Results for 'Computer game design'

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  1.  58
    Game ethics-Homo Ludens as a computer game designer and consumer.Gordana Dodig-Crnkovic & Thomas Larsson - 2005 - International Review of Information Ethics 4 (12):19-23.
    Play and games are among the basic means of expression in intelligent communication, influenced by the relevant cultural environment. Games have found a natural expression in the contemporary computer era in which communications are increasingly mediated by computing technology. The widespread use of e-games results in conceptual and policy vacuums that must be examined and understood. Humans involved in design-ing, administering, selling, playing etc. computer games encounter new situations in which good and bad, right and wrong, are (...)
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  2. Violent computer games, empathy, and cosmopolitanism.Mark Coeckelbergh - 2007 - Ethics and Information Technology 9 (3):219-231.
    Many philosophical and public discussions of the ethical aspects of violent computer games typically centre on the relation between playing violent videogames and its supposed direct consequences on violent behaviour. But such an approach rests on a controversial empirical claim, is often one-sided in the range of moral theories used, and remains on a general level with its focus on content alone. In response to these problems, I pick up Matt McCormick’s thesis that potential harm from playing computer (...)
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  3. The Ethics of Computer Games.Miguel Sicart - 2009 - MIT Press.
    Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design.
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  4.  43
    Why computer games can be essential for human flourishing.Barbro Fröding & Martin Peterson - 2013 - Journal of Information, Communication and Ethics in Society 11 (2):81-91.
    PurposeThe purpose of this paper is to argue that playing computer games for lengthy periods of time, even in a manner that will force the player to forgo certain other activities normally seen as more important, can be an integral part of human flourishing.Design/methodology/approachThe authors' claim is based on a modern reading of Aristotle's Nichomacean Ethics. It should be emphasized that the authors do not argue that computer gaming and other similar online activities are central to all (...)
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  5.  50
    The Ethics of Computer Games.Miguel Sicart - 2011 - MIT Press.
    Despite the emergence of computer games as a dominant cultural industry, we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game (...)
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  6.  15
    Human–computer interaction tools with gameful design for critical thinking the media ecosystem: a classification framework.Elena Musi, Lorenzo Federico & Gianni Riotta - forthcoming - AI and Society:1-13.
    In response to the ever-increasing spread of online disinformation and misinformation, several human–computer interaction tools to enhance data literacy have been developed. Among them, many employ elements of gamification to increase user engagement and reach out to a broader audience. However, there are no systematic criteria to analyze their relevance and impact for building fake news resilience, partly due to the lack of a common understanding of data literacy. In this paper we put forward an operationalizable definition of data (...)
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  7.  16
    Computational Agents, Design and Innovative Behaviour: Hetero Economicus.Timon Scheuer - 2018 - Economic Thought 7 (2):82.
    For too long, a majority of economic stories speak of perfectly informed, fully rational optimisation within a purely materialistic world – leaving a lack of evidence and explanation regarding human decision makers and entrepreneurs revolutionising the decision space. Strands like game theory and institutional economics have already adopted a more practical view. Evolutionary and behavioural economics were finally able to establish the necessary links to other disciplines – like psychology and informational science. This paper recaps selected parts of the (...)
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  8. Game Design and Development-Model Searching Algorithm Based on Response Order and Access Order in War-Came Simulation Grid.Yunxiang Ling, Miao Zhang, Xiaojun Lu, Wenyuan Wang & Songyang Lao - 2006 - In O. Stock & M. Schaerf (eds.), Lecture Notes in Computer Science. Springer Verlag. pp. 627-637.
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  9.  24
    Physical Entropy in Computer Games.Andreas Schiffler - 2010 - Technoetic Arts 8 (1):39-45.
    Digital computers are by design completely deterministic, yet they are often consumers of randomness in cryptography, simulations, science experiments and computer games. To generate randomness in software, programmers implement special mathematical algorithms, which produce a series of numbers that appear nondeterministic, so called pseudo random number generators (PRNGs). Computer games make heavy use of such PRNGs to make game simulations and behaviors of game elements appear more natural. An important design element of many video (...)
