplifying the Importance of Moral Experience in Digital Gameworlds.Luka Perušić - 2022 - Pannoniana 6 (1):53-98.
    The paper classifies euthanasia and discusses its typological presence in storytelling video games. It aims to illustrate the importance of experiencing simulated moral challenges in the context of gameworlds as a significantly influential, exponentially growing form of interactive media. In contrast to older works of art and media, such as film and literature, the difference should be emphasized in light of the player’s ability to make choices in video games. Although the influence of gameworld content depends (...)
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  38.  4
    Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use.Nancy Yang, Pete L. Hurd & Bernard J. Crespi - 2022 - Frontiers in Psychology 13.
    Video games are popular and ubiquitous aspects of human culture, but their relationships to psychological and neurophysiological traits have yet to be analyzed in social-evolutionary frameworks. We examined the relationships of video game usage, motivations, and preferences with autistic and schizotypal traits and two aspects of neurophysiology, reaction time and targeting time. Participants completed the Autism Quotient, Schizotypal Personality Questionnaire, a Video Game Usage Questionnaire, and two neurophysiological tasks. We tested in particular the hypotheses, motivated (...)
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  39.  71
    Musical Ecologies in Video Games.Michiel Kamp - 2014 - Philosophy and Technology 27 (2):235-249.
    What makes video games unique as an audiovisual medium is not just that they are interactive, but that this interactivity is rule bound and goal oriented. This means that player experience, including experience of the music, is somehow shaped or structured by these characteristics. Because of its emphasis on action in perception, James Gibson’s ecological approach to psychology—particularly his concept of affordances—is well suited to theorise the role of music in player experience. In a game, players perceive (...)
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  40.  10
    The More We Know: Nbc News, Educational Innovation, and Learning From Failure.Eric Klopfer, Jason Haas & Henry Jenkins - 2012 - MIT Press.
    In 2006, young people were flocking to MySpace, discovering the joys of watching videos of cute animals on YouTube, and playing online games. Not many of them were watching network news on television; they got most of their information online. So when NBC and MIT launched iCue, an interactive learning venture that combined social networking, online video, and gaming in one multimedia educational site, it was perfectly in tune with the times. iCue was a surefire way for NBC (...)
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  41.  9
    From In Two Minds to MIND: The circulation of ‘anti-psychiatry’ in British film and television during the long 1960s.Tim Snelson - 2021 - History of the Human Sciences 34 (5):53-81.
    This article explores the circulation of ‘anti-psychiatry’ in British film and television during the long 1960s, focusing on the controversial BBC television play In Two Minds and its cinema remake Family Life. These films were inspired by R. D. Laing's ideas on the aetiology of schizophrenia, and were understood as uniting the personal and political motivations of progressive film-makers and progressive psychiatrists. Drawing upon practitioner interviews with producer Garnett and director Loach, and extensive archival research on the production and reception (...)
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  42.  12
    Exploring seriality on screen: audiovisual narratives in film and television.Ariane Hudelet & Anne Crémieux (eds.) - 2021 - New York: Routledge/Taylor & Francis Group.
    This collective book analyzes seriality as a major phenomenon increasingly connecting audiovisual narratives (cinematic films and television series) in the 20th and 21st centuries. The book historicizes and contextualizes the notion of seriality, combining narratological, aesthetic, industrial, philosophical, and political perspectives, showing how seriality as a paradigm informs media convergence and resides at the core of cinema and television history. By associating theoretical considerations and close readings of specific works, as well as diachronic and synchronic approaches, this volume offers a (...)
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  43. Pornography, ethics, and video games.Stephanie Patridge - 2013 - Ethics and Information Technology 15 (1):25-34.
    In a recent and provocative essay, Christopher Bartel attempts to resolve the gamer’s dilemma. The dilemma, formulated by Morgan Luck, goes as follows: there is no principled distinction between virtual murder and virtual pedophilia. So, we’ll have to give up either our intuition that virtual murder is morally permissible—seemingly leaving us over-moralizing our gameplay—or our intuition that acts of virtual pedophilia are morally troubling—seemingly leaving us under-moralizing our game play. Bartel’s attempted resolution relies on establishing the following three theses: (1) (...)
