Results for 'Deceptive Game Design'

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  1. Ludic Unreliability and Deceptive Game Design.Stefano Gualeni & Nele Van de Mosselaer - 2021 - Journal of the Philosophy of Games 3 (1):1-22.
    Drawing from narratology and design studies, this article makes use of the notions of the ‘implied designer’ and ‘ludic unreliability’ to understand deceptive game design as a specific sub-set of transgressive game design. More specifically, in this text we present deceptive game design as the deliberate attempt to misguide players’ inferences about the designers’ intentions. Furthermore, we argue that deceptive design should not merely be taken as a set of (...)
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  2. Deceptive Retrospective Narrative Strategy and Synchronistic Prerequisite: Case Study on The Design of Impossible Puzzles.Yu Yang - 2023 - Cinej Cinema Journal 11 (1):258-288.
    The deceptive clues in the impossible puzzle film confirm the viewer’s internal expectations and allow retrospective attributing. In the film, a transcendental object negates an internal expectation, causing a retrospective blockage. Retrospectivity does not stop there; the transcendental object reinterpreting deceptive clues in the associative area leads to repeated attribution. This article consists of three parts. First, it discusses impossible puzzle films in the context of complex narrative classification. The following section introduces the Jungian concept of synchronicity and (...)
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  3.  13
    Towards a Cognitive Theory of Cyber Deception.Edward A. Cranford, Cleotilde Gonzalez, Palvi Aggarwal, Milind Tambe, Sarah Cooney & Christian Lebiere - 2021 - Cognitive Science 45 (7):e13013.
    This work is an initial step toward developing a cognitive theory of cyber deception. While widely studied, the psychology of deception has largely focused on physical cues of deception. Given that present‐day communication among humans is largely electronic, we focus on the cyber domain where physical cues are unavailable and for which there is less psychological research. To improve cyber defense, researchers have used signaling theory to extended algorithms developed for the optimal allocation of limited defense resources by using (...) signals to trick the human mind. However, the algorithms are designed to protect against adversaries that make perfectly rational decisions. In behavioral experiments using an abstract cybersecurity game (i.e., Insider Attack Game), we examined human decision‐making when paired against the defense algorithm. We developed an instance‐based learning (IBL) model of an attacker using the Adaptive Control of Thought‐Rational (ACT‐R) cognitive architecture to investigate how humans make decisions under deception in cyber‐attack scenarios. Our results show that the defense algorithm is more effective at reducing the probability of attack and protecting assets when using deceptive signaling, compared to no signaling, but is less effective than predicted against a perfectly rational adversary. Also, the IBL model replicates human attack decisions accurately. The IBL model shows how human decisions arise from experience, and how memory retrieval dynamics can give rise to cognitive biases, such as confirmation bias. The implications of these findings are discussed in the perspective of informing theories of deception and designing more effective signaling schemes that consider human bounded rationality. (shrink)
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  4.  36
    How to describe and evaluate “deception” phenomena: recasting the metaphysics, ethics, and politics of ICTs in terms of magic and performance and taking a relational and narrative turn.Mark Coeckelbergh - 2018 - Ethics and Information Technology 20 (2):71-85.
    Contemporary ICTs such as speaking machines and computer games tend to create illusions. Is this ethically problematic? Is it deception? And what kind of “reality” do we presuppose when we talk about illusion in this context? Inspired by work on similarities between ICT design and the art of magic and illusion, responding to literature on deception in robot ethics and related fields, and briefly considering the issue in the context of the history of machines, this paper discusses these questions (...)
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  5.  38
    Trust as a Test for Unethical Persuasive Design.Johnny Brennan - 2020 - Philosophy and Technology 34 (4):767-783.
    Persuasive design draws on our basic psychological makeup to build products that make our engagement with them habitual. It uses variable rewards, creates Fear of Missing Out, and leverages social approval to incrementally increase and maintain user engagement. Social media and networking platforms, video games, and slot machines are all examples of persuasive technologies. Recent attention has focused on the dangers of PD: It can deceptively prod users into forming habits that help the company’s bottom line but not the (...)
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  6. Authenticity and co-design: On responsibly creating relational robots for children.Milo Phillips-Brown, Marion Boulicault, Jacqueline Kory-Westland, Stephanie Nguyen & Cynthia Breazeal - 2023 - In Mizuko Ito, Remy Cross, Karthik Dinakar & Candice Odgers (eds.), Algorithmic Rights and Protections for Children. MIT Press. pp. 85-121.
