Results for 'Adventure games'

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  1.  14
    The Adventures of Amaru: Integrating Learning Tasks Into a Digital Game for Teaching Children in Early Phases of Literacy.Gilberto Nerino de Souza, Yvan Pereira dos Santos Brito, Myenne Mieko Ayres Tsutsumi, Leonardo Brandão Marques, Paulo Roney Kilpp Goulart, Dionne Cavalcante Monteiro & Ádamo Lima de Santana - 2018 - Frontiers in Psychology 9.
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  2.  74
    Choose Your Own Adventure: Examining the Fictional Content of Video Games as Interactive Fictions.Marissa D. Willis - 2019 - Journal of Aesthetics and Art Criticism 77 (1):43-53.
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  3. Philosophical Adventures.Douglas Kellner - unknown
    While Nietzsche is notorious for seeing philosophy as a mode of autobiographical confession, other philosophers, such as Habermas, see philosophy as a discipline of rigorous argumentation and theory construction that constitutes a form of discourse to be sharply separated from literature and narrative. As with philosophical antinomies, these one-sided positions need to be overcome and we should see philosophy both as a commentary on the times framed by one’s social positionality and life-experiences, and a discursive practice that attempts to produce (...)
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  4.  3
    Adventures in Reasoning: Communal Inquiry Through Fantasy Role-Play.Jason J. Howard - 2015 - Lanham, MD: Rowman & Littlefield Publishers.
    Helping students think more critically, communicate ideas more effectively, and work more cooperatively with others are goals widely recognized as indispensable to a proper education. Adventures in Reasoning: Communal Inquiry Through Fantasy Role-Play provides middle school, high school, and even post-secondary teachers with a method to cultivate these crucial skill sets in a way that is engaging, academically rigorous, and also fun.
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  5. 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 (...)
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  6.  82
    Roleplaying Game–Based Engineering Ethics Education: Lessons from the Agency of Art.Trystan S. Goetze - forthcoming - Proceedings of the 2024 American Society for Engineering Education St. Lawrence Section Annual Conference.
    How do we prepare engineering students to make ethical and responsible decisions in their professional work? This paper presents an approach that enhances engineering students’ engagement with ethical reasoning by simulating decision-making in a complex scenario. The approach has two principal inspirations. The first is Anthony Weston’s scenario-based teaching. Weston’s concept of a scenario is a situation that changes in response to choices made by participants, according to an inner logic. Scenarios can dynamically explore open-ended complex problems without imposing predetermined (...)
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  7. Language-games and nonsense: Wittgenstein's reflection in Carroll's looking-glass.Leila Silvana May - 2007 - Philosophy and Literature 31 (1):79-94.
    In lieu of an abstract, here is a brief excerpt of the content:Wittgenstein’s Reflection in Lewis Carroll’s Looking-GlassLeila S. MayAccording to one tradition in the theory of fiction, there is a kind of fantasy whose function is to invite the reader to "acknowledge the possibility of a different reality."1 In this essay I want to ask whether Lewis Carroll's Alice books fit into this category; that is, I want to explore the possibility that Alice's Adventures in Wonderland and Through the (...)
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  8.  56
    Prisoner's Dilemma Popularized: Game Theory and Ethical Progress.Peter Danielson - 1995 - Dialogue 34 (2):295-.
    Is game theory good for us? This may seem an odd question. In the strict sense, game theory—the axiomatic account of interaction between rational agents—is as morally neutral as arithmetic. But the popularization of game theory as a way of thinking about social interaction is far from neutral. Consider the contrast between characterizing bargaining over distribution as a “zero-sum society” and focussing on “win-win” cooperative solutions. These reflections bring us to the book under review, Prisoner's Dilemma, a popular introduction to (...)
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  9.  4
    Wonders of Numbers: Adventures in Mathematics, Mind, and Meaning.Clifford A. Pickover - 2000 - Oxford, England: Oup Usa.
    Who were the five strangest mathematicians in history? What are the ten most interesting numbers? Jam-packed with thought-provoking mathematical mysteries, puzzles, and games, Wonders of Numbers will enchant even the most left-brained of readers. Hosted by the quirky Dr. Googol--who resides on a remote island and occasionally collaborates with Clifford Pickover--Wonders of Numbers focuses on creativity and the delight of discovery. Here is a potpourri of common and unusual number theory problems of varying difficulty--each presented in brief chapters that (...)