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  10.  14
    Role-Playing Computer Ethics: Designing and Evaluating the Privacy by Design (PbD) Simulation.Katie Shilton, Donal Heidenblad, Adam Porter, Susan Winter & Mary Kendig - 2020 - Science and Engineering Ethics 26 (6):2911-2926.
    There is growing consensus that teaching computer ethics is important, but there is little consensus on how to do so. One unmet challenge is increasing the capacity of computing students to make decisions about the ethical challenges embedded in their technical work. This paper reports on the design, testing, and evaluation of an educational simulation to meet this challenge. The privacy by design simulation enables more relevant and effective computer ethics education by letting students experience and (...)
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  11.  2
    Game Space Studies: Design meets Architecture. Review: Space. Time. Play. Computer Games, Architecture and Urbanism: The Next Level (2007) F. von Borries, S.P. Walz, M. Böttger (eds), Basel; Boston; Berlin: Birkhäuser. [REVIEW]A. S. Vetushinskiy - 2017 - Sociology of Power 29 (1):258-275.
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  12. Problems and Solutions in Researching Computer Game Assisted Dialogues for Persons with Aphasia.Ylva Backman, Viktor Gardelli & Peter Parnes - 2022 - Designs for Learning 1 (14):46–51.
    In this paper, we describe technological advances for supporting persons with aphasia in philosophical dialogues about personally relevant and contestable questions. A computer game-based application for iPads is developed and researched through Living Lab inspired workshops in order to promote the target group’s communicative participation during group argumentation. We outline some central parts of the background theory of the application and some of its main features, which are related to needs of the target group. Methodological issues connected to (...)
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  13.  1
    Nurture by Tetris: On the Ideological Foundations of the Soviet Computer Game.A. D. Muzhdaba & A. O. Tsarev - 2020 - Sociology of Power 32 (3):114-141.
    The authors attempt to speculatively reconstruct the concept of the “So­viet computer game”. They propose to consider gaming practices associ­ated with computers as a derivative of the accepted ideological guidelines that accompany the Soviet project of machine modernization. Within this framework, the concept of the Soviet computer game appears as an unre­alized historical alternative to the normative game design that has devel­oped in countries with market economies. Despite the industry — or the electronic entertainment (...)
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  14.  22
    Learning computer ethics and social responsibility with tabletop role-playing games.Katerina Zdravkova - 2014 - Journal of Information, Communication and Ethics in Society 12 (1):60-75.
    Purpose – Tabletop online role-playing games enable active learning appropriate for different ages and learner capabilities. They have also been implemented in computer and engineering ethics courses. The paper aims to discuss these issues. Design/methodology/approach – This paper presents the experience of implementing role-playing in several courses embedded in Web 2.0 environment, with an intention to confront complex and sometimes mutually conflicting concepts, and integrate them into a whole. Findings – Typical examples introducing two basic scenarios representing individual (...)
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  15.  25
    Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease.Sofia Balula Dias, José Alves Diniz, Evdokimos Konstantinidis, Theodore Savvidis, Vicky Zilidou, Panagiotis D. Bamidis, Athina Grammatikopoulou, Kosmas Dimitropoulos, Nikos Grammalidis, Hagen Jaeger, Michael Stadtschnitzer, Hugo Silva, Gonçalo Telo, Ioannis Ioakeimidis, George Ntakakis, Fotis Karayiannis, Estelle Huchet, Vera Hoermann, Konstantinos Filis, Elina Theodoropoulou, George Lyberopoulos, Konstantinos Kyritsis, Alexandros Papadopoulos, Anastasios Depoulos, Dhaval Trivedi, Ray K. Chaudhuri, Lisa Klingelhoefer, Heinz Reichmann, Sevasti Bostantzopoulou, Zoe Katsarou, Dimitrios Iakovakis, Stelios Hadjidimitriou, Vasileios Charisis, George Apostolidis & Leontios J. Hadjileontiadis - 2021 - Frontiers in Psychology 11.
