Results for ' video game rating system, the cautious parent ‐ paying attention to even more vague descriptors'

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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. Ever Since the World Began: A Reading & Interview with Masha Tupitsyn.Masha Tupitsyn & The Editors - 2013 - Continent 3 (1):7-12.
    "Ever Since This World Began" from Love Dog (Penny-Ante Editions, 2013) by Masha Tupitsyn continent. The audio-essay you've recorded yourself reading for continent. , “Ever Since the World Began,” is a compelling entrance into your new multi-media book, Love Dog (Success and Failure) , because it speaks to the very form of the book itself: vacillating and finding the long way around the question of love by using different genres and media. In your discussion of the face, one of the (...)
     
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  3. Detecting Health Problems Related to Addiction of Video Game Playing Using an Expert System.Samy S. Abu Naser & Mohran H. Al-Bayed - 2016 - World Wide Journal of Multidisciplinary Research and Development 2 (9):7-12.
    Today’s everyone normal life can include a normal rate of playing computer games or video games; but what about an excessive or compulsive use of video games that impact on our life? Our kids, who usually spend a lot of time in playing video games will likely have a trouble in paying attention to their school lessons. In this paper, we introduce an expert system to help users in getting the correct diagnosis of the health (...)
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  4. 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 Antonio Negri’s (...)
     
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  5. 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 (...)
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  6.  4
    An Analysis of the Ideological Potential of Video Games from the Point of View of James Gibson’s Theory of Affordances.L. V. Moyzhes - 2020 - Sociology of Power 32 (3):32-52.
    The purpose of this article is to propose a method for analyzing the ideo­logical content of video games while taking into account the agency of the players. The interactivity of video games as a medium has been attracting the attention of researchers for many years, raising, in particular, the ques­tion of how this unique property serves to broadcast certain ideologies. The ability of games to make ideological statements was discussed by Bogost, Frasca, Aarseth, and many other pioneers (...)
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  7.  71
    Maximality vs. Optimality in Dyadic Deontic Logic.Xavier Parent - 2014 - Journal of Philosophical Logic 43 (6):1101-1128.
    This paper reports completeness results for dyadic deontic logics in the tradition of Hansson’s systems. There are two ways to understand the core notion of best antecedent-worlds, which underpins such systems. One is in terms of maximality, and the other in terms of optimality. Depending on the choice being made, one gets different evaluation rules for the deontic modalities, but also different versions of the so-called limit assumption. Four of them are disentangled, and compared. The main observation of this paper (...)
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  8.  20
    Fair is fair: We must re-allocate livers for transplant.Brendan Parent & Arthur L. Caplan - 2017 - BMC Medical Ethics 18 (1):26.
    The 11 original regions for organ allocation in the United States were determined by proximity between hospitals that provided deceased donors and transplant programs. As liver transplants became more successful and demand rose, livers became a scarce resource. A national system has been implemented to prioritize liver allocation according to disease severity, but the system still operates within the original procurement regions, some of which have significantly more deceased donor livers. Although each region prioritizes its sickest patients to (...)
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  9.  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.
    PurposeThe purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design.Design/methodology/approachThe 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 (...)
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  10. 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 (...)
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  11.  10
    Information transmission in action video gaming experts: Inferences from the lateralized readiness potential.Jiaxin Xie, Ruifang Cui, Weiyi Ma, Jingqing Lu, Lin Wang, Shaofei Ying, Dezhong Yao, Diankun Gong, Guojian Yan & Tiejun Liu - 2022 - Frontiers in Human Neuroscience 16.
    Research showed that action real-time strategy gaming experience is related to cognitive and neural plasticity, including visual selective attention and working memory, executive control, and information processing. This study explored the relationship between ARSG experience and information transmission in the auditory channel. Using an auditory, two-choice, go/no-go task and lateralized readiness potential as the index to partial information transmission, this study examined information transmission patterns in ARSG experts and amateurs. Results showed that experts had a higher accuracy rate than (...)