    Meet Tega. Blue, fluffy, and AI-enabled, Tega is a relational robot: a robot designed to form relationships with humans. Created to aid in early childhood education, Tega talks with children, plays educational games with them, solves puzzles, and helps in creative activities like making up stories and drawing. Children are drawn to Tega, describing him as a friend, and attributing thoughts and feelings to him ("he's kind," "if you just left him here and nobody came to play with him, he (...)
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  7.  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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  8.  29
    Video Games, Design, and Aesthetic Experience.James Paul Gee - 2016 - Rivista di Estetica 63:149-160.
    L’articolo colloca i videogiochi nell’area di ciò che chiamo “esperienze progettate”. Le esperienze progettate sono esperienze – nel mondo reale o attraverso i media – che sono progettate per sollecitare specifici effetti o affetti. Nei miei lavori precedenti, ho indagato il modo in cui gli insegnanti, nelle loro classi, o i designer dei videogiochi, nei loro giochi, progettino esperienze volte, in entrambi i casi, a condurre verso l’apprendimento. Tuttavia, le esperienza progettate possono essere volte a sollecitare attività diverse dall’apprendimento. Esse (...)
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  9. 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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  10.  7
    Situated Knowledges through Game Design : A Transformative Exercise with Ants.Michelle Westerlaken & Stefano Gualeni - unknown
    The increasing body of knowledge in fields like animal ethology, biology, and technology has not necessarily led to the improvement of animal welfare. On the contrary, it has enabled humans to exploit animals more functionally and on increasing scales of magnitude. Building on approaches that stem from posthumanism and critical animal studies, we argue that instead of aiming for more general production of scientific knowledge, what is needed to counter exploitation and oppression is an increased sensitivity towards animals that arises (...)
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  11.  21
    Evaluating a Board Game Designed to Promote Young Children’s Delay of Gratification.Stephanie Anzman-Frasca, Anita Singh, Derek Curry, Sara Tauriello, Leonard H. Epstein, Myles S. Faith, Kaley Reardon & Dave Pape - 2020 - Frontiers in Psychology 11.
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  12.  7
    Existential Transformational Game Design: Harnessing the “Psychomagic” of Symbolic Enactment.Doris C. Rusch & Andrew M. Phelps - 2020 - Frontiers in Psychology 11.
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  13.  9
    High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game.Aniket Nagle, Robert Riener & Peter Wolf - 2015 - Frontiers in Psychology 6.
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  14. Exploited or engaged? dark game design patterns in Clicker Heroes, Farmville 2 and World of Warcraft.Faltin Karlsen - 2018 - In Kristine Jorgensen & Faltin Karlsen (eds.), Transgression in games and play. Cambridge, MA: The MIT Press.
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  15.  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 not defined (...)
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  16. Education in a complex world : nurturing chaordic agency through game design.Carlo Fabricatore & Ximena López - 2019 - In Jan Visser & Muriel Visser (eds.), Seeking Understanding: The Lifelong Pursuit to Build the Scientific Mind. Boston: Brill | Sense.
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  17.  12
    Influence of Network Size on Adversarial Decisions in a Deception Game Involving Honeypots.Harsh Katakwar, Palvi Aggarwal, Zahid Maqbool & Varun Dutt - 2020 - Frontiers in Psychology 11.
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  18. Deception in Sender–Receiver Games.Manolo Martínez - 2015 - Erkenntnis 80 (1):215-227.
    Godfrey-Smith advocates for linking deception in sender-receiver games to the existence of undermining signals. I present games in which deceptive signals can be arbitrarily frequent, without this undermining information transfer between sender and receiver.
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  19.  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 literacy (...)
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  20.  5
    Get Organized At Work! A Look Inside the Game Design Process of Valve and Linden Lab.Shenja van der Graaf - 2012 - Bulletin of Science, Technology and Society 32 (6):480-488.
    This article considers the configuration of modular and temporary organization designs. By drawing on two prominent developer firms, namely, Valve Inc. and Linden Lab, respectively, “cabals” and “studios” are explored. The results of interviews conducted with employees of these firms are used as evidence. The article demonstrates that, to various extents, these organization designs organize, facilitate, and maintain how work is accomplished and coordinated within the boundaries of a permanent firm. It extends our understanding of how these designs provide a (...)
