Results for 'Computer games Psychological aspects.'

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  1.  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 Neidich's (...)
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  2.  29
    Ethics in the Virtual World: The Morality and Psychology of Gaming.Garry Young - 2013 - Durham, UK: Routledge.
    Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant moral interest? Should there (...)
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  3.  7
    Parables of the posthuman: digital realities, gaming, and the player experience.Jonathan Boulter - 2015 - Detroit, Michigan: Wayne State University Press.
    Approaches the direct experience of gaming by asking: what does it mean for the player to enter the machinic "world" of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays?
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  4. 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 (...) games is best construed as harm to one’s character, and propose to redirect our attention to the question how violent computer games influence the moral character of players. Inspired by the work of Martha Nussbaum, I sketch a positive account of how computer games can stimulate an empathetic and cosmopolitan moral development. Moreover, rather than making a general argument applicable to a wide spectrum of media, my concern is with specific features of violent computer games that make them especially morally problematic in terms of empathy and cosmopolitanism, features that have to do with the connections between content and medium, and between virtuality and reality. I also discuss some remaining problems. In this way I hope contribute to a less polarised discussion about computer games that does justice to the complexity of their moral dimension, and to offer an account that is helpful to designers, parents, and other stakeholders. (shrink)
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  5.  2
    Assessing young children's national identity through human-computer interaction: A game-based assessment task.Xiumin Hong & Qianqian Liu - 2022 - Frontiers in Psychology 13.
    As a way of human-computer interaction, game-based assessment is more suitable for young children because it is situational, interesting, and effective. National identity is an important factor affecting the overall development of young children and the future development of a country, which has attracted extensive attention from researchers. Nevertheless, the assessment of young children's national identity is still based on traditional evaluation, including questionnaires and interviews, which have the limitations of being inaccurate, dull, and time-consuming. To understand the characteristics (...)
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  6. 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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  7.  63
    Natural and Artificial Intelligence: A Comparative Analysis of Cognitive Aspects.Francesco Abbate - 2023 - Minds and Machines 33 (4):791-815.
    Moving from a behavioral definition of intelligence, which describes it as the ability to adapt to the surrounding environment and deal effectively with new situations (Anastasi, 1986), this paper explains to what extent the performance obtained by ChatGPT in the linguistic domain can be considered as intelligent behavior and to what extent they cannot. It also explains in what sense the hypothesis of decoupling between cognitive and problem-solving abilities, proposed by Floridi (2017) and Floridi and Chiriatti (2020) should be interpreted. (...)
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  8.  47
    Game cultures: computer games as new media.Jon Dovey - 2006 - New York, NY: Open University Press. Edited by Helen W. Kennedy.
    This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines (...)
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  9.  3
    Ego: the game of life.Frank Schirrmacher - 2015 - Malden, MA: Polity Press.
    Twenty-five years after the end of the Cold War, a new Cold War is being waged in our societies. During the Cold War a theoretical model of man was developed by economists and the military, an egotistical being interested only in his own benefit and in duping his opponents to achieve his ends: a modern homo oeconomicus. After his career in the Cold War ended, he was not scrapped but adapted to the needs of the twenty-first century. He became the (...)
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  10.  17
    The psychological aspects of paraconsistency.Konrad Rudnicki - 2021 - Synthese 199 (1):4393-4414.
    The creation of paraconsistent logics have expanded the boundaries of formal logic by introducing coherent systems that tolerate contradictions without triviality. Thanks to their novel approach and rigorous formalization they have already found many applications in computer science, linguistics and mathematics. As a natural next step, some philosophers have also tried to answer the question if human everyday reasoning could be accurately modelled with paraconsistent logics. The purpose of this article is to argue against the notion that human reasoning (...)
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  11.  12
    Commentary: Playing the computer game tetris prior to viewing traumatic film material and subsequent intrusive memories: examining proactive interference.Angelica B. Ortiz de Gortari & Mark D. Griffiths - 2016 - Frontiers in Psychology 7.
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  12.  11
    Editorial: Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives.Adam J. Toth, Cornelia Frank, David Putrino & Mark J. Campbell - 2021 - Frontiers in Psychology 12.
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  13.  9
    Physiological Signal Analysis for Evaluating Flow during Playing of Computer Games of Varying Difficulty.Yu Tian, Yulong Bian, Piguo Han, Peng Wang, Fengqiang Gao & Yingmin Chen - 2017 - Frontiers in Psychology 8.
