Results for ' video game'

1000+ found
Order:
See also
Bibliography: Video Games in Aesthetics
  1. Action Video Game Training for Healthy Adults: A Meta-Analytic Study.Ping Wang, Han-Hui Liu, Xing-Ting Zhu, Tian Meng, Hui-Jie Li & Xi-Nian Zuo - 2016 - Frontiers in Psychology 7:187309.
    Action video game (AVG) has attracted increasing attention from both the public and from researchers. More and more studies found video game training improved a variety of cognitive functions. However, it remains controversial whether healthy adults can benefit from AVG training, and whether young and older adults benefit similarly from AVG training. In the present study, we aimed to quantitatively assess the AVG training effect on the cognitive ability of adults and to compare the training effects (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark   7 citations  
  2. 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   10 citations  
  3.  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 commercial video games (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  4. 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 (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   29 citations  
  5. Video Games and Ethics.Monique Wonderly - 2017 - In Joseph C. Pitt & Ashley Shew (eds.), Spaces for the Future: A Companion to Philosophy of Technology. New York: Routledge. pp. 29-41.
    Historically, video games featuring content perceived as excessively violent have drawn moral criticism from an indignant (and sometimes, morally outraged) public. Defenders of violent video games have insisted that such criticisms are unwarranted, as committing acts of virtual violence against computer-controlled characters – no matter how heinous or cruel those actions would be if performed in real life – harm no actual people. In this paper, I present and critically analyze key aspects of this debate. I argue that (...)
    Direct download  
     
    Export citation  
     
    Bookmark   3 citations  
  6.  29
    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 (...)
    Direct download  
     
    Export citation  
     
    Bookmark   6 citations  
  7. 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 that some video (...)
    Direct download  
     
    Export citation  
     
    Bookmark   16 citations  
  8.  33
    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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   6 citations  
  9.  10
    Video games and spatiality in Amercian studies.Dietmar Meinel (ed.) - 2022 - Boston: De Gruyter Oldenbourg.
    While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  10.  37
    Using Video Game Telemetry Data to Research Motor Chunking, Action Latencies, and Complex Cognitive‐Motor Skill Learning.Joseph J. Thompson, C. M. McColeman, Ekaterina R. Stepanova & Mark R. Blair - 2017 - Topics in Cognitive Science 9 (2):467-484.
    Many theories of complex cognitive-motor skill learning are built on the notion that basic cognitive processes group actions into easy-to-perform sequences. The present work examines predictions derived from laboratory-based studies of motor chunking and motor preparation using data collected from the real-time strategy video game StarCraft 2. We examined 996,163 action sequences in the telemetry data of 3,317 players across seven levels of skill. As predicted, the latency to the first action is delayed relative to the other actions (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   7 citations  
  11. Video Games as Self-Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2016 - 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 (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   24 citations  
  12.  68
    Video Games and Stress: How Stress Appraisals and Game Content Affect Cardiovascular and Emotion Outcomes.Anne Marie Porter & Paula Goolkasian - 2019 - Frontiers in Psychology 10.
    Although previous studies have found that video games induce stress, studies have not typically measured all salient indicators of stress responses including stress appraisals, cardiovascular indicators, and emotion outcomes. The current study used the Biopsychosocial Model of Challenge and Threat (Blascovich & Tomaka, 1996) to determine if video games induce a cardiovascular stress response by comparing the effects of threat and challenge appraisals across two types of video games that have shown different cardiovascular outcomes. Participants received challenge (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  13.  17
    Video Game Fictions: A Dual-Work View.Karim Nader - 2022 - Journal of the Philosophy of Games 4 (1).
    Video games fictions are interactive: some of the content is set by the game designer and some is set by the player. However, philosophers disagree over how this interaction is reflected within the fictional content of video games. First, I will show that games and playthroughs are two distinct works of fiction with their associated fictional content. Second, I argue that players engage with both fictional works when playing a video game. They imagine the fictional (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  14. Video games and the transhuman inclination.Robert M. Geraci - 2012 - Zygon 47 (4):735-756.
    Video games and virtual worlds play substantial roles in contemporary transhumanism. Many transhumanists appreciate the freedom and power that accompany these digital landscapes and recognize that they can promote transhumanist ways of thinking beyond the borders of explicitly transhumanist groups. Video games and virtual worlds enable transcendence through their design and contribute to transhumanism through the options they enable and the influence they have. Because of their significant place in transhumanism, video games and virtual worlds are thus (...)
    Direct download  
     