    Human-Computer Interaction and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games. When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative process. (...)
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  16.  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 of spatial myths (...)
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  17.  23
    Computational complexity in the design of voting rules.Koji Takamiya & Akira Tanaka - 2016 - Theory and Decision 80 (1):33-41.
    This paper considers the computational complexity of the design of voting rules, which is formulated by simple games. We prove that it is an NP-complete problem to decide whether a given simple game is stable, or not.
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  18. Evolution: The Computer Systems Engineer Designing Minds.Aaron Sloman - 2011 - Avant: Trends in Interdisciplinary Studies 2 (2):45-69.
    What we have learnt in the last six or seven decades about virtual machinery, as a result of a great deal of science and technology, enables us to offer Darwin a new defence against critics who argued that only physical form, not mental capabilities and consciousness could be products of evolution by natural selection. The defence compares the mental phenomena mentioned by Darwin’s opponents with contents of virtual machinery in computing systems. Objects, states, events, and processes in virtual machinery which (...)
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  19. A tqi frontiers in innovative computing.Scrbf Machine Design - 1991 - Ai 1991 Frontiers in Innovative Computing for the Nuclear Industry Topical Meeting, Jackson Lake, Wy, Sept. 15-18, 1991 1.
     
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  20.  36
    Digital Dinosaurs and Artificial Life: Exploring the Culture of Nature in Computer and Video Games.John Wills - 2002 - Cultural Values 6 (4):395-417.
    Over the last 30 years, the computer and videogame has emerged as a popular recreational pastime. While often associated with the artificial and alien, it is my contention that the modern videogame informs on the subject of “nature” and what we consider to be natural. This article delineates some of the “natures” posited in computer game design. It provides a valuable overview of gaming culture and might serve as an introduction to further research on specific (...) genres. It argues that virtual worlds are currently serving a dual purpose, of reinforcing traditional stereotypes of the natural world, while gradually moving towards radical, new forms of “virtual” nature to contend with. It suggests that the mimicking of biological systems in computer games expresses both our lingering cultural interest in the “great outdoors” and a need to give familiarity and substance to an electronic medium marked by its failure to fit within traditional notions of space and geography. (shrink)
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  21.  72
    Making games for social change.Mary Flanagan - 2006 - AI and Society 20 (4):493-505.
    This paper provides an overview of creating games for change from within an academic context, focusing specifically on the development of educational computer games for middle school girls. The essay addresses larger issues such as the cultural importance of computer games, the difficulty in categorizing a diverse user group such as “girls,” and the ways in which one could design game goals to promote diverse play and learning styles. Through such alternate design strategies, both media (...)
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  22.  18
    Beyond choices: the design of ethical gameplay.Miguel Sicart - 2013 - Cambridge, Mass.: MIT Press.
    How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also (...)
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  23.  21
    The Well-Played Game: A Player's Philosophy.Bernie DeKoven - 2013 - MIT Press.
    The return of a classic book about games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and (...) games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game. De Koven explains that when players congratulate each other on a “well-played” game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven—affectionately and appreciatively hailed by Eric Zimmerman as “our shaman of play”—explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life. (shrink)
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  24.  9
    Material Game Studies: A Philosophy of Analogue Play.Chloe Germaine & Paul Wake (eds.) - 2022 - Bloomsbury Publishing.
    This is the first volume to apply insights from the material turn in philosophy to the study of play and games. At a time of renewed interest in analogue gaming, as scholars are looking beyond the digital and virtual for the first time since the inception of game studies in the 1990s, Material Game Studies not only supports the importance of the turn to the analogue, but proposes a materiality of play more broadly. Recognizing the entanglement of physical (...)
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  25.  17
    The rejection game.Luca Incurvati & Giorgio Sbardolini - 2024 - Mind and Language 39 (2):271-292.
    We introduce the rejection game, designed to formalize the interaction between interlocutors in a Stalnakerian conversation: a speaker who asserts something and a listener who may accept or reject. The rejection game is similar to other signalling games known to the literature in economics and biology. We point out similarities and differences, and propose an application in linguistics. We uncover basic conditions under which the Gricean maxim of quality emerges from incentives among the players, providing evidence for a (...)