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  14.  25
    Samson Abramsky on Logic and Structure in Computer Science and Beyond.Alessandra Palmigiano & Mehrnoosh Sadrzadeh (eds.) - 2023 - Springer Verlag.
    Samson Abramsky’s wide-ranging contributions to logical and structural aspects of Computer Science have had a major influence on the field. This book is a rich collection of papers, inspired by and extending Abramsky’s work. It contains both survey material and new results, organised around six major themes: domains and duality, game semantics, contextuality and quantum computation, comonads and descriptive complexity, categorical and logical semantics, and probabilistic computation. These relate to different stages and aspects of Abramsky’s work, reflecting its exceptionally (...)
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  15.  5
    Children’s Learning of Non-adjacent Dependencies Using a Web-Based Computer Game Setting.Mireia Marimon, Andrea Hofmann, João Veríssimo, Claudia Männel, Angela D. Friederici, Barbara Höhle & Isabell Wartenburger - 2021 - Frontiers in Psychology 12.
    Infants show impressive speech decoding abilities and detect acoustic regularities that highlight the syntactic relations of a language, often coded via non-adjacent dependencies. It has been claimed that infants learn NADs implicitly and associatively through passive listening and that there is a shift from effortless associative learning to a more controlled learning of NADs after the age of 2 years, potentially driven by the maturation of the prefrontal cortex. To investigate if older children are able to learn NADs, Lammertink et (...)
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  16. Artificial intelligence & games: Should computational psychology be revalued?Marco Ernandes - 2005 - Topoi 24 (2):229-242.
    The aims of this paper are threefold: To show that game-playing (GP), the discipline of Artificial Intelligence (AI) concerned with the development of automated game players, has a strong epistemological relevance within both AI and the vast area of cognitive sciences. In this context games can be seen as a way of securely reducing (segmenting) real-world complexity, thus creating the laboratory environment necessary for testing the diverse types and facets of intelligence produced by computer models. This paper aims (...)
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  17. Computing machinery and emergence: The aesthetics and metaphysics of video games.Jon Cogburn & Mark Silcox - 2004 - Minds and Machines 15 (1):73-89.
    We build on some of Daniel Dennett’s ideas about predictive indispensability to characterize properties of video games discernable by people as computationally emergent if, and only if: (1) they can be instantiated by a computing machine, and (2) there is no algorithm for detecting instantiations of them. We then use this conception of emergence to provide support to the aesthetic ideas of Stanley Fish and to illuminate some aspects of the Chomskyan program in cognitive science.
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  18. Handbook of Anticipation: Theoretical and Applied Aspects of the Use of Future in Decision Making.Roberto Poli (ed.) - 2019 - Springer Verlag.
    This Handbook presents the state of the art overview of current research on anticipation studies. It develops anticipation from both the theoretical and applied points of view. Via this comprehensive overview of the research on anticipation, this Handbook makes clear that anticipation is a serious topic of research that can and should be connected to Futures Studies research, perspectives and orientation. The Handbook uses the anticipatory viewpoint as a unifying framework able both to stop the progressive fragmentation of the human (...)
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  19.  12
    Development of a scale for capturing psychological aspects of physical–digital integration: relationships with psychosocial functioning and facial emotion recognition.Daiana Colledani, Pasquale Anselmi & Egidio Robusto - forthcoming - AI and Society:1-13.
    The present work aims at developing a scale for the assessment of a construct that we called “physical–digital integration”, which refers to the tendency of some individuals not to perceive a clear differentiation between feelings and perceptions that pertain to the physical or digital environment. The construct is articulated in four facets: identity, social relationships, time–space perception, and sensory perception. Data from a sample of 369 participants were collected to evaluate factor structure (unidimensional model, bifactor model, correlated four-factor model), internal (...)
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  20.  11
    Brian O'Shaughnessy.Implications of Dual Aspectism - 2003 - In Johannes Roessler & Naomi Eilan (eds.), Agency and Self-Awareness: Issues in Philosophy and Psychology. Oxford University Press.
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  21.  22
    Game theory and partner representation in joint action: toward a computational theory of joint agency.Cecilia De Vicariis, Vinil T. Chackochan & Vittorio Sanguineti - forthcoming - Phenomenology and the Cognitive Sciences:1-30.
    The sense of agency – the subjective feeling of being in control of our own actions – is one central aspect of the phenomenology of action. Computational models provided important contributions toward unveiling the mechanisms underlying the sense of agency in individual action. In particular, the sense of agency is believed to be related to the match between the actual and predicted consequences of our own actions. In the study of joint action, models are even more necessary to understand the (...)