    Export citation  
     
    Bookmark   5 citations  
  15. Video Games and the Philosophy of Art.Aaron Smuts - 2005 - American Society for Aesthetics Newsletter.
    The most cursory look at video games raises several interesting issues that have yet to receive any consideration in the philosophy of art, such as: Are videogames art and, if so, what kind of art are they? Are they more closely related to film, or are they similar to performance arts, such as dance? Perhaps they are more akin to competitive sports and games like diving and chess? Can we even define “video game” or “game”? We (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  16.  38
    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, of (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  17.  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 (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  18. 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 that owned (...)
     
    Export citation  
     
    Bookmark   10 citations  
  19. Violent video games and morality: a meta-ethical approach.Garry Young - 2015 - Ethics and Information Technology 17 (4):311-321.
    This paper considers what it is about violent video games that leads one reasonably minded person to declare “That is immoral” while another denies it. Three interpretations of video game content are discussed: reductionist, narrow, and broad. It is argued that a broad interpretation is required for a moral objection to be justified. It is further argued that understanding the meaning of moral utterances—like “x is immoral”—is important to an understanding of why there is a lack of (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   10 citations  
  20. 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 life.
    Direct download  
     
    Export citation  
     
    Bookmark   8 citations  
  21.  6
    Can video games be philosophical?Thomas J. Spiegel - 2024 - Synthese 203 (5):1-19.
    Some video games are said to be philosophical. Despite video games having received some attention in academic philosophy, that contention has not been sufficiently addressed. This paper investigates in what sense video games might be properly called “philosophical”. To this end, I utilize Wittgenstein’s distinction between saying and showing to get into view how some video games might be properly called philosophical. This leads to two senses of being philosophical: a conventional sense of expressing philosophy through (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  22.  21
    Video Game Journalism and the Ideology of Anxiety: Implications for Effective Reporting in Niche Industries and Oligopolies.Howard D. Fisher & Sufyan Mohammed-Baksh - 2020 - Journal of Media Ethics 35 (1):45-59.
    Video games are a $20-billion-a-year industry, but it is still treated as a niche market. The video game corporations hold considerable power over the articles that journalists write. Through in-de...
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  23.  20
    Video Games and the Cerebral Subject: On Playing Call of Duty: Modern Warfare 3.Pasi Väliaho - 2014 - Body and Society 20 (3-4):113-139.
    This article engages with the fabrication of experiences in first-person shooter video games. On one hand, it explores the forms of affective and cognitive engagement this novel type of immersive imagery demands of the player. On the other hand, the article speculates on how video games images resonate and coincide with other key practices and imaginations defining the political reality of life today. What (at least according to some accounts) matters most in the politics of life today is (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   4 citations  
  24.  52
    Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge.Lazaros Michailidis, Emili Balaguer-Ballester & Xun He - 2018 - Frontiers in Psychology 9:393107.
    One of the most pleasurable aspects of video games is their ability to induce immersive experiences. However, there appears to be a tentative conceptualization of what an immersive experience is. In this short review, we specifically focus on the terms of flow and immersion, as they are the most widely used and applied definitions in the video game literature, whilst their differences remain disputable. We critically review the concepts separately and proceed with a comparison on their proposed (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  25. The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications.Kristina Šekrst - 2023 - Sic: Journal of Literature, Culture and Literary Translation 3.
    The goal of this paper is to see how mental and language representations are unique from a video-game perspective, using two main criteria. First, I will posit that the level of being both an interactive work of fiction and a self-involving interactive fiction belongs to a fuzzy interval and that some works – and, therefore, some video games – are more immersive than others. Second, I will observe how propositions tie the player’s representations of the real world (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  26.  31