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  10. The Temperature of Morality: A Behavioral Study Concerning the Effect of Moral Decisions on Facial Thermal Variations in Video Games.Gianluca Guglielmo & Michal Klincewicz - 2021 - 16th International Conference on the Foundations of Digital Games (FDG2021) 45.
    In this paper, we report on an experiment with The Walking Dead (TWD), which is a narrative-driven adventure game with morally charged decisions set in a post-apocalyptic world filled with zombies. This study aimed to identify physiological markers of moral decisions and non-moral decisions using infrared thermal imaging (ITI). ITI is a non-invasive tool used to capture thermal variations due to blood flow in specific body regions that might be caused by sympathetic activity. Results show that moral decisions seem (...)
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  11.  20
    Playing with race: the ethics of racialized representations in e-games.Dean Chan - 2005 - International Review of Information Ethics 4 (12):24-30.
    Questions about the meanings of racialized representations must be included as part of developing an ethical game design practice. This paper examines the various ways in which race and racial contexts are repre-sented in a selected range of commercially available e-games, namely war, sports and action-adventure games. The analysis focuses on the use of racial slurs and the contingencies of historical re-representation in war games; the limited representation of black masculinity in sports games and the (...)
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  12.  6
    This is Not a Book: Adventures in Popular Philosophy.Michael Picard - 2007 - Quid.
    Stretch your mind and give your intellect a workout. Put your neurons through their paces with this little book filled with philosophical quizzes, games, and thought experiments.
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  13. Richard Routley postscript: Some setbacks on the choice and descriptions adventure.Descriptions Adventure - 1974 - In Edgar Morscher, Johannes Czermak & Paul Weingartner (eds.), Problems in Logic and Ontology. Akadem. Druck- U. Verlagsanst.. pp. 223.
     
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  14. Foreword vii Acknowledgements viii.Essays on Cooperative Games, in Honor of Guillermo Owen & Gianfranco Gambarelli - 2004 - Theory and Decision 56:405-408.
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  15.  28
    RASMUSEN, ERIC, Folk Theorems for the Observable Implications of Repeated.Implications of Repeated Games - 1992 - Theory and Decision 32:147-164.
  16. Saṅgameśvarakrodam...Gummalūri Saṅgameśvarasāstri - 1933 - [Waltair],: Edited by Jagadīśatarkālaṅkāra.
     
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  17.  71
    Put my galakmid Coin into the dispenser and kick it: Computational linguistics and theorem proving in a computer game. [REVIEW]Alexander Koller, Ralph Debusmann, Malte Gabsdil & Kristina Striegnitz - 2004 - Journal of Logic, Language and Information 13 (2):187-206.
    We combine state-of-the-art techniques from computational linguisticsand theorem proving to build an engine for playing text adventures,computer games with which the player interacts purely through naturallanguage. The system employs a parser for dependency grammar and ageneration system based on TAG, and has components for resolving andgenerating referring expressions. Most of these modules make heavy useof inferences offered by a modern theorem prover for descriptionlogic. Our game engine solves some problems inherent in classical textadventures, and is an interesting test case (...)
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  18. Corrigendum to “Is dream recall underestimated by retrospective measures and enhanced by keeping a logbook? An empirical investigation” [Conscious. Cogn. 42 (2016) 181–203]. [REVIEW]Denholm Jay Adventure-Heart - 2023 - Consciousness and Cognition 113 (C):103549.
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  19.  3
    Corrigendum to “Is dream recall underestimated by retrospective measures and enhanced by keeping a logbook? A review” [Conscious. Cogn. 33 (2015) 364–374]. [REVIEW]Denholm Jay Adventure-Heart, Paul Delfabbro & Michael Proeve - 2023 - Consciousness and Cognition 113 (C):103550.
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  20.  35
    Riding: Embodying the Centaur.Ann Game - 2001 - Body and Society 7 (4):1-12.
    Through a phenomenological study of horse-human relations, this article explores the ways in which, as embodied beings, we live relationally, rather than as separate human identities. Conceptually this challenges oppositional logic and humanist assumptions, but where poststructuralist treatments of these issues tend to remain abstract, this article is concerned with an embodied demonstration of the ways in which we experience a relational or in-between logic in our everyday lives.
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  21. Gender at Work.Ann Game & Rosemary Pringle - 1984
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  22.  48
    The Teacher’s Vocation: Ontology of Response.Ann Game & Andrew Metcalfe - 2008 - Studies in Philosophy and Education 27 (6):461-473.