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  12.  10
    Introduction: Parenting Children with Autism Spectrum Disorders During the Transition to Adulthood.Kelly Dineen & Margaret Bultas - 2012 - Narrative Inquiry in Bioethics 2 (3):147-149.
    In lieu of an abstract, here is a brief excerpt of the content:IntroductionParenting Children with Autism Spectrum Disorders During the Transition to AdulthoodKelly Dineen and Margaret Bultas, Symposium EditorsThis issue of Narrative Inquiry in Bioethics is devoted to the personal stories of parents or guardians whose children with ASDs are transitioning or have transitioned to adulthood. The same parents who navigated the educational and health systems with little support twenty years ago once again find themselves as pioneers in somewhat unchartered (...)
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  13.  82
    The “digital animal intuition:” the ethics of violence against animals in video games.Simon Coghlan & Lucy Sparrow - 2020 - Ethics and Information Technology 23 (3):215-224.
    Video game players sometimes give voice to an “intuition” that violently harming nonhuman animals in video games is particularly ethically troubling. However, the moral issue of violence against nonhuman animals in video games has received scant philosophical attention, especially compared to the ethics of violence against humans in video games. This paper argues that the seemingly counterintuitive belief that digital animal violence is in general more ethically problematic than digital human violence is likely (...)
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  14. Meillassoux’s Virtual Future.Graham Harman - 2011 - Continent 1 (2):78-91.
    continent. 1.2 (2011): 78-91. This article consists of three parts. First, I will review the major themes of Quentin Meillassoux’s After Finitude . Since some of my readers will have read this book and others not, I will try to strike a balance between clear summary and fresh critique. Second, I discuss an unpublished book by Meillassoux unfamiliar to all readers of this article, except those scant few that may have gone digging in the microfilm archives of the École normale (...)
     
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  15.  10
    The Evolution of Video Game Affordances and Implications for Parental Mediation.Sun Sun Lim & Hee Jhee Jiow - 2012 - Bulletin of Science, Technology and Society 32 (6):455-462.
    Video games have grown in number, variety, and consumer market penetration, encroaching more aggressively into the domestic realm. Within the home therefore, parents whose children play video games have to exercise mediation and supervision. As video games evolve, parental mediation strategies have also had to keep pace, albeit not always successfully. By transposing our appreciation of parental concerns over the historical development of video games, we propose an analytical framework identifying key affordances of video (...)
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  16.  74
    Inner Speech Generation in a Video Game Non-Player Character: From Explanation to Self?Raúl Arrabales - 2012 - International Journal of Machine Consciousness 4 (2):367-381.
    The use of human language is a hallmark of human consciousness, even when it is not used publicly. Inner speech is the way humans consciously communicate with themselves and arguably a key factor contributing to the formation of more self-aware selves. From the perspective of cognitive science and artificial cognitive architectures, inner speech can be also seen as a meta-management system that modulates some cognitive processes of the subject. In this paper, we describe a preliminary version of a (...)
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  17.  12
    Bioethics in the twenty-first century: Why we should pay attention to eighteenth- century medical ethics.Laurence B. McCullough - 1996 - Kennedy Institute of Ethics Journal 6 (4):329-333.
    In lieu of an abstract, here is a brief excerpt of the content:Bioethics in the Twenty-First Century: Why We Should Pay Attention to Eighteenth-Century Medical EthicsLaurence B. McCullough (bio)Those of us who work in the field of bioethics tend to think that, because the word “bioethics” is new, so too the field is new in all respects, but we are not the first to do bioethics. John Gregory (1724–1773) did bioethics just as we do it, at least two centuries (...)
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  18. 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 (...)
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  19. 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 (...)
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  20. The individualist model of autonomy and the challenge of disability.Anita Ho - 2008 - Journal of Bioethical Inquiry 5 (2-3):193-207.
    In recent decades, the intertwining ideas of self-determination and well-being have received tremendous support in bioethics. Discussions regarding self-determination, or autonomy, often focus on two dimensions—the capacity of the patient and the freedom from external coercion. The practice of obtaining informed consent, for example, has become a standard procedure in therapeutic and research medicine. On the surface, it appears that patients now have more opportunities to exercise their self-determination than ever. Nonetheless, discussions of patient autonomy in the bioethics literature, (...)