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  22.  15
    A Computer-Based Method for the Investigation of Human Behavior in the Iterative Chicken Game.Sung-Phil Kim, Minju Kim, Jongmin Lee, Yang Seok Cho & Oh-Sang Kwon - 2021 - Frontiers in Psychology 12.
    The present study develops an artificial agent that plays the iterative chicken game based on a computational model that describes human behavior in competitive social interactions in terms of fairness. The computational model we adopted in this study, named as the self-concept fairness model, decides the agent’s action according to the evaluation of fairness of both opponent and self. We implemented the artificial agent in a computer program with a set of parameters adjustable by researchers. These parameters allow researchers (...)
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  23.  20
    A factorial analysis of verbal learning tasks.Paul A. Games - 1962 - Journal of Experimental Psychology 63 (1):1.
  24.  12
    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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  25.  20
    Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives.Olatz Lopez-Fernandez, A. Jess Williams & Daria J. Kuss - 2019 - Frontiers in Psychology 10.
    Research investigating female gaming is relatively scarce, and past research has demonstrated that men are more likely to be problematic gamers. Few studies have focused on female gamers in community samples, and those that have been published have mainly collected data qualitatively in Europe. There is case study evidence suggesting clinicians are increasingly treating problem female gamers. The aim of this study is threefold: (i) to establish an international female gamer profile, (ii) to determine predictors associated with perceived internet gaming (...)
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  26.  30
    Intentionalism and computational psychology.Alan Zaitchik - 1980 - Grazer Philosophische Studien 10 (1):149-166.
    Intentionalism must be distinguished from computational psychology. The former is a mentalist-realist metatheoretical stance vis-a-vis the latter, which is a research programme devoted to the construction of informationally-characterized simulation models for human behavior, perception, cognition, etc. Intentionalism has its attractive aspects, but unfortunately it is plagued by severe conceptual difficulties. Recent attempts to justify the intentionalist interpretation of computational models, by J.A. Fodor and by C. Graves, J.J. Katz et al., fail to secure a conceptually adequate and genuinely intentional sense (...)
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  27.  28
    Aceto L., Longo G. and Victor B.,(eds.)“The difference between Se-quential and Concurrent Computations,” special issue of: Mathemat-ical Structures in Computer Science, Cambridge University Press, no. 4–5, 2003. Adler RL, Topological entropy and equivalence of dynamical sys. [REVIEW]A. Aspect, P. Grangier, G. Roger & A. Asperti - 1991 - Philosophica 47:31.
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  28.  11
    Digital Learning Games for Mathematics and Computer Science Education: The Need for Preregistered RCTs, Standardized Methodology, and Advanced Technology.Lara Bertram - 2020 - Frontiers in Psychology 11.
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  29.  19
    Editorial: Cognitive Aspects of Interactive Technology Use: From Computers to Smart Objects and Autonomous Agents.Amon Rapp, Maurizio Tirassa & Tom Ziemke - 2019 - Frontiers in Psychology 10.
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  30. Video Games and Ethics.Monique Wonderly - 2017 - In Joseph C. Pitt & Ashley Shew (eds.), Spaces for the Future: A Companion to Philosophy of Technology. New York: Routledge. pp. 29-41.
    Historically, video games featuring content perceived as excessively violent have drawn moral criticism from an indignant (and sometimes, morally outraged) public. Defenders of violent video games have insisted that such criticisms are unwarranted, as committing acts of virtual violence against computer-controlled characters – no matter how heinous or cruel those actions would be if performed in real life – harm no actual people. In this paper, I present and critically analyze key aspects of this debate. I argue (...)
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  31.  23
    When is Psychology Research Useful in Artificial Intelligence? A Case for Reducing Computational Complexity in Problem Solving.Sébastien Hélie & Zygmunt Pizlo - 2022 - Topics in Cognitive Science 14 (4):687-701.
    A problem is a situation in which an agent seeks to attain a given goal without knowing how to achieve it. Human problem solving is typically studied as a search in a problem space composed of states (information about the environment) and operators (to move between states). A problem such as playing a game of chess has possible states, and a traveling salesperson problem with as little as 82 cities already has more than different tours (similar to chess). Biological neurons (...)
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  32.  71
    The Trolley Problem.Hallvard Lillehammer (ed.) - 2022 - Cambridge: Cambridge University Press.