    We argue that pedagogic authority relies on love, which is misunderstood if seen as a matter of actions and subjects. Love is based not on finite subjects and objects existing in Euclidean space and linear time, but, rather, on the non-finite ontology, space and time of relations. Loving authority is a matter of calling and vocation, arising from the spontaneous and simultaneous call-and-response of a lively relation. We make this argument through a reading of Buber’s I–You relation and Murdoch’ s (...)
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  23.  25
    Do brokers act in the best interests of their clients? New evidence from electronic trading systems.Annilee M. Game & Andros Gregoriou - 2014 - Business Ethics: A European Review 25 (2):187-197.
    Prior research suggests brokers do not always act in the best interests of clients, although morally obligated to do so. We empirically investigated this issue focusing on trades executed at best execution price, before and after the introduction of electronic limit-order trading, on the London Stock Exchange. As a result of limit-order trading, the proportion of trades executed at the best execution price for the customer significantly increased. We attribute this to a sustained increase in the liquidity of stocks as (...)
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  24.  17
    A factorial analysis of verbal learning tasks.Paul A. Games - 1962 - Journal of Experimental Psychology 63 (1):1.
  25.  15
    A Question of Fit: Cultural and Individual Differences in Interpersonal Justice Perceptions.Annilee M. Game & Jonathan R. Crawshaw - 2017 - Journal of Business Ethics 144 (2):279-291.
    This study examined the link between employees’ adult attachment orientations and perceptions of line managers’ interpersonal justice behaviors, and the moderating effect of national culture. Participants from countries categorized as low collectivistic and high collectivistic completed an online survey. Attachment anxiety and avoidance were negatively related to interpersonal justice perceptions. Cultural differences did not moderate the effects of avoidance. However, the relationship between attachment anxiety and interpersonal justice was non-significant in the Southern Asia cultural cluster. Our findings indicate the importance (...)
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  26.  11
    Comments on "A power comparison of the F and L tests: I.".Paul A. Games - 1966 - Psychological Review 73 (4):372-375.
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  27.  40
    Non-equilibrium thermodynamics and the brain.C. J. A. Game - 1994 - In Karl H. Pribram (ed.), Origins: Brain and Self-Organization. Lawrence Erlbaum. pp. 196.
  28. Primary literature.Mike Game - 2007 - In Diarmuid Costello & Jonathan Vickery (eds.), Art: Key Contemporary Thinkers. Berg. pp. 159.
     
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  29.  44
    ‘In the Beginning is Relation’: Martin Buber’s Alternative to Binary Oppositions. [REVIEW]Andrew Metcalfe & Ann Game - 2012 - Sophia 51 (3):351-363.
    Abstract In this article we develop a relational understanding of sociality, that is, an account of social life that takes relation as primary. This stands in contrast to the common assumption that relations arise when subjects interact, an account that gives logical priority to separation. We will develop this relational understanding through a reading of the work of Martin Buber, a social philosopher primarily interested in dialogue, meeting, relationship, and the irreducibility and incomparability of reality. In particular, the article contrasts (...)
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  30. Nikil Mukerji.Christoph Schumacher, Economics Order Ethics & Game Theory - 2016 - In Christoph Luetge & Nikil Mukerji (eds.), Order Ethics: An Ethical Framework for the Social Market Economy. Springer.
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  31. Theory and decison.Richard G. Brody, John M. Coulter, Alireza Daneshfar, Auditor Probability Judgments, Discounting Unspecified Possibilities, Paula Corcho, José Luis Ferreira & Generalized Externality Games - 2003 - Theory and Decision 54:375-376.
     
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  32.  16
    Asymmetry – where evolutionary and developmental genetics meet.Philip Batterham, Andrew G. Davies, Anne Y. Game & John A. McKenzie - 1996 - Bioessays 18 (10):841-845.
    The mechanisms responsible for the fine tuning of development, where the wildtype phenotype is reproduced with high fidelity, are not well understood. The difficulty in approaching this problem is the identification of mutant phenotypes indicative of a defect in these fine‐tuning control mechanisms. Evolutionary biologists have used asymmetry as a measure of developmental homeostasis. The rationale for this was that, since the same genome controls the development of the left and right sides of a bilaterally symmetrical organism, departures from symmetry (...)