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  21.  25
    On the Difference between Anthropocene and Climate Change Temporalities.Julia Nordblad - 2021 - Critical Inquiry 47 (2):328-348.
    This article compares two dominating conceptual frameworks of the current global environmental crisis, the Anthropocene and climate change, with respect to how they can be deployed to think about the dynamics of political action. Whereas the Anthropocene has attracted the attention of audiences beyond specialists and has radically expanded the temporal horizon for politics, its temporal characteristics risk rendering it unhelpful for thinking critically about how the current environmental crisis can be addressed. Most importantly, by establishing a reference point (...)
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  22.  12
    Television and Civic Attitudes The Effect of Television Time, Programmes and Stations.Marc Hooghe - 2002 - Ethical Perspectives 9 (4):230-248.
    Marc Hooghe – Free University of Brussels, BelgiumWhen the television set first made its appearance in American households during the 1950s, some expected that the new medium would provide a major boost to civic engagement and political awareness. After all, for the first time in history all citizens would get the opportunity to witness important public events and to follow the debates in parliament.Half a century later, the tide has clearly turned for television. Several authors now argue that the spread (...)
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  23.  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 (...)
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  24. 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 (...)
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  25. Knowing‐Wh and Embedded Questions.Ted Parent - 2014 - Philosophy Compass 9 (2):81-95.
    Do you know who you are? If the question seems unclear, it might owe to the notion of ‘knowing-wh’ (knowing-who, knowing-what, knowing-when, etc.). Such knowledge contrasts with ‘knowing-that’, the more familiar topic of epistemologists. But these days, knowing-wh is receiving more attention than ever, and here we will survey three current debates on the nature of knowing-wh. These debates concern, respectively, (1) whether all knowing-wh is reducible to knowing-that (‘generalized intellectualism’), (2) whether all knowing-wh is relativized to (...)
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  26.  93
    Social Responsibility and the Olympic Games: The Mediating Role of Consumer Attributions.Matthew Walker, Bob Heere, Milena M. Parent & Dan Drane - 2010 - Journal of Business Ethics 95 (4):659-680.
    Current literature suggests that corporate social responsibility (CSR) can affect consumers’ attitudes towards an organization and is regarded as a driver for reputation-building and fostering sustained consumer patronage. Although prior research has addressed the direct influence of CSR on consumer responses, this research examined the mediating influence of consumer’s perceived organizational motives within an NGO setting. Given the heightened public attention surrounding the 2008 Beijing Olympic Games, data were collected from consumers of the Games to assess their perceptions of (...)
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  27.  7
    Devenir autre: Hétérogénéité et plasticité du soi.Thibault De Meyer - 2023 - Common Knowledge 29 (2):233-234.
    Barba non facit philosophum. L'habit ne fait pas le moine. In those proverbs, Latin and French, we find the classical opposition between appearance and reality—between the accessory (the superficial, the beard, the clothing) and the essential (the profound, the philosopher, the monk), the latter being independent from and unchanged by the former. Berliner questions this dichotomy. As an anthropologist, he reviews many situations in which humans wear masks or use other techniques to cover their identities: cosplaying, puppy play, historical reenactments, (...)
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  28.  14
    L'état d'exception : forme de gouvernement de l'Empire ?Jean Claude Paye - 2004 - Multitudes 2 (2):179-190.
    The war against terrorism enables the implementation of techniques of exception at all stages of judicial proceedings in criminal cases, front the initiation of a lawsuit to the verdict. It thus puts into question the constitutional mechanisms intended for the protection of privacy. The type of incrimination specific w the accusation of terrorism has created a specifically political crime, i.e., the intention to exert art inappropriate form of pressure on a government or an international organization. It serves as the means (...)
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  29.  51
    Social Responsibility and the Olympic Games: The Mediating Role of Consumer Attributions. [REVIEW]Matthew Walker, Bob Heere, Milena M. Parent & Dan Drane - 2010 - Journal of Business Ethics 95 (4):659 - 680.
