Results for 'Multiple games'

993 found
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  1.  54
    Games and full completeness for multiplicative linear logic.Abramsky Samson & Jagadeesan Radha - 1994 - Journal of Symbolic Logic 59 (2):543-574.
    We present a game semantics for Linear Logic, in which formulas denote games and proofs denote winning strategies. We show that our semantics yields a categorical model of Linear Logic and prove full completeness for Multiplicative Linear Logic with the MIX rule: every winning strategy is the denotation of a unique cut-free proof net. A key role is played by the notion of history-free strategy; strong connections are made between history-free strategies and the Geometry of Interaction. Our semantics incorporates (...)
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  2.  10
    Evolutionary Game Analysis of the Dissemination of False Information by Multiple Parties after Major Emergencies.Bowen Li, Hua Li, Qiubai Sun, Rongjian Lv & Jianbo Zhao - 2022 - Complexity 2022:1-14.
    False information is always produced after the outbreak of major emergencies. Taking this into consideration, this paper discusses the behavior of multiple parties in relation to false information dissemination after major emergencies. First, a game model is constructed, using relevant knowledge of evolutionary game theory, between three parties: regulatory institutions, opinion leaders, and ordinary Internet users. Second, the model equations are solved, and the evolutionary stability strategies of each game party under different circumstances are analyzed. Third, a numerical simulation (...)
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  3. Multiple Moralities: A Game-Theoretic Examination of Indirect Utilitarianism.Paul Studtmann & Shyam Gouri-Suresh - manuscript
    In this paper, we provide a game-theoretic examination of indirect utilitarianism by comparing the expected payoffs of attempts to apply a deontological principle and a utilitarian principle within the context of the Prisoner’s Dilemma (PD). Although many of the best-known utilitarians and consequentialists have accepted some indirect form of their respective views, the results in this paper suggest that they have been overly quick to dismiss altogether the benefits of directly enacting utilitarian principles. We show that for infallible moral agents, (...)
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  4.  93
    Multiple Prisoner's Dilemma Games with(out) an Outside Option: an Experimental Study.Esther Hauk - 2003 - Theory and Decision 54 (3):207-229.
    Experiments in which subjects play simultaneously several finite two-person prisoner's dilemma supergames with and without an outside option reveal that: an attractive outside option enhances cooperation in the prisoner's dilemma game, if the payoff for mutual defection is negative, subjects' tendency to avoid losses leads them to cooperate; while this tendency makes them stick to mutual defection if its payoff is positive, subjects use probabilistic start and endeffect behavior.
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  5.  20
    Infinite games and transfinite recursion of multiple inductive definitions.Keisuke Yoshii & Kazuyuki Tanaka - 2012 - In S. Barry Cooper (ed.), How the World Computes. pp. 374--383.
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  6. Life Is Strange and ‘‘Games Are Made’’: A Philosophical Interpretation of a Multiple-Choice Existential Simulator With Copilot Sartre.Luis de Miranda - 2016 - Games and Culture 1 (18).
    The multiple-choice video game Life is Strange was described by its French developers as a metaphor for the inner conflicts experienced by a teenager in trying to become an adult. In psychological work with adolescents, there is a stark similarity between what they experience and some concepts of existentialist philosophy. Sartre’s script for the movie Les Jeux Sont Faits (literally ‘‘games are made’’) uses the same narrative strategy as Life is Strange—the capacity for the main characters to travel (...)
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  7.  29
    Enumeration versus multiple object tracking: the case of action video game players.C. Green & D. Bavelier - 2006 - Cognition 101 (1):217-245.
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  8.  5
    Life Is Strange and “Games Are Made” : A Philosophical Interpretation of a Multiple-Choice Existential Simulator With Copilot Sartre.Luis de Miranda - 2018 - Games and Culture 8 (1):825-842.
    The multiple-choice video game Life is Strange was described by its French developers as a metaphor for the inner conflicts experienced by a teenager in trying to become an adult. In psychological work with adolescents, there is a stark similarity between what they experience and some concepts of existentialist philosophy. Sartre’s script for the movie Les Jeux Sont Faits (literally “games are made”) uses the same narrative strategy as Life is Strange—the capacity for the main characters to travel (...)