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  26. Game Technologies to Assist Learning of Communication Skills in Dialogic Settings for Persons with Aphasia.Ylva Backman, Viktor Gardelli & Peter Parnes - 2021 - International Journal of Emerging Technologies in Learning 16 (3):190-205.
    Persons with aphasia suffer from a loss of communication ability as a consequence of a brain injury. A small strand of research indicates effec- tiveness of dialogic interventions for communication development for persons with aphasia, but a vast amount of research studies shows its effectiveness for other target groups. In this paper, we describe the main parts of the hitherto technological development of an application named Dialogica that is (i) aimed at facilitating increased communicative participation in dialogic settings for persons (...)
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  27. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the availability (...)
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  28.  93
    The banality of simulated evil: Designing ethical gameplay. [REVIEW]Miguel Sicart - 2009 - Ethics and Information Technology 11 (3):191-202.
    This paper offers an analytical description of the ethics of game design and its influence in the ethical challenges computer games present. The paper proposes a set of game design suggestions based on the Information Ethics concept of Levels of Abstraction which can be applied to formalise ethical challenges into gameplay mechanics; thus allowing game designers to incorporate ethics as part of the experience of their games. The goal of this paper is twofold: to (...)
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  29.  50
    Gaming and the limits of digital embodiment.Robert Farrow & Ioanna Iacovides - 2014 - Philosophy and Technology 27 (2):221-233.
    This paper discusses the nature and limits of player embodiment within digital games. We identify a convergence between everyday bodily actions and activity within digital environments, and a trend towards incorporating natural forms of movement into gaming worlds through mimetic control devices. We examine recent literature in the area of immersion and presence in digital gaming; Calleja’s (2011) recent Player Involvement Model of gaming is discussed and found to rely on a probematic notion of embodiment as 'incorporation'. We go on (...)
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  30.  8
    The interface envelope: gaming, technology, power.James Ash - 2015 - New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing.
    In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren (...)
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  31.  7
    Push: software design and the cultural politics of music production.Mike D'Errico - 2022 - New York: Oxford University Press.
    Push: Software Design and the Cultural Politics of Music Production shows how changes in the design of music software in the first decades of the twenty-first century shaped the production techniques and performance practices of artists working across media, from hip-hop and electronic dance music to video games and mobile apps. Emerging alongside developments in digital music distribution such as peer-to-peer file sharing and the MP3 format, digital audio workstations like FL Studio and Ableton Live introduced design (...)
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  32. Gaming the Attention Economy.Daniel Estrada & Jon Lawhead - 2013 - In Pietro Michelucci (ed.), The Handbook of Human Computation. Springer. pp. 961-978.
    The future of human computation benefits from examining tasks that agents already perform and designing environments to give those tasks computational significance. We call this natural human computation. We consider the possible future of NHC through the lens of Swarm!, an application under development for Google Glass. Swarm! motivates users to compute the solutions to a class of economic optimization problems by engaging the attention dynamics of crowds. We argue that anticipating and managing economies of attention provides one of the (...)
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  33.  28
    Computational Uses of Philosophical Dialogue Theories.David Moore & Dave Hobbes - 1996 - Informal Logic 18 (2).
    The research discussed in this paper concerns an investigation of logical dialogue games as a vehicle for enhanced human-computer communication. The need for a dialogue capability in computer systems is argued, and a prima facie case made for dialogue games, in particular Mackenzie's "DC", as a suitable dialogue model. Empirical work concerning DC is outlined, and strategies for adoption by the computer are presented. A user interface, software architecture and conceptualised example are discussed. The hope is that (...)
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  34. 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 society but rather the quantity of (...)