    Current literature suggests that corporate social responsibility (CSR) can affect consumers' attitudes towards an organization and is regarded as a driver for reputation-building and fostering sustained consumer patronage. Although prior research has addressed the direct influence of CSR on consumer responses, this research examined the mediating influence of consumer's perceived organizational motives within an NGO setting.Given the heightened public attention surrounding the 2008 Beijing Olympic Games, data were collected from consumers of the Games to assess their perceptions of the (...)
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  30.  31
    Examining the Ethics and Impacts of Laws Restricting Transgender Youth‐Athlete Participation.Valerie Moyer, Amanda Zink & Brendan Parent - 2023 - Hastings Center Report 53 (3):6-14.
    As of this writing, twenty‐one states have passed laws barring transgender youth‐athletes from competing on public‐school sports teams in accordance with their gender identity. Proponents of these regulations claim that transgender females in particular have inherent physiological advantages that threaten a “level playing field” for their cisgender competitors. Existing evidence is limited but does not support these restrictions. Gathering more robust data will require allowing transgender youth to compete (rather than preemptively barring them), but even if trans females (...)
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  31. The precision of experienced action video-game players: Line bisection reveals reduced leftward response bias.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2014 - Attention, Perception, and Psychophysics 76 (8):2193-2198.
    Twenty-two experienced action video-game players (AVGPs) and 18 non-VGPs were tested on a pen-and-paper line bisection task that was untimed. Typically, right-handers bisect lines 2 % to the left of true centre, a bias thought to reflect the dominance of the right-hemisphere for visuospatial attention. Expertise may affect this bias, with expert musicians showing no bias in line bisection performance. Our results show that experienced-AVGPs also bisect lines with no bias with their right hand and a significantly (...)
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  32.  12
    “The Burden of Language”: Building the Educational Alliance with Foreign Families in Parent-Teacher Conferences.Chiara Dalledonne Vandini & Davide Cino - 2023 - ENCYCLOPAIDEIA 27 (65):19-33.
    Parent-teacher conferences (PTCs) are important institutional encounters to promote a constructive dialogue and alliance between the school and the family system. However, cooperation between parents and institutional actors is not always straightforward, especially in the case of foreign parents. Because of the unequal familiarity of the latter with the institutional frameworks and language resources needed to participate effectively in PTCs, foreign parents risk having less communicative resources to rely on in the joint construction of the interaction. In this paper (...)
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  33.  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 (...)
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  34.  20
    Bigger, Faster, Stronger, More Ethical.Brendan Parent - 2018 - Hastings Center Report 48 (4):46-47.
    Consider four elite female runners who trained hard for a 1500‐meter race. Runner 1 took extra‐strength aspirin before the race. Runner 2 has a genetic condition that results in greater levels of testosterone in her body than the typical range for a woman. Runner 3 has been on a carefully scheduled regimen of the hormone erythropoietin (EPO), which has increased her red blood cell count. Runner 4 has a team of diet, sleep, and exercise experts who ensured that she coordinated (...)
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  35.  48
    Remedial interchange, contrary-to-duty obligation and commutation.Xavier Parent - 2003 - Journal of Applied Non-Classical Logics 13 (3):345-375.
    This paper discusses the relation between deontic logic and the study of conversational interactions. Special attention is given to the notion of remedial interchange as analysed by sociologists and linguistic pragmaticians. This notion is close to the one of contrary-to-duty (reparational) obligation, which deontic logicians have been studying in its own right. The present article also investigates the question of whether some of the aspects of conversational interactions can fruitfully be described by using formal tools originally developed in the (...)
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  36.  4
    Sexual Violence at University: Are Varsity Athletes More at Risk?Sylvie Parent, Isabelle Daigneault, Stephanie Radziszewski & Manon Bergeron - 2022 - Frontiers in Psychology 13.
    Some studies report that the sport context increases the risk of exposure to sexual violence for athletes. In contrast, others indicate a protective effect of sport participation against sexual violence, particularly among varsity athletes. Studies of sexual violence towards varsity athletes are limited by their failure to include control groups and various known risk factors such as age, graduate level, gender and sexual identity, disability status, international and Indigenous student status, and childhood sexual abuse. The purpose of the present study (...)