    The Trolley Problem is one of the most intensively discussed and controversial puzzles in contemporary moral philosophy. Over the last half-century, it has also become something of a cultural phenomenon, having been the subject of scientific experiments, online polls, television programs, computer games, and several popular books. This volume offers newly written chapters on a range of topics including the formulation of the Trolley Problem and its standard variations; the evaluation of different forms of moral theory; the neuroscience (...)
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  33. Zastosowanie koncepcji kapitału społecznego w badaniach ludologicznych. Przykład branży gier komputerowych.Andrzej Klimczuk - 2010 - Homo Ludens 2:51--59.
    More and more people around the world are using computer (video) games. The development of the gaming industry means increasing of its complexity in all aspects. Not only is the content represented in games continuously differentiating, but we also see the increasing diversity among their creators, users, researchers and the public. This article aims to draw attention to the possibility of using the concept of social capital in ludologists’ research as well as in improving the quality of (...)
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  34.  36
    The Touching Test: AI and the Future of Human Intimacy.Martha J. Reineke - 2022 - Contagion: Journal of Violence, Mimesis, and Culture 29 (1):123-146.
    In lieu of an abstract, here is a brief excerpt of the content:The Touching TestAI and the Future of Human IntimacyMartha J. Reineke (bio)Each Friday, the New York Times publishes Love Letters, a compendium of articles on courtship. A recent story featured Melinda, a real estate agent, and Calvin, a human resources director.1 They had met at a market deli counter. On their first date, a lasagna dinner at Melinda's home, Calvin posed the question, "What are you looking for in (...)
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  35. The best game in town: The reemergence of the language-of-thought hypothesis across the cognitive sciences.Jake Quilty-Dunn, Nicolas Porot & Eric Mandelbaum - 2023 - Behavioral and Brain Sciences 46:e261.
    Mental representations remain the central posits of psychology after many decades of scrutiny. However, there is no consensus about the representational format(s) of biological cognition. This paper provides a survey of evidence from computational cognitive psychology, perceptual psychology, developmental psychology, comparative psychology, and social psychology, and concludes that one type of format that routinely crops up is the language-of-thought (LoT). We outline six core properties of LoTs: (i) discrete constituents; (ii) role-filler independence; (iii) predicate–argument structure; (iv) logical operators; (v) inferential (...)
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  36.  11
    Intentionalism and computational psychology.Alan Zaitchik - 1980 - Grazer Philosophische Studien 10 (1):149-166.
    Intentionalism must be distinguished from computational psychology. The former is a mentalist-realist metatheoretical stance vis-a-vis the latter, which is a research programme devoted to the construction of informationally-characterized simulation models for human behavior, perception, cognition, etc. Intentionalism has its attractive aspects, but unfortunately it is plagued by severe conceptual difficulties. Recent attempts to justify the intentionalist interpretation of computational models, by J.A. Fodor and by C. Graves, J.J. Katz et al., fail to secure a conceptually adequate and genuinely intentional sense (...)
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  37.  9
    A Comparative Psycholinguistic Study on the Subjective Feelings of Well-Being Outcomes of Foreign Language Learning in Older Adults From the Czech Republic and Poland.Blanka Klimova, Marcel Pikhart, Anna Cierniak-Emerych, Szymon Dziuba & Krzysztof Firlej - 2021 - Frontiers in Psychology 12.
    Positive psychology has recently seen unprecedented rise and has reached vast achievements in the area of quality of life improvement. The purpose of this study is to show that there are different aspects of well-being that make healthy older people motivated to learn a foreign language at a later age. The research was conducted in the Czech Republic and Poland in two groups of learners aged 55 years and more. The experimental group consisted of 105 Czech respondents who were targeted (...)
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  38.  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 for designing player-centric playful situations. (...)
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  39.  27
    Game‐XP: Action Games as Experimental Paradigms for Cognitive Science.Wayne D. Gray - 2017 - Topics in Cognitive Science 9 (2):289-307.
    Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to “accept a single complex task and do all of it.” More specifically, he told us that rather than taking an “experimental psychology as usual approach,” we should “focus on a series of experimental and theoretical studies around a single complex task” so as to demonstrate that our (...)
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  40. Cognitive and Computer Systems for Understanding Narrative Text.William J. Rapaport, Erwin M. Segal, Stuart C. Shapiro, David A. Zubin, Gail A. Bruder, Judith Felson Duchan & David M. Mark - manuscript
    This project continues our interdisciplinary research into computational and cognitive aspects of narrative comprehension. Our ultimate goal is the development of a computational theory of how humans understand narrative texts. The theory will be informed by joint research from the viewpoints of linguistics, cognitive psychology, the study of language acquisition, literary theory, geography, philosophy, and artificial intelligence. The linguists, literary theorists, and geographers in our group are developing theories of narrative language and spatial understanding that are being tested by the (...)