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  35. 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 problem of video (...) addictions that range from (Musculoskeletal issues, Vision problems and Obesity). Moreover, this expert system provides information about the problem and tell us how we can solve it. SL5 Object expert system language was used to design and implement the expert system. (shrink)
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  36.  39
    Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine – A Cross-Sectional Pilot Study.Talita Dias da Silva, Paula Lumy da Silva, Elisa de Jesus Valenzuela, Eduardo Dati Dias, Amanda Orasmo Simcsik, Mariana Giovanelli de Carvalho, Anne Michelli Gomes Gonçalves Fontes, Camila Aparecida de Oliveira Alberissi, Luciano Vieira de Araújo, Murilo Vinícius da Costa Brandão, Helen Dawes & Carlos Bandeira de Mello Monteiro - 2021 - Frontiers in Psychology 12.
    IntroductionThere is a need to maintain rehabilitation activities and motivate movement and physical activity during quarantine in individuals with Cerebral Palsy.ObjectiveThis paper sets out to evaluate the feasibility and potential benefits of using computer serious game in a non-immersive virtual reality implemented and evaluated completely remotely in participants with CP for Home-Based Telerehabilitation during the quarantine period for COVID-19.MethodsUsing a cross-sectional design, a total of 44 individuals participated in this study between March and June 2020, 22 of (...)
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  37. Playing the Blame Game with Robots.Markus Kneer & Michael T. Stuart - 2021 - In Companion of the 2021 ACM/IEEE International Conference on Human-Robot Interaction (HRI’21 Companion). New York, NY, USA:
    Recent research shows – somewhat astonishingly – that people are willing to ascribe moral blame to AI-driven systems when they cause harm [1]–[4]. In this paper, we explore the moral- psychological underpinnings of these findings. Our hypothesis was that the reason why people ascribe moral blame to AI systems is that they consider them capable of entertaining inculpating mental states (what is called mens rea in the law). To explore this hypothesis, we created a scenario in which an AI system (...)
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  38.  14
    Complexity Computer Simulation in the Study of the Overall Playing Method of Campus Football.Zhao Dai - 2021 - Complexity 2021:1-9.
    With the mutual exchange and integration of world football, modern football is in an increasingly comprehensive direction. This research mainly discusses complexity computer simulation in the study of the overall play of campus football. Complexity computer simulation is used to design the background of the simulated football field, and the area is divided according to the size ratio of the actual football field. Then, it uses drawing software to draw the football and player controls. The construction of (...)
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  39. An Argument Game.Ronald Loui - unknown
    This game3 was designed to investigate protocols and strategies for resourcebounded disputation. The rules presented here correspond very closely to the problem of controlling search in an actual program. The computer program on which the game is based is LMNOP. It is a LISP system designed to produce arguments and counterarguments from a set of statutory rules and a corpus of precedents, and applied to legal and quasi-legal reasoning. LMNOP was co-designed by a researcher in AI knowledge representation (...)
     
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  40.  30
    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 the (...)
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  41.  12
    An explanation-oriented inquiry dialogue game for expert collaborative recommendations.Qurat-ul-ain Shaheen, Katarzyna Budzynska & Carles Sierra - forthcoming - Argument and Computation:1-36.
    This work presents a requirement analysis for collaborative dialogues among medical experts and an inquiry dialogue game based on this analysis for incorporating explainability into multiagent system design. The game allows experts with different knowledge bases to collaboratively make recommendations while generating rich traces of the reasoning process through combining explanation-based illocutionary forces in an inquiry dialogue. The dialogue game was implemented as a prototype web-application and evaluated against the specification through a formative user study. The (...)
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  42. Split-Screen : Videogame History through Local Multiplayer Design.Veli-Matti Karhulahti & Pawel Grabarczyk - forthcoming - Design Issues.
    By looking at videogame production through a two-vector model of design – a practice determined by the interplay between economic and technological evolution – we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but has since become problematic due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary loss of a design pattern’s contextual function due to techno-economical evolution.