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  37.  13
    Kijkwijzer: The Dutch Rating System for Audiovisual Productions.Ed Tan, Peter Nikken, Hans Beentjes & Patti Valkenburg - 2002 - Communications 27 (1):79-102.
    Kijkwijzer is the name of the new Dutch rating system in use since early 2001 to provide information about the possible harmful effects of movies, home videos and television programs on young people. The rating system is meant to provide audiovisual productions with both age-based and content-based ratings. It is designed to enable self-regulation by the audio-visual sector. The development of Kijkwijzer, which took place under the auspices of NICAM, the Netherlands Institute for the Classification of Audiovisual Media, (...)
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  38. Is it wrong to play violent video games?McCormick Matt - 2001 - Ethics and Information Technology 3 (4):277–287.
    Many people have a strong intuition that there is something morally objectionable about playing violent video games, particularly with increases in the number of people who are playing them and the games' alleged contribution to some highly publicized crimes. In this paper,I use the framework of utilitarian, deontological, and virtue ethical theories to analyze the possibility that there might be some philosophical foundation for these intuitions. I raise the broader question of whether or not participating in authentic simulations of (...)
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  39. Note on Induction.Ted Parent - 2013 - Think 12 (33):37-39.
    ExtractSome logic textbooks say, as if it were the received wisdom, that inductive arguments are partly defined by the thinker's intentions. The claim is that an inductive argument is one where the premises are intended to make the conclusion likely. This contrasts with a deductive argument, where the premises are intended to entail the conclusion. However, since entailing is one way of making more likely, a further way to distinguish induction is needed. The addition offered is that the premises (...)
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  40.  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 behavior. Games, (...)
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  41.  29
    A cybernetic observatory based on panoramic vision.Andr Parente & Luiz Velho - 2008 - Technoetic Arts 6 (1):79-98.
    This article is about an original virtual reality and multimedia system named Visorama, with dedicated hardware and software aimed at the following fields: digital art, entertainment, historical tourism and education. On the software level, the Visorama system includes the research of a new methodology to build and visualize a stereoscope panorama; a high-level language to provide a transition mechanism between panoramas (wipes, blending, etc.); and multipleresolution panoramas to assure the image's resolution level. On the hardware level, the Visorama simulates an (...)
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  42. Value, violence, and the ethics of gaming.Michael Goerger - 2017 - Ethics and Information Technology 19 (2):95-105.
    I argue for two theses. First, many arguments against violent gaming rely on what I call the contamination thesis, drawing their conclusions by claiming that violent gaming contaminates real world interactions. I argue that this thesis is empirically and philosophically problematic. Second, I argue that rejecting the contamination thesis does not entail that all video games are morally unobjectionable. The violence within a game can be evaluated in terms of the values the game cultivates, reinforces, denigrates, or (...)
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  43. Dual-system theory and the role of consciousness in intentional action.Markus E. Schlosser - 2019 - In Bernard Feltz, Marcus Missal & Andrew Cameron Sims (eds.), Free Will, Causality, and Neuroscience. Leiden: Brill. pp. 35–56.
    According to the standard view in philosophy, intentionality is the mark of genuine action. In psychology, human cognition and agency are now widely explained in terms of the workings of two distinct systems (or types of processes), and intentionality is not a central notion in this dual-system theory. Further, it is often claimed, in psychology, that most human actions are automatic, rather than consciously controlled. This raises pressing questions. Does the dual-system theory preserve the philosophical account of intentional action? How (...)
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  44.  11
    Rationality of the Tax System and Taxation Principles in the Context of Contemporary Fiscal Crisis (Analysis from the Perspective of the New Institutional Economics).Marian Zalesko, Mariusz Mak, Aneta Kargol-Wasiluk & Emilia Jankowska-Ambroziak - 2023 - Studies in Logic, Grammar and Rhetoric 68 (1):329-345.