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  44.  4
    Tales of posthumanity: the bible and contemporary popular culture.George Aichele - 2014 - Sheffield: Sheffield Phoenix Press.
    Images and concepts of the 'posthuman' go back at least as far as the famous 'madman parable' in F. Nietzsche's The Gay Science, and their 'roots' go back much further still. In turn, the image or theme of the posthuman has played an increasingly important role in recent literature, film, and television, where the notion of humanity as a 'larval being' (G. Deleuze) that transforms itself or is being transformed into something else, for better or worse, has become increasingly common. (...)
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  45. Defending the morality of violent video games.Marcus Schulzke - 2010 - Ethics and Information Technology 12 (2):127-138.
    The effect of violent video games is among the most widely discussed topics in media studies, and for good reason. These games are immensely popular, but many seem morally objectionable. Critics attack them for a number of reasons ranging from their capacity to teach players weapons skills to their ability to directly cause violent actions. This essay shows that many of these criticisms are misguided. Theoretical and empirical arguments against violent video games often suffer (...)
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  46.  9
    Cognitive Media Theory.Ted Nannicelli & Paul Taberham - 2014 - Routledge.
    "The question of what bearing scientific inquiry has upon the humanities is the subject of an important, ongoing debate in film and media studies. In the latest addition to the AFI Film Readers series, Cognitive Media Theory presents a case that the theorization of film and media spectatorship needs to take current empirical research in the sciences into consideration, and to show how empirical research informs film and media studies. Exploring topics that range from color perception and moral engagement to (...)
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  47.  7
    Mimesis, movies, and media.Scott Cowdell, Chris Fleming & Joel Hodge (eds.) - 2015 - London: Bloomsbury Academic.
    Introduction -- Media and representation. On the one medium / Eric Gans -- The scapegoat mechanism and the media: beyond the folk devil paradigm / John O'Carroll -- The apocalypse will not be televised / Chris Fleming -- Film. Mirrors of nature: artificial agents in real life and virtual worlds / Paul Dumouchel -- Superheroes, scapegoats, and saviors: the problem of evil and the need for redemption / Joel Hodge -- Sanctified victimage on page and screen: The hunger games (...)
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  48.  4
    Can Worried Parents Predict Effects of Video Games on Their Children? A Case-Control Study of Cognitive Abilities, Addiction Indicators and Wellbeing.Andreas Lieberoth & Anne Fiskaali - 2021 - Frontiers in Psychology 11.
    Many parents worry over their children’s gaming habits, but to what extent do such worries match any detrimental effects of excessive gaming? We attempted to answer this question by comparing children of highly concerned parents with other adolescents of the same age. A cohort of parents who identified as highly concerned over their children’s video game habits were recruited for a public study in collaboration with a national television network. Using an online experimental platform in conjunction with surveys of (...)
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    Militainment and mechatronics: Occultatio and the veil of science fiction cool in United States Air Force advertisements.Nicholas R. Maradin - 2013 - Ethics and Information Technology 15 (2):77-86.
    In 2009, the United States Air Force aired a series of science fiction-themed recruitment commercials on network television and their official YouTube channel. In these advertisements, the superimposition of science fiction imagery over depictions of Air Force operations frames these missions as near-future sci-fi adventure, ironically summarized by the tagline: “It’s not science fiction. It’s what we do every day.” Focusing on an early advertisement for the Air Force’s Reaper unmanned aerial vehicle, this essay explores how themes essential to the (...)
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  50.  18
    Research on the Application of the Fusion of Aesthetic Philosophy and Practical Philosophy in Film and Television Music Production.Huang Fan - 2023 - European Journal for Philosophy of Religion 15 (3):113-130.
    The basic aim of this research study is to describe the Applications of the fusion of aesthetic philosophy and practical philosophy in film and television music production. This research study depends upon primary data analysis for measuring the research study to generate different questions related to the aesthetic philosophy and practical philosophy to determine the research study used smart PLS and run different results related to the variables. Modern philosophy of art includes the philosophy of film as a well-established subfield. (...)
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