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  9.  18
    The Explanation Game: A Formal Framework for Interpretable Machine Learning.David S. Watson & Luciano Floridi - 2021 - In Josh Cowls & Jessica Morley (eds.), The 2020 Yearbook of the Digital Ethics Lab. Springer Verlag. pp. 109-143.
    We propose a formal framework for interpretable machine learning. Combining elements from statistical learning, causal interventionism, and decision theory, we design an idealised explanation game in which players collaborate to find the best explanation for a given algorithmic prediction. Through an iterative procedure of questions and answers, the players establish a three-dimensional Pareto frontier that describes the optimal trade-offs between explanatory accuracy, simplicity, and relevance. Multiple rounds are played at different levels of abstraction, allowing the players to explore overlapping (...)
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  10.  42
    Multiple motives of pro-social behavior: evidence from the solidarity game. [REVIEW]Friedel Bolle, Yves Breitmoser, Jana Heimel & Claudia Vogel - 2012 - Theory and Decision 72 (3):303-321.
    The article analyses experimental “solidarity games” with two benefactors and one beneficiary. Depending on their motive for giving—e.g., warm glow, altruism, or guilt—the benefactors’ response functions are either constant, decreasing, or increasing. If motives interact, or if envy is a concern, then more complex (unimodal) shapes may emerge. Controlling for random utility perturbations, we determine which and how many motives affect individual decision making. The main findings are that the motives of about 75% of the subjects can be identified (...)
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  11. Experiential learning : the game as a teaching tool to reach multiple audiences and cross disciplinary divides.Sharon Fonn - 2016 - In James Arvanitakis & David J. Hornsby (eds.), Universities, the citizen scholar and the future of higher education. New York, NY: Palgrave-Macmillan.
     
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  12. The Patent Game: Multiple Monopoly.Stephen H. Unger-P. - forthcoming - Ends and Means.
     
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  13. Behavioral game theory: Plausible formal models that predict accurately.Colin F. Camerer - 2003 - Behavioral and Brain Sciences 26 (2):157-158.
    Many weaknesses of game theory are cured by new models that embody simple cognitive principles, while maintaining the formalism and generality that makes game theory useful. Social preference models can generate team reasoning by combining reciprocation and correlated equilibrium. Models of limited iterated thinking explain data better than equilibrium models do; and they self-repair problems of implausibility and multiplicity of equilibria.
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  14. The explanation game: a formal framework for interpretable machine learning.David S. Watson & Luciano Floridi - 2020 - Synthese 198 (10):1–⁠32.
    We propose a formal framework for interpretable machine learning. Combining elements from statistical learning, causal interventionism, and decision theory, we design an idealised explanation game in which players collaborate to find the best explanation for a given algorithmic prediction. Through an iterative procedure of questions and answers, the players establish a three-dimensional Pareto frontier that describes the optimal trade-offs between explanatory accuracy, simplicity, and relevance. Multiple rounds are played at different levels of abstraction, allowing the players to explore overlapping (...)
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  15.  57
    Stubbornness, Power, and Equilibrium Selection in Repeated Games with Multiple Equilibria.Kjell Hausken - 2007 - Theory and Decision 62 (2):135-160.
    Axelord’s [(1970), Conflict of Interest, Markham Publishers, Chicago] index of conflict in 2 × 2 games with two pure strategy equilibria has the property that a reduction in the cost of holding out corresponds to an increase in conflict. This article takes the opposite view, arguing that if losing becomes less costly, a player is less likely to gamble to win, which means that conflict will be less frequent. This approach leads to a new power index and a new (...)
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  16.  18
    "ARGUMENT IS WAR"-Or is it a Game of Chess? Multiple Meanings in the Analysis of Implicit Metaphors.David Ritchie - 2003 - Metaphor and Symbol 18 (2):125-146.
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  17.  30
    Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play.Stuart Reeves, Christian Greiffenhagen & Eric Laurier - 2017 - Topics in Cognitive Science 9 (2):308-342.
    Accounts of video game play developed from an ethnomethodological and conversation analytic perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical “work” of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a “tactical zoom.” We start very much “outside” the game, beginning with a wide view of how massive-multiplayer online games are played (...)
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  18.  42
    A game semantics for linear logic.Andreas Blass - 1992 - Annals of Pure and Applied Logic 56 (1-3):183-220.