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  21.  71
    Designing games to teach ethics.Peter Lloyd & Ibo van de Poel - 2008 - Science and Engineering Ethics 14 (3):433-447.
    This paper describes a teaching methodology whereby students can gain practical experience of ethical decision-making in the engineering design process. We first argue for the necessity to teach a ‘practical’ understanding of ethical issues in engineering education along with the usual theoretical or hypothetical approaches. We then show how this practical understanding can be achieved by using a collaborative design game, describing how, for example, the concept of responsibility can be explored from this practical basis. We conclude (...)
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  22.  35
    Testing Design Bioethics Methods: Comparing a Digital Game with a Vignette Survey for Neuroethics Research with Young People.David M. Lyreskog, Gabriela Pavarini, Edward Jacobs, Vanessa Bennett, Geoffrey Mawdsley & Ilina Singh - 2023 - AJOB Empirical Bioethics 14 (1):55-64.
    Background Over the last decades, the neurosciences, behavioral sciences, and the social sciences have all seen a rapid development of innovative research methods. The field of bioethics, however, has trailed behind in methodological innovation. Despite the so-called “empirical turn” in bioethics, research methodology for project development, data collection and analysis, and dissemination has remained largely restricted to surveys, interviews, and research papers. We have previously argued for a “Design Bioethics” approach to empirical bioethics methodology, which develops purpose-built methods for (...)
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  23. Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2016 - Proceedings of 1st International Joint Conference of DiGRA and FDG.
    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how they may be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and describe the (...)
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  24.  39
    Ideomotor design: Using common coding theory to derive novel video game interactions.Sanjay Chandrasekharan, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen & Apara Ranjan - 2010 - Pragmatics and Cognition 18 (2):313-339.
    Recent experiments show video games have a range of positive cognitive effects, such as improvement in attention, spatial cognition and mental rotation, and also overcoming of cognitive disabilities such as fear of flying. Further, game environments are now being used to generate scientific discoveries, and bring about novel phenomenological effects, such as out-of-body experiences. These advances provide interesting interaction design possibilities for video games. However, since the cognitive mechanisms underlying these experimental effects are unknown, it is difficult to (...)
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  25.  5
    Deception, Efficiency, and Random Groups: Psychology and the Gradual Origination of the Random Group Design.Trudy Dehue - 1997 - Isis 88 (4):653-673.
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  26. Acknowledgements 1. Introduction 1.1 Attention, Economy, Power 1.2 Post-Phenomenology and New Materialism 1.3 Media, Software and Game Studies 1.4 Chapter outlines 2. Interface 2.1 Interface theory 2.3 Interfaces as Environments 2.4 Interface, Object, Transduction 3. Resolution 3.1 Resolution 3.2 Neuropower 3.3 High and low Resolution 3.4 Phasing between resolutions 3.5 Resolution, Habit, Power 4. Technicity 4.1 Technicity 4.2 Psychopower 4.3 Homogenization 4.4 Irreversibility 4.5 Technicity, Time, Power 5. Envelopes 5.1 Homeomorphic Modulation 5.2 Envelope Power 5.3 Shifting Logics of the Envelope in Games Design 5.4 The Contingency of Envelopes 6. Ecotechnics 6.1 The Ecotechnics of Care 6.2 Ecotechnics of Care: two sites of transduction 6.3 From suspended to immanent ecotechnical systems of care 6.4 The Temporal Deferral of Negative Affect 7. Envelope Life 7.1 Gamification 7.2 Non-gaming interface envelopes 7.3 Questioning Envelope Life 7.4 Pharmacology 8. Conclusions 8.1 Games / Dig. [REVIEW]Capitalism Bibliography Index - 2015 - In James Ash (ed.), The interface envelope: gaming, technology, power. New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing.
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  27. Designing as playing games of make-believe.Michael Poznic, Martin Stacey, Rafaela Hillerbrand & Claudia Eckert - 2020 - Design Science 6:e10.
    Designing complex products involves working with uncertainties as the product, the requirements and the environment in which it is used co-evolve, and designers and external stakeholders make decisions that affect the evolving design. Rather than being held back by uncertainty, designers work, cooperate and communicate with each other notwithstanding these uncertainties by making assumptions to carry out their own tasks. To explain this, the paper proposes an adaptation of Kendall Walton’s make-believe theory to conceptualise designing as playing games of (...)
     
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  28. Evolutionary game theory and the normative theory of institutional design: Binmore and behavioral economics.Don Ross - 2006 - Politics, Philosophy and Economics 5 (1):51-79.