    The paper presents, in the synthetic way, the issue of the rationality of the tax system and taxation principles in relation to the clearly visible fiscal crisis in the 21st century caused by, among others, COVID-19 pandemic. The analysis which is theoretical (descriptive, comparative) was carried out by using tools indicated in the area of New Institutional Economics (NIE). Attention was devoted primarily to the importance of specific institutional arrangements, broadly understood as the “rules of the game” applicable (...)
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  45.  39
    Ideomotor design: Using common coding theory to derive novel video game interactions.Sanjay Chandrasekharan, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen & Apara Ranjan - 2010 - Pragmatics and Cognition 18 (2):313-339.
    Recent experiments show video games have a range of positive cognitive effects, such as improvement in attention, spatial cognition and mental rotation, and also overcoming of cognitive disabilities such as fear of flying. Further, game environments are now being used to generate scientific discoveries, and bring about novel phenomenological effects, such as out-of-body experiences. These advances provide interesting interaction design possibilities for video games. However, since the cognitive mechanisms underlying these experimental effects are unknown, it is (...)
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  46.  14
    The Boundaries of Negligence.Daniel More - 2003 - Theoretical Inquiries in Law 4 (1).
    Almost seventy years after the seminal decision of the House of Lords in Donoghue v. Stevenson, the boundaries of negligence are still as blurred as ever. Some of the vagueness surrounding this tort is inescapable. It is an unavoidable price paid for the reliance on abstract, open-ended, amorphous, and incoherent notions. Indeed, there is no universal agreement even as to the meanings to be attached to the various components of this tort, such as the "reasonable person," proximity, and reliance. (...)
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    The art of education: Creative thinking and video games.Lina Georgieva & Alexander Nikulin - 2023 - Balkan Journal of Philosophy 15 (2):179-186.
    The COVID-19 pandemic has shed new light on some significant problems that have been present in the education systems for decades. Тhe lack of various educational methods is becoming more and more evident, leading to a decreasing interest in learning and critical thinking. Оn the other hand, more and more research shows that different types of digital games can enhance creative and critical thinking in students. А closer look at the requirements of the educational programs shows (...)
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  48. Simon-Task Reveals Balanced Visuomotor Control in Experienced Video-Game Players.Andrew J. Latham, Christine Westermann, Lucy L. M. Patston, Nathan A. Ryckman & Lynette J. Tippett - 2019 - Journal of Cognitive Enhancement 3 (1):104-110.
    Both short and long-term video-game play may result in superior performance on visual and attentional tasks. To further these findings, we compared the performance of experienced male video-game players (VGPs) and non-VGPs on a Simon-task. Experienced-VGPs began playing before the age of 10, had a minimum of 8 years of experience and a minimum play time of over 20 h per week over the past 6 months. Our results reveal a significantly reduced Simon-effect in experienced-VGPs relative (...)
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  49.  19
    Introduction to the Special Issue: Racism.Ronald R. Sundstrom - 2023 - American Philosophical Quarterly 60 (4):325-327.
    Racism as an independent topic of investigation in philosophy has considerably developed since the 1990s, when it appeared as part of growing debates that, on the one hand, investigated the political meaning of race and, on the other, its ontology and whether it existed at all. Likewise, with the idea of racism, its broadly normative meaning is critiqued by some philosophers, while others ask how best to conceive of it and identify its immorality. There were a few early and significant (...)
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  50. A visual representation of part-whole relationships in BFO-conformant ontologies.Jose M. Parente de Oliveira & Barry Smith - 2017 - In Á Rocha, A. M. Correia, H. Adeli, L. P. Reis & S. Costanzo (eds.), Recent Advances in Information Systems and Technologies (Advances in Intelligent Systems and Computing, 569). Springer. pp. 184-194.
    In the visual representation of ontologies, in particular of part-whole relationships, it is customary to use graph theory as the representational background. We claim here that the standard graph-based approach has a number of limitations, and we propose instead a new representation of part-whole structures for ontologies, and describe the results of experiments designed to show the effectiveness of this new proposal especially as concerns reduction of visual complexity. The proposal is developed to serve visualization of ontologies conformant to the (...)
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