    Video Games, Design, and Aesthetic Experience.James Paul Gee - 2016 - Rivista di Estetica 63:149-160.
    L’articolo colloca i videogiochi nell’area di ciò che chiamo “esperienze progettate”. Le esperienze progettate sono esperienze – nel mondo reale o attraverso i media – che sono progettate per sollecitare specifici effetti o affetti. Nei miei lavori precedenti, ho indagato il modo in cui gli insegnanti, nelle loro classi, o i designer dei videogiochi, nei loro giochi, progettino esperienze volte, in entrambi i casi, a condurre verso l’apprendimento. Tuttavia, le esperienza progettate possono essere volte a sollecitare attività diverse dall’apprendimento. Esse (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  27. Video Games and Virtual Reality.Robert Seddon - 2017 - In Anthony F. Beavers (ed.), Macmillan Interdisciplinary Handbooks: Philosophy: Technology. Macmillan Reference USA. pp. 191-216.
  28.  14
    Video Games, Identity, and the Constellation of Information.Crystle Martin - 2012 - Bulletin of Science, Technology and Society 32 (5):384-392.
    This article explores the identity of youth in relation to the information sources they choose in the constellation of information of video games, using the massively multiplayer online game World of Warcraft as an example. From this study, several identities are recognized that are combinations of the participants skill and level in the game, as well as their play style and the information practices they use in relation to school success.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  29. 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 the impact of the decision on (...)
    Direct download (7 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  30.  42
    Video Game Violence. A Philosophical Conversation with Mathieu Triclot.Mathieu Triclot & Raphaël Verchère - 2019 - Philosophical Journal of Conflict and Violence 3 (1).
    The starting point of this conversation with philosopher Mathieu Triclot is the issue of the causal contribution of video game playing in school shootings. Triclot explains the limitations of current psychological approaches regarding video game violence. He further develops on the peculiar features of the video game medium and how they relate to the problem of violence. Triclot eventually shows that, although players may relate to virtual violence in very different ways, violence in (...) games is not merely a subjective phenomenon. He highlights that some “regimes of experience,” which got stable in the video game culture, cultivate a toxic relation to violence. (shrink)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  31. 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: (...)
    Direct download (8 more)  
     
    Export citation  
     
    Bookmark   28 citations  
  32.  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 the (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
  33. 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 on the (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  34.  43
    Dewey and Video Games: From Education through Occupations to Education through Simulations.David I. Waddington - 2015 - Educational Theory 65 (1):1-20.
    Critics like Leonard Waks argue that video games are, at best, a dubious substitute for the rich classroom experiences that John Dewey wished to create and that, at worst, they are profoundly miseducative. Using the example of Fate of the World, a climate change simulation game, David Waddington addresses these concerns through a careful demonstration of how video games can recapture some of the lost potential of Dewey's original program of education through occupations. Not only do simulation (...)
    Direct download  
     
    Export citation  
     
    Bookmark   2 citations  
  35. Video Games and Imaginative Identification.Stephanie Patridge - 2017 - Journal of Aesthetics and Art Criticism 75 (2):181-184.
  36.  46
    Gaming the gamer? – The ethics of exploiting psychological research in video games.Johnny Hartz Søraker - 2016 - Journal of Information, Communication and Ethics in Society 14 (2):106-123.
    The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design.,The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  37.  34
    Sex differences in the inference and perception of causal relations within a video game.Michael E. Young - 2014 - Frontiers in Psychology 5:103575.
    The learning of immediate causation within a dynamic environment was examined. Participants encountered seven decision points in which they needed to choose which of three possible candidates was the cause of explosions in the environment. Each candidate was firing a weapon at random every few seconds, but only one of them produced an immediate effect. Some participants showed little learning, but most demonstrated increases in accuracy across time. On average, men showed higher accuracy and shorter latencies that were not explained (...)
    Direct download (7 more)  
     