    In this article, I critically respond to Herbert Gintis's criticisms of the behavioral-economic foundations of Ken Binmore 's game-theoretic theory of justice. Gintis, I argue, fails to take full account of the normative requirements Binmore sets for his account, and also ignores what I call the ‘scale-relativity’ considerations built into Binmore 's approach to modeling human evolution. Paul Seabright's criticism of Binmore, I note, repeats these oversights. In the course of answering Gintis's and Seabright's objections, I clarify and extend (...)
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  29.  37
    Double deception: Two against one in three-person games. [REVIEW]Steven J. Brams & Frank C. Zagare - 1981 - Theory and Decision 13 (1):81-90.
    This article examines deception possibilities for two players in simple three-person voting games. An example of one game vulnerable to (tacit) deception by two players is given and its implications discussed. The most unexpected findings of this study is that in those games vulnerable to deception by two players, the optimal strategy of one of them is always to announce his (true) preference order. Moreover, since the player whose optimal announcement is his true one is unable to induce a (...)
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  30.  19
    Designs of Deception: Concepts of Consciousness, Spirituality and Survival in Capoeira Angola in Salvador, Brazil.Margaret Willson - 2001 - Anthropology of Consciousness 12 (1):19-36.
    This paper addresses various questions concerning "consciousness" and related folk concepts through an examination of fundamental principles of capoeira angola. These include, for instance, ideas such as ginga, the sensing of the mind/body through specific movements; or energia, a type of psychic force believed to be engendered through engagement within a group or with an opponent; or mentalidade, the kind of "head" one develops in capoeira angola, referring in part to what we conceptualize as a "state of consciousness," and in (...)
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  31.  13
    Creative Design of Digital Cognitive Games: Application of Cognitive Toys and Isomorphism.Robert Haworth & Kamran Sedig - 2012 - Bulletin of Science, Technology and Society 32 (5):413-426.
    Digital cognitive games (DCGs) are games whose primary purpose is to mediate (i.e., support, develop, and enhance) cognitive activities such as problem solving, decision making, planning, and critical reasoning. As these games increase in popularity and usage, more attention should be paid to their design. Currently, there is a lack of design processes that provide both structure and room for creative development of such games. This article presents a preliminary process for design of DCGs. The design (...)
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  32.  27
    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. The (...)
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  33.  3
    Placebos, Deception, and Research Design.Karin Meyers - 1979 - IRB: Ethics & Human Research 1 (7):10.
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  34. The Moral Poker Face: Games, Deception, and the Morality of Bluffing.James McBain - 2003 - Contemporary Philosophy (5&6):55-60.
    Bluffing is essentially nothing more than a type of deception. But, despite its morally questionable foundation, it is not only permissible in certain contexts, but sometimes encouraged and/or required (e.g., playing poker). Yet, the question remains as to whether it is permissible to bluff in other contexts – particularly everyday situations. In this paper, I look at László Mérő’s argument – one based in game theory and Kantian ethics – to the end that bluffing is morally permissible in everyday (...)
     
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  35. Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the (...)
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  36. The Implied Designer of Digital Games.Nele Van de Mosselaer & Stefano Gualeni - 2023 - Estetika: The European Journal of Aesthetics 60 (1):71-89.
    As artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the gameworld. Influenced by their sociocultural backgrounds, sensitivities, gameplay preferences, and familiarity with game conventions, players construct a subjective interpretation of the intentions with which they believe the digital game in question was created. By analogy with the narratological notion of the implied author, we (...)
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  37. Focus, Sensitivity, Judgement, Action: Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2017 - Transactions of the Digital Games Research Association 2 (3):143-173.
    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how these skills can be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and describe (...)
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  38.  35
    Evaluation of an Adaptive Game that Uses EEG Measures Validated during the Design Process as Inputs to a Biocybernetic Loop.Kate C. Ewing, Stephen H. Fairclough & Kiel Gilleade - 2016 - Frontiers in Human Neuroscience 10.
  39.  35
    Best Practices for the Design and Development of Ethical Learning Video Games.Rudy McDaniel & Stephen M. Fiore - 2012 - International Journal of Cyber Ethics in Education 2 (4):1-23.
    This article builds upon earlier research in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of gameplay. To update and (...)
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  40.  58
    The contribution of game theory to experimental design in the behavioral sciences.Herbert Gintis - 2001 - Behavioral and Brain Sciences 24 (3):411-412.