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  33.  16
    The Life of Arthur.Toby Svoboda - 2022 - Steam.
    This is a computer game based on the life of Arthur Schopenhauer. -/- The main character, Arthur, is a student seeking prohibited knowledge. His friend, Hannah, asks him to retrieve a missing paper that she wrote for a seminar taught by the Rector. The task proves more difficult than expected, with Arthur searching the school for the lost paper and discovering a dark secret about the Rector himself. -/- This is an adventure game. Navigate Arthur around campus, make choices (...)
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  34.  7
    Emotion in Videogaming.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 130–149.
    This chapter contains sections titled: How Can We Be Moved by the Fate of Niko Bellic? My Fear of Mutants The Role of the Emotions in Gaming.
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  35.  5
    Kill her, kill her! Oh God, I'm sorry!Esther MacCallum-Stewart - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 173–188.
    This chapter begins with narration of episode 31 of Dungeons Dragons Part 2, where the player Chris Lovasz, or Sips, decides he is going to passive‐aggressively grief the rest of his party. In frustration, they methodically kill, threaten, and chase away any quest‐givers that approach them. The chapter looks at early adventure games based on DD, asking why they avoid many aspects of the game, especially those that involve role‐playing and moral decisions by players. It then discusses how (...)
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  36.  5
    Videogames and Fiction.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 34–60.
    This chapter contains sections titled: From Tennis for Two to Worlds of Warcraft Imaginary Worlds and Works of Fiction Fictional or Virtual? Interactive Fiction.
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  37. Using Deep Learning to Detect Facial Markers of Complex Decision Making.Gianluca Guglielmo, Irene Font Peradejordi & Michal Klincewicz - 2022 - In C. Browne, A. Kishimoto & J. Schaeffer (eds.), Advances in Computer Games. ACG 2021. Lecture Notes in Computer Science. Springer. pp. 187-196.
    In this paper, we report on an experiment with The Walking Dead (TWD), which is a narrative-driven adventure game where players have to survive in a post-apocalyptic world filled with zombies. We used OpenFace software to extract action unit (AU) intensities of facial expressions characteristic of decision-making processes and then we implemented a simple convolution neural network (CNN) to see which AUs are predictive of decision-making. Our results provide evidence that the pre-decision variations in action units 17 (chin raiser), (...)
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  38.  47
    Fiction Puzzle: Storiable Challenge in Pragmatist Videogame Aesthetics. [REVIEW]Veli-Matti Karhulahti - 2014 - Philosophy and Technology 27 (2):201-220.
    This paper surveys the ontological and aesthetic character of puzzles in worlds with storytelling potential, storiable worlds (potential storyworlds). These puzzles are termed fiction puzzles. The focus is on the fiction puzzles of videogames, which are accommodated to John Dewey's pragmatist framework of aesthetics to be examined as art products capable of producing aesthetic experiences. This leads to an establishing of analytical criteria for estimating the value of fiction puzzles in the pragmatist framework of aesthetics.
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  39. This Friendship has been Digitized.Stephen Asma - 2019 - New York Times.
    We can share experiences with a person online, but the experiences seem thin when compared with face-to-face experiences. Online adventures (social networking, gaming) can certainly strengthen friendship bonds that were forged in more embodied interactions, but can they create those bonds? The kind of presence required for deep friendship does not seem cultivated in many online interactions. Presence in friendship requires “being with” and “doing for” (sacrifice). The forms of “being with” and “doing for” on social networking sites (or even (...)
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  40.  30
    Le patrimoine culturel au service du jeu occasionnel.Brigitte Munier - 2012 - Hermès: La Revue Cognition, communication, politique 62 (1):, [ p.].
    Le marché du jeu vidéo explose avec l’émergence d’un nouveau type de jeux et de joueurs appelés occasionnels par opposition au jeu traditionnel sur console. Développeurs et éditeurs adaptent divers types de jeux au format court, simple et non technologique du casual game, mais qu’en est-il du jeu de rôle et d’action exigeant l’exposé et le traitement d’un récit long et complexe ? Après avoir esquissé les enjeux du casual game, nous montrons que seule la mobilisation d’un stéréotype mythique ou (...)
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  41. Augmented Ontologies or How to Philosophize with a Digital Hammer.Stefano Gualeni - 2014 - Philosophy and Technology 27 (2):177-199.