    We present a game semantics in the style of Lorenzen for Girard's linear logic . Lorenzen suggested that the meaning of a proposition should be specified by telling how to conduct a debate between a proponent P who asserts and an opponent O who denies . Thus propositions are interpreted as games, connectives as operations on games, and validity as existence of a winning strategy for P. We propose that the connectives of linear logic can be naturally interpreted (...)
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  19.  26
    Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play.Stuart Reeves, Christian Greiffenhagen & Eric Laurier - 2016 - Topics in Cognitive Science 8 (4).
    Accounts of video game play developed from an ethnomethodological and conversation analytic perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical “work” of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a “tactical zoom.” We start very much “outside” the game, beginning with a wide view of how massive-multiplayer online games are played (...)
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  20.  18
    Corrigendum: Language Learning Enhanced by Massive Multiple Online Role-Playing Games and the Underlying Behavioral and Neural Mechanisms.Yongjun Zhang, Hongwen Song, Xiaoming Liu, Dinghong Tang, Yue-E. Chen & Xiaochu Zhang - 2019 - Frontiers in Human Neuroscience 13.
  21.  14
    Language Learning Enhanced by Massive Multiple Online Role-Playing Games and the Underlying Behavioral and Neural Mechanisms.Yongjun Zhang, Hongwen Song, Xiaoming Liu, Dinghong Tang, Yue-E. Chen & Xiaochu Zhang - 2017 - Frontiers in Human Neuroscience 11.
  22.  27
    The explanation game: a formal framework for interpretable machine learning.David S. Watson & Luciano Floridi - 2021 - Synthese 198 (10):9211-9242.
    We propose a formal framework for interpretable machine learning. Combining elements from statistical learning, causal interventionism, and decision theory, we design an idealisedexplanation gamein which players collaborate to find the best explanation(s) for a given algorithmic prediction. Through an iterative procedure of questions and answers, the players establish a three-dimensional Pareto frontier that describes the optimal trade-offs between explanatory accuracy, simplicity, and relevance. Multiple rounds are played at different levels of abstraction, allowing the players to explore overlapping causal patterns (...)
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  23.  67
    Video Games and Stress: How Stress Appraisals and Game Content Affect Cardiovascular and Emotion Outcomes.Anne Marie Porter & Paula Goolkasian - 2019 - Frontiers in Psychology 10.
    Although previous studies have found that video games induce stress, studies have not typically measured all salient indicators of stress responses including stress appraisals, cardiovascular indicators, and emotion outcomes. The current study used the Biopsychosocial Model of Challenge and Threat (Blascovich & Tomaka, 1996) to determine if video games induce a cardiovascular stress response by comparing the effects of threat and challenge appraisals across two types of video games that have shown different cardiovascular outcomes. Participants received challenge (...)
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  24.  13
    Evolutionary Game of Social Network for Emergency Mobilization (SNEM) of Magnitude Emergencies: Evidence from China.Rui Nan, Jingjie Wang & Wenjun Zhu - 2022 - Complexity 2022:1-13.
    As a common social network, the SNEM plays an important role in emergency management. Magnitude emergencies are characterized by high complexity and uncertainty, and it is impossible to rely on the government for emergency management alone. We should absorb multiple subjects to build the SNEM and carry out extensive emergency mobilization in the whole society. The SNEM can integrate resources, gather consensus, promote participation, and reduce risks. The analysis of the types, generation mechanism, subject behavior, and strategy selection of (...)
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  25.  83
    Games machines play.Wynn C. Stirling - 2002 - Minds and Machines 12 (3):327-352.
    Individual rationality, or doing what is best for oneself, is a standard model used to explain and predict human behavior, and von Neumann–Morgenstern game theory is the classical mathematical formalization of this theory in multiple-agent settings. Individual rationality, however, is an inadequate model for the synthesis of artificial social systems where cooperation is essential, since it does not permit the accommodation of group interests other than as aggregations of individual interests. Satisficing game theory is based upon a well-defined notion (...)
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  26.  49
    On game definitions.Oliver Laas - 2017 - Journal of the Philosophy of Sport 44 (1):81-94.
    Wittgenstein did not claim that the ordinary language concept ‘game’ cannot be defined: he claimed that there are multiple definitions that can be adopted for special purposes, but no single definition applicable to all games. I will defend this interpretation of Wittgenstein’s position by showing its compatibility with a pragmatic argumentative view of definitions, and how this view accounts for the diversity of disagreeing game definitions in definitional disputes.