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  43.  8
    How does game theory inform economic engineering?Philippe van Basshuysen - unknown
    How is it possible that models from game theory, which are typically highly idealised, can be harnessed for designing institutions through which we interact? I argue that game theory assumes that social interactions have a specific structure, which is uncovered with the help of directed graphs. The graphs make explicit how game theory encodes counterfactual information in natural collections of its models and can therefore be used to track how model-interventions change model-outcomes. For model-interventions to inform real-world (...)
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  44.  9
    Situational game design.Brian Upton - 2018 - Boca Raton, FL: Taylor & Francis, CRC Press.
    Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools (...)
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  45.  25
    Playful collaborative exploration: New research practice in participatory design.Martin Johansson & Per Linde - 2005 - Journal of Research Practice 1 (1):Article M5.
    Within the Participatory Design community as well as the Computer Supported Cooperative Work tradition, a lot of effort has been put into the question of letting field studies inform design. In this paper, we describe how game-like approaches can be used as a way of exploring a practice from a design point of view. Thinking of ethnographic fieldwork as a base for sketching, rather than descriptions, creates openness that invites collaborative authoring. The concept of playful (...)
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  46.  83
    Simulating convesations: The communion game[REVIEW]Stephen J. Cowley & Karl MacDorman - 1995 - AI and Society 9 (2-3):116-137.
    In their enthusiasm for programming, computational linguists have tended to lose sight of what humansdo. They have conceived of conversations as independent of sound and the bodies that produce it. Thus, implicit in their simulations is the assumption that the text is the essence of talk. In fact, unlike electronic mail, conversations are acoustic events. During everyday talk, human understanding depends both on the words spoken and on fine interpersonal vocal coordination. When utterances are analysed into sequences of word-based forms, (...)
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  47.  8
    Hic sunt leones. User orientation as a design principle for emerging institutions on social media platforms.Lavinia Marin & Constantin Vică - forthcoming - AI and Society:1-14.
    The phenomenon of missed interactions between online users is a specific issue occurring when users of different language games interact on social media platforms. We use the lens of institutional theory to analyze this phenomenon and argue that current online institutions will necessarily fail to regulate user interactions in a way that creates common meanings because online institutions are not set up to deal with the multiplicity of language games and forms of life co-existing in the online social space. We (...)
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  48.  27
    Contestable AI by Design: Towards a Framework.Kars Alfrink, Ianus Keller, Gerd Kortuem & Neelke Doorn - 2023 - Minds and Machines 33 (4):613-639.
    As the use of AI systems continues to increase, so do concerns over their lack of fairness, legitimacy and accountability. Such harmful automated decision-making can be guarded against by ensuring AI systems are contestable by design: responsive to human intervention throughout the system lifecycle. Contestable AI by design is a small but growing field of research. However, most available knowledge requires a significant amount of translation to be applicable in practice. A proven way of conveying intermediate-level, generative (...) knowledge is in the form of frameworks. In this article we use qualitative-interpretative methods and visual mapping techniques to extract from the literature sociotechnical features and practices that contribute to contestable AI, and synthesize these into a design framework. (shrink)
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  49. Is the secrecy of the parametric configuration of slot machines rationally justified? The exposure of the mathematical facts of games of chance as an ethical obligation.Catalin Barboianu - 2014 - Journal of Gambling Issues 29 (DOI: 10.4309/jgi.2014.29.6):1-23.
    Slot machines gained a high popularity despite a specific element that could limit their appeal: non-transparency with respect to mathematical parameters. The PAR sheets, exposing the parameters of the design of slot machines and probabilities associated with the winning combinations are kept secret by game producers, and the lack of data regarding the configuration of a machine prevents people from computing probabilities and other mathematical indicators. In this article, I argue that there is no rational justification for this (...)
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  50. Open Problems in Logic and Games.Johan van Benthem - unknown
    Dov Gabbay is a prolific logician just by himself. But beyond that, he is quite good at making other people investigate the many further things he cares about. As a result, King's College London has become a powerful attractor in our field worldwide. Thus, it is a great pleasure to be an organizer for one of its flagship events: the Augustus de Morgan Workshop of 2005. Benedikt Loewe and I proposed the topic of 'interactive logic' for this occasion, with an (...)
     
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