    Could a person ever transcend what it is like to be in the world as a human being? Could we ever know what it is like to be other creatures? Questions about the overcoming of a human perspective are not uncommon in the history of philosophy. In the last century, those very interrogatives were notably raised by American philosopher Thomas Nagel in the context of philosophy of mind. In his 1974 essay What is it Like to Be a Bat?, Nagel (...)
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  42.  20
    Militainment and mechatronics: Occultatio and the veil of science fiction cool in United States Air Force advertisements. [REVIEW]Nicholas R. Maradin Iii - 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 (...)
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  43.  1
    Ironies of Oneness and Difference: Coherence in Early Chinese Thought; Prolegomena to the Study of Li.Brook Ziporyn - 2012 - SUNY Press.
    Explores the development of Chinese thought, highlighting its concern with questions of coherence. Providing a bracing expansion of horizons, this book displays the unsuspected range of human thinking on the most basic categories of experience. The way in which early Chinese thinkers approached concepts such as one and many, sameness and difference, self and other, and internal and external stand in stark contrast to the way parallel concepts entrenched in much of modern thinking developed in Greek and European thought. Brook (...)
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  44.  32
    Self-Location in Interactive Fiction.Paal Fjeldvig Antonsen - 2021 - British Journal of Aesthetics 61 (1):41-52.
    The aim of this paper is to make sense of a characteristic feature of interactive fictions, such as video game fictions, adventure books and role playing games. In particular, I describe one important way consumers of interactive fiction ‘take on the role’ of a fictional character and are ‘involved’ in the story. I argue that appreciative engagement with such works requires imagining being someone else and imagining parts of the story in a self-locating manner. In short, consuming works (...)
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  45.  43
    An american novelist in the philosopher King's court.Thomas P. Crocker - 2002 - Philosophy and Literature 26 (1):57-74.
    In lieu of an abstract, here is a brief excerpt of the content:Philosophy and Literature 26.1 (2002) 57-74 [Access article in PDF] An American Novelist in the Philosopher King's Court Thomas P. Crocker I MORAL PHILOSOPHY has languished long within the confines of something like the following purported dilemma: either moral discourse is the discourse of principles and rules rationally grounded, or moral discourse is the discourse of passions and personal preferences, clothed in the garments of rational justification. Alasdair MacIntyre's (...)
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  46.  4
    Videogames as Art.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 172–196.
    This chapter contains sections titled: Are Videogames Art? A Cluster Theory of Art The Art in Videogames New Art from Old Bottles.
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  47. Greek Returns: The Poetry of Nikos Karouzos.Nick Skiadopoulos & Vincent W. J. Van Gerven Oei - 2011 - Continent 1 (3):201-207.
    continent. 1.3 (2011): 201-207. “Poetry is experience, linked to a vital approach, to a movement which is accomplished in the serious, purposeful course of life. In order to write a single line, one must have exhausted life.” —Maurice Blanchot (1982, 89) Nikos Karouzos had a communist teacher for a father and an orthodox priest for a grandfather. From his four years up to his high school graduation he was incessantly educated, reading the entire private library of his granddad, comprising mainly (...)
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  48.  1
    The Birth of Heteroludoglossia from the Dissonant Languages of Videogames.T. Majkowski - 2020 - Sociology of Power 32 (3):74-90.
    This paper employs Mikhail Bakhtin’s concept of heteroglossia as a frame­work to interpret internal tensions within contemporary digital games. To that end, I propose to acknowledge the multimodal character of entertain­ment software, with audial, visual, haptic, spatiotemporal and systemic elements of a game in constant interaction. But to properly understand said tensions — frequently dubbed “dissonance” in game criticism — it is im­portant to acknowledge the complex multimodal structure of games that attempt to utilize culturally-rooted ways to describe (...)
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  49.  8
    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 (...)
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  50.  8
    Adventures in transcendental materialism: dialogues with contemporary thinkers.Adrian Johnston - 2014 - Edinburgh: Edinburgh University Press.
    Since the early seventeenth century of Bacon, Gallileo and Descartes, the relations between science and religion as well as mind and body have remained volatile fault lines of conflict. The controversies surrounding these relations are as alive and pressing now as at any point over the course of the past four centuries. Adrian Johnston's transcendental materialism offers a new theoretical approach to these issues. Arming himself with resources provided by German idealism, Marxism, psychoanalysis, the life sciences and contemporary philosophical developments, (...)
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