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  27.  26
    Games between humans and AIs.Stephen J. DeCanio - 2018 - AI and Society 33 (4):557-564.
    Various potential strategic interactions between a “strong” Artificial intelligence and humans are analyzed using simple 2 × 2 order games, drawing on the New Periodic Table of those games developed by Robinson and Goforth. Strong risk aversion on the part of the human player leads to shutting down the AI research program, but alternative preference orderings by the human and the AI result in Nash equilibria with interesting properties. Some of the AI-Human games have multiple equilibria, (...)
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  28.  10
    Evolutionary Games in Natural, Social, and Virtual Worlds.Daniel Friedman & Barry Sinervo - 2016 - Oxford University Press USA.
    Over the last 25 years, evolutionary game theory has grown with theoretical contributions from the disciplines of mathematics, economics, computer science and biology. It is now ripe for applications. In this book, Daniel Friedman---an economist trained in mathematics---and Barry Sinervo---a biologist trained in mathematics---offer the first unified account of evolutionary game theory aimed at applied researchers. They show how to use a single set of tools to build useful models for three different worlds: the natural world studied by biologists; the (...)
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  29. Interests, evidence and games.Brian Weatherson - 2018 - Episteme 15 (3):329-344.
    Pragmatic encroachment theories have a problem with evidence. On the one hand, the arguments that knowledge is interest-relative look like they will generalise to show that evidence too is interest-relative. On the other hand, our best story of how interests affect knowledge presupposes an interest-invariant notion of evidence. -/- The aim of this paper is to sketch a theory of evidence that is interest-relative, but which allows that ‘best story’ to go through with minimal changes. The core idea is that (...)
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  30.  27
    Applying Multiple Pedagogical Methodologies in an Ethics Awareness Week: Expectations, Events, Evaluation, and Enhancements.Judith W. Spain, Allen D. Engle & J. C. Thompson - 2005 - Journal of Business Ethics 58 (1-3):7-16.
    . This paper reports the preliminary results from a semester-long ethics project at an AACSB accredited, regional comprehensive undergraduate school. This project culminated in an Ethics Awareness Week, which highlight a case study of the controversial EverQuest® multi-player online game. Issues of project planning and design are outlined, the dynamics of a business program-wide approach to ethics are social responsibility are presented, student survey results are presented and analyzed, and issues related to ongoing research are discussed. Nonparametric survey results indicate (...)
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  31.  18
    Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students’ Reflection Processes.Marco Rüth & Kai Kaspar - 2021 - Frontiers in Psychology 11.
    Commercial video games are popular entertainment media and part of students’ media reality. While commercial video games’ main purpose is not learning, they nonetheless could and should serve as objects of reflection in formal educational settings. Teachers could guide student learning and reflection as well as motivate students with commercial video games, but more evidence from formal educational settings is required. We conducted two mixed methods case studies to investigate students’ reflection processes using commercial video games (...)
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  32.  2
    Multiple Players Tracking in Virtual Reality: Influence of Soccer Specific Trajectories and Relationship With Gaze Activity.Alexandre Vu, Anthony Sorel, Annabelle Limballe, Benoit Bideau & Richard Kulpa - 2022 - Frontiers in Psychology 13.
    The perceptual-cognitive ability to track multiple moving objects and its contribution to team sports performance has traditionally been studied in the laboratory under non-sports specific conditions. It is thus questionable whether the measured visual tracking performance and the underlying gaze activity reflected the actual ability of team sports players to track teammates and opponents on a real field. Using a Virtual Reality-based visual tracking task, the ability of participants to track multiple moving virtual players as they would do (...)
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  33. Life as a Trust Game: a comment on The Option Value of Life.Gregory Ponthiere - 2022 - Economics and Philosophy 38 (2):300-308.
    According to Burri, a major reason why suicide is often irrational lies in the option value of life. Remaining alive is valuable because this allows for a larger menu of options, and the possibility of committing suicide in the future adds further value to the act of remaining alive now. In this note, I represent life as a trust game played by two selves – the young self and the old self – and I argue that the possibility to commit (...)
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  34. Team reasoning and a measure of mutual advantage in games.Jurgis Karpus & Mantas Radzvilas - 0201 - Economics and Philosophy 34 (1):1-30.