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  41.  7
    The paradox of transgression in games.Torill Elvira Mortensen - 2020 - New York: Routledge. Edited by Kristine Jorgensen.
    The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics (...)
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  42.  10
    The Effect of Traditional Opposition Games on University Students' Mood States: The Score and Group Type as Key Aspects.María Isabel Cifo Izquierdo, Verónica Alcaraz-Muñoz, Gemma Maria Gea-García, Juan Luis Yuste-Lucas & José Ignacio Alonso Roque - 2021 - Frontiers in Psychology 11.
    Playing traditional games has a direct impact on the mood states of the players, and this is the reason why physical education is an ideal setting for teaching how to recognize them and be aware about how they can swing. The objective of the study was to determine if participating in traditional opposition games causes changes to the participants' mood states. A total of 102 students participated. Each participant recorded the intensity of the mood state experienced at the (...)
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  43.  49
    Games of Competition in a Stochastic Environment.Judith Avrahami, Werner Güth & Yaakov Kareev - 2005 - Theory and Decision 59 (4):255-294.
    The paper presents a set of games of competition between two or three players in which reward is jointly determined by a stochastic biased mechanism and players’ choices. More specifically, a resource can be found with unequal probabilities in one of two locations. The first agent is rewarded only if it finds the resource and avoids being found by the next agent in line; the latter is rewarded only if it finds the former. Five benchmarks, based on different (...) and game-theoretic assumptions are derived and their predictions compared to actual behavior of 120, 40, and 48 participants playing repeatedly. Of the five benchmarks—the unique (Nash) equilibrium, reinforcement learning, trust-based efficiency, maximum unpredictability, and regret-based (Impulse Balance) equilibrium—regret for missed opportunities best accounts for the qualitative aspect of participants’ behavior and regret attenuated by randomization best accounts for the quantitative aspect of behavior. (shrink)
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  44.  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 materiality (...)
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  45. Content, computation and externalism.Oron Shagrir - 2001 - Mind 110 (438):369-400.
    The paper presents an extended argument for the claim that mental content impacts the computational individuation of a cognitive system (section 2). The argument starts with the observation that a cognitive system may simultaneously implement a variety of different syntactic structures, but that the computational identity of a cognitive system is given by only one of these implemented syntactic structures. It is then asked what are the features that determine which of implemented syntactic structures is the computational structure of the (...)
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  46.  90
    Playing Games with Ais: The Limits of GPT-3 and Similar Large Language Models.Adam Sobieszek & Tadeusz Price - 2022 - Minds and Machines 32 (2):341-364.
    This article contributes to the debate around the abilities of large language models such as GPT-3, dealing with: firstly, evaluating how well GPT does in the Turing Test, secondly the limits of such models, especially their tendency to generate falsehoods, and thirdly the social consequences of the problems these models have with truth-telling. We start by formalising the recently proposed notion of reversible questions, which Floridi & Chiriatti propose allow one to ‘identify the nature of the source of their answers’, (...)
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  47.  8
    Proceedings of the 1986 Conference on Theoretical Aspects of Reasoning about Knowledge: March 19-22, 1988, Monterey, California.Joseph Y. Halpern, International Business Machines Corporation, American Association of Artificial Intelligence, United States & Association for Computing Machinery - 1986
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  48.  13
    Cyber Security: Effects of Penalizing Defenders in Cyber-Security Games via Experimentation and Computational Modeling.Zahid Maqbool, Palvi Aggarwal, V. S. Chandrasekhar Pammi & Varun Dutt - 2020 - Frontiers in Psychology 11.
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  49.  4
    Psychological, archetypal and phenomenological perspectives on soccer.David Huw Burston - 2015 - New York: Routledge.
    Soccer, or football, attracts vast numbers of passionate fans from all over the world; yet clinical psychology is yet to study it in depth. In this book, David Huw Burston, a consultant football psychology and performance coach, uses a phenomenological research method inspired by Amedeo Giorgi to consider what we can learn from the spirit of the game, and how this can be used positively in the consulting room and on the field of play. By examining detailed qualitative research with (...)
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  50. Playing the Blame Game with Robots.Markus Kneer & Michael T. Stuart - 2021 - In Markus Kneer & Michael T. Stuart (eds.), 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 (...)
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