    Methodological practices differ between economics and psychology because economists use game theory as the basis for the design and interpretation of experiments, while psychologists do not. This methodological choice explains the “four key variables” stressed by Hert-wig and Ortmann. Game theory is currently the most rigorous basis for modeling strategic choice.
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  41. Games: Agency as Art.C. Thi Nguyen - 2020 - New York: Oxford University Press.
    Games occupy a unique and valuable place in our lives. Game designers do not simply create worlds; they design temporary selves. Game designers set what our motivations are in the game and what our abilities will be. Thus: games are the art form of agency. By working in the artistic medium of agency, games can offer a distinctive aesthetic value. They support aesthetic experiences of deciding and doing. -/- And the fact that we play games shows (...)
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  42.  25
    MI-Based Robust Waveform Design in Radar and Jammer Games.Bin Wang, Xu Chen, Fengming Xin & Xin Song - 2019 - Complexity 2019:1-14.
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  43. Deception (Under Uncertainty) as a Kind of Manipulation.Vladimir Krstić & Chantelle Saville - 2019 - Australasian Journal of Philosophy 97 (4):830-835.
    In his 2018 AJP paper, Shlomo Cohen hints that deception could be a distinct subset of manipulation. We pursue this thought further, but by arguing that Cohen’s accounts of deception and manipulation are incorrect. Deception under uncertainty need not involve adding false premises to the victim’s reasoning but it must involve manipulating her response, and cases of manipulation that do not interfere with the victim’s reasoning, but rather utilize it, also exist. Therefore, deception under uncertainty must be constituted by covert (...)
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  44.  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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  45. Cheaters Never Prosper? Winning by Deception in Purely Professional Games of Pure Chance.Michael Hemmingsen - 2020 - Sport, Ethics and Philosophy 15 (2):266-284.
    I argue that in purely professional games of pure chance, such as slot machines, roulette, baccarat or pachinko, any instance of cheating that successfully deceives the judge can be ‘part of the game’. I examine, and reject, various proposals for the ‘ethos’ that determines how we ought to interpret the formal rules of games of pure chance, such as being a test of skill, a matter of entertainment, a display of aesthetic beauty, an opportunity for hedonistic pleasure, and a (...)
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  46.  7
    Defense coordination in security games: Equilibrium analysis and mechanism design.Jiarui Gan, Edith Elkind, Sarit Kraus & Michael Wooldridge - 2022 - Artificial Intelligence 313 (C):103791.
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  47.  23
    Challenges for everyone: Real people, deception, one-shot games, social learning, and computers.Joseph Henrich - 2001 - Behavioral and Brain Sciences 24 (3):414-415.
    This commentary suggests: (1) experimentalists must expand their subject pools beyond university students; (2) the pollution created by deception would not be a problem if experimentalists fully used non-student subjects; (3) one-shot games remain important and repeated games should not ignore social learning; (4) economists need to take better control of context; and (5) using computers in experiments creates potential problems.
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  48.  6
    Deep-Breathing Biofeedback Trainability in a Virtual-Reality Action Game: A Single-Case Design Study With Police Trainers.Abele Michela, Jacobien M. van Peer, Jan C. Brammer, Anique Nies, Marieke M. J. W. van Rooij, Robert Oostenveld, Wendy Dorrestijn, Annika S. Smit, Karin Roelofs, Floris Klumpers & Isabela Granic - 2022 - Frontiers in Psychology 13.
    It is widely recognized that police performance may be hindered by psychophysiological state changes during acute stress. To address the need for awareness and control of these physiological changes, police academies in many countries have implemented Heart-Rate Variability biofeedback training. Despite these trainings now being widely delivered in classroom setups, they typically lack the arousing action context needed for successful transfer to the operational field, where officers must apply learned skills, particularly when stress levels rise. The study presented here aimed (...)
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  49. Syllabus Design and World-Making.Rima Basu - forthcoming - In Brynn Welch (ed.), The Art of Teaching. Bloomsbury.
    There are many commonalities between the framework of roleplaying games such as Dungeons & Dragons and the way in which we design classes and assignments. The professor (the dungeon master) selects a number of readings with some end goal in mind (the campaign). Along the way the students are expected to be active participants (roleplay) and the professor designs progressively harder assignments (quests) in order to test the students’ abilities and to promote learning and growth (leveling up). This structural (...)
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  50. 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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