    The game theoretic notion of best-response reasoning is sometimes criticized when its application produces multiple solutions of games, some of which seem less compelling than others. The recent development of the theory of team reasoning addresses this by suggesting that interacting players in games may sometimes reason as members of a team – a group of individuals who act together in the attainment of some common goal. A number of properties have been suggested for team-reasoning decision-makers’ goals (...)
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  35.  30
    A constructive game semantics for the language of linear logic.Giorgi Japaridze - 1997 - Annals of Pure and Applied Logic 85 (2):87-156.
    I present a semantics for the language of first-order additive-multiplicative linear logic, i.e. the language of classical first-order logic with two sorts of disjunction and conjunction. The semantics allows us to capture intuitions often associated with linear logic or constructivism such as sentences = games, SENTENCES = resources or sentences = problems, where “truth” means existence of an effective winning strategy.The paper introduces a decidable first-order logic ET in the above language and gives a proof of its soundness and (...)
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  36.  10
    The Evolution of Video Game Affordances and Implications for Parental Mediation.Sun Sun Lim & Hee Jhee Jiow - 2012 - Bulletin of Science, Technology and Society 32 (6):455-462.
    Video games have grown in number, variety, and consumer market penetration, encroaching more aggressively into the domestic realm. Within the home therefore, parents whose children play video games have to exercise mediation and supervision. As video games evolve, parental mediation strategies have also had to keep pace, albeit not always successfully. By transposing our appreciation of parental concerns over the historical development of video games, we propose an analytical framework identifying key affordances of video games, (...)
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  37. The Puzzle of Multiple Endings.Florian Cova & Amanda Garcia - 2015 - Journal of Aesthetics and Art Criticism 73 (2):105-114.
    Why is it that most fictions present one and only one ending, rather than multiple ones? Fictions presenting multiple endings are possible, because a few exist; but they are very rare, and this calls for an explanation. We argue that such an explanation is likely to shed light on our engagement with fictions, for fictions having one and only one ending seem to be ubiquitous. After dismissing the most obvious explanations for this phenomenon, we compare the scarcity of (...)
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  38.  22
    Plagiarism Intervention Using a Game-Based Tutorial in an Online Distance Education Course.Cheryl A. Kier - 2019 - Journal of Academic Ethics 17 (4):429-439.
    This project assesses the ability of a game tutorial, “Goblin Threat” to increase university students’ ability to recognize plagiarized passages. The game tutorial covers information about how to cite properly, types and consequences of plagiarism, and the differences between paraphrasing and plagiarism. The game involves finding and clicking on “goblins” who ask questions about various aspects of plagiarism. Sound effects and entertaining visuals work to keep students’ attention. One group of 177 students enrolled in an online Psychology of Adolescence course (...)
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  39.  6
    Multidimensional assessment of Game Transfer Phenomena: Intrusive cognitions, perceptual distortions, hallucinations and dissociations.Angelica B. Ortiz de Gortari & Åge Diseth - 2022 - Frontiers in Psychology 13.
    Game Transfer Phenomena refers to a cluster of involuntary phenomena related to playing videogames, including sensory and cognitive intrusions, transient changes in perception and self-agency. The Game Transfer Phenomena Scale has been used to measure the frequency of GTP with respect to five factors. The present study aimed to validate an instrument for assessing the multiple dimensions of GTP that helps clarify the distinction between GTP experiences. GTP were contextualized onto the spectrum of intrusive cognitions, perceptual distortions, and dissociations. (...)
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  40.  93
    A Serious Game to Improve Emotion Regulation in Treatment-Seeking Individuals With Gambling Disorder: A Usability Study.Teresa Mena-Moreno, Fernando Fernández-Aranda, Roser Granero, Lucero Munguía, Trevor Steward, Hibai López-González, Amparo del Pino-Gutiérrez, María Lozano-Madrid, Mónica Gómez-Peña, Laura Moragas, Isabelle Giroux, Marie Grall-Bronnec, Anne Sauvaget, Bernat Mora-Maltas, Eduardo Valenciano-Mendoza, José M. Menchón & Susana Jiménez-Murcia - 2021 - Frontiers in Psychology 12.
    Background: Serious games have shown positive results in increasing motivation, adherence to treatment and strengthening the therapeutic alliance in multiple psychiatric disorders. In particular, patients with impulse control disorders and other disorders in which the patient suffers from inhibitory control deficits have been shown to benefit from serious games.Aim: The aim of this study was to describe the characteristics and to evaluate the usability of a new serious videogame, e-Estesia. This serious videogame was designed to improve emotion (...)