    Export citation  
     
    Bookmark  
  38.  53
    Meeting Galileo: Testing the Effectiveness of an Immersive Video Game to Teach History and Philosophy of Science to Undergraduates.Logan L. Watts & Peter Barker - 2018 - Transversal: International Journal for the Historiography of Science 5:133-145.
    Can video games teach students about the history and philosophy of science? This paper reports the results of a study investigating the effects of playing an educational video game on students’ knowledge of Galileo’s life and times, the nature of scientific evidence, and Aristotle’s and Galileo’s views of the cosmos. In the game, students were immersed in a computer simulation of 16th century Venice where they interacted with an avatar of Galileo and other characters. Over a (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  39. 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 the speedrunning community, (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  40.  26
    Video Games and Higher Education: What Can “Call of Duty” Teach Our Students?Nick Tannahill, Patrick Tissington & Carl Senior - 2012 - Frontiers in Psychology 3.
    Direct download (7 more)  
     
    Export citation  
     
    Bookmark  
  41.  36
    Video games as tools to achieve insight into cognitive processes.Walter R. Boot - 2015 - Frontiers in Psychology 6.
  42.  1
    Dual wield: the interplay of poetry and video games.Jon Stone - 2022 - Boston: De Gruyter Oldenbourg.
    In recent years, poetry and videogames have begun talking to one another in earnest. Poets have found inspiration in digital-interactive landscapes, while game developers now look to poetry as a source of textual enrichment. This book examines the p.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  43. An Intelligent Tutoring System for Health Problems Related To Addiction of Video Game Playing.Mohran H. Al-Bayed & Samy S. Abu Naser - 2017 - International Journal of Advanced Scientific Research 2 (1):4-10.
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   13 citations  
  44.  18
    The toxic meritocracy of video games: why gaming culture is the worst.Christopher A. Paul - 2018 - Minneapolis: University of Minnesota Press.
    Introduction : growing up gamer -- Leveling up in life : how meritocracy works in society -- A toxic culture : studying gaming's jerks -- Coding meritocracy: norms of game design and narrative -- Judging skill, from World of warcraft to Kim Kardashian : Hollywood -- Learning from others -- Conclusion : an obligation to do better.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   1 citation  
  45. The virtual brain: 30 years of video-game play and cognitive abilities.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark   10 citations  
  46. 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 from a number of (...)
    Direct download (9 more)  
     
    Export citation  
     
    Bookmark   19 citations  
  47. Simulating Philosophy: Interpreting Video Games as Executable Thought Experiments. [REVIEW]Marcus Schulzke - 2014 - Philosophy and Technology 27 (2):251-265.
    This essay proposes an alternative way of studying video games: as thought experiments akin to the narrative thought experiments that are frequently used in philosophy. This perspective incorporates insights from the narratological and ludological perspectives in game studies and highlights the philosophical significance of games. Video game thought experiments are similar to narrative thought experiments in many respects and can perform the same functions. They also have distinctive advantages over narrative thought experiments, as they situate counterfactuals (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   6 citations  
  48.  60
    Ethics and Video Games.Christopher Bartel - 2023 - In James Harold (ed.), Oxford Handbook of Ethics and Art. New York, NY: Oxford University Press.
    Ethics in video gaming is broad topic that extends beyond the familiar instances of “moral panics”. This chapter will first divide ethical issues into internal and external moral questions. Roughly, this equates to a distinction between the ethics in games and the ethics of games. The ethical issues internal to video games arise due to both their status as fictions and their status as games. Many games afford players the opportunity to perform violent and vicious acts; however, these (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  49.  54
    Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.Walter R. Boot, Anna Sumner, Tyler J. Towne, Paola Rodriguez & K. Anders Ericsson - 2017 - Topics in Cognitive Science 9 (2):413-436.
    Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for the (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   6 citations  
  50. 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 (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark  
1 — 50 / 1000