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  41. Team agency and conditional games.Andre Hofmeyr & Don Ross - 2019 - In Michiru Nagatsu & A. Ruzzene (eds.), Contemporary Philosophy and Social Science: An Interdisciplinary Dialogue. London, U.K.: Bloomsbury.
    We consider motivations for acknowledging that people participate in multiple levels of economic agency. One of these levels is characterized in terms of subjective utility to the individual; another, frequently observed, level is characterized in terms of utility to social groups with which people identify. Following Bacharach, we describe such groups as ‘teams’. We review Bacharach’s theory of such identification in his account of ‘team reasoning’. While this conceptualization is useful, it applies only to processes supported by deliberation. As (...)
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  42.  57
    Some Reflections on Gaslighting and Language Games.Jeff Engelhardt - 2023 - Feminist Philosophy Quarterly 9 (3).
    This paper proposes that, in many cases, conversational norms permit gaslighting when socially subordinate speakers report systemic injustice. Section 1 introduces gaslighting and the kinds of cases on which I focus—namely, cases in which multiple people gaslight. I give examples and statistics to suggest that these cases are common in response to reports of race- or gender-based injustice; and I appeal to scholarship on epistemologies of ignorance to suggest that this kind of gaslighting is common because it is systematically (...)
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  43.  79
    Women's Games in Japan.Hyeshin Kim - 2009 - Theory, Culture and Society 26 (2-3):165-188.
    Women's games refers to a category of games developed and marketed exclusively for the consumption of women and girls in the Japanese gaming industry. Essentially gender-specific games comparable to the `games for girls' proposed by the girls' game movement in the USA, Japanese women's games are significant for their history, influence and function as a site for female gamers to play out various female identities and romantic fantasies within diverse generic structures. This article will first (...)
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  44.  12
    Shaken Not Stirred: The Name of the Game in the Post-Truth Condition.Steve Fuller - 2023 - Critical Review: A Journal of Politics and Society 35 (1):22-39.
    The post-truth condition is just as much about naming a meta-game as winning it. This condition can be tracked across Western intellectual history from the Homeric epics to popular culture. The common thread is that players are more likely to succeed in this meta-game if they have a certain consistency of character, which Thomas More called “integrity.” The presence of integrity means that the historical losers have often had an advantage in defining for subsequent generations the name of the game (...)
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  45.  38
    Cooperation with Multiple Audiences.Marilynn Johnson - 2016 - Croatian Journal of Philosophy 16 (2):203-228.
    Steven Pinker proposes a game-theoretic framework to help explain the use of veiled speech in contexts where the ultimate aims of the speaker and hearer may diverge—such as cases of bribing a police officer to get out of a ticket and paying a maître d’ to get a table. This is presented as a response to what Pinker sees as the failure in H. P. Grice’s influential theory of meaning to recognize that speakers and hearers are not always cooperating. In (...)
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  46.  66
    A Banzhaf share function for cooperative games in coalition structure.Gerard van Der Laan & René van Den Brink - 2002 - Theory and Decision 53 (1):61-86.
    A cooperative game with transferable utility–or simply a TU-game– describes a situation in which players can obtain certain payoffs by cooperation. A value function for these games assigns to every TU-game a distribution of payoffs over the players. Well-known solutions for TU-games are the Shapley and the Banzhaf value. An alternative type of solution is the concept of share function, which assigns to every player in a TU-game its share in the worth of the grand coalition. In this (...)
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  47.  22
    Fix the Game, Not the Dame: Restoring Equity in Leadership Evaluations.Jamie L. Gloor, Manuela Morf, Samantha Paustian-Underdahl & Uschi Backes-Gellner - 2018 - Journal of Business Ethics 161 (3):497-511.
    Female leaders continue to face bias in the workplace compared to male leaders. When employees are evaluated differently because of who they are rather than how they perform, an ethical dilemma arises for leaders and organizations. Thus, bridging role congruity and social identity leadership theories, we propose that gender biases in leadership evaluations can be overcome by manipulating diversity at the team level. Across two multiple-source, multiple-wave, and randomized field experiments, we test whether team gender composition restores gender (...)
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  48. The Puzzling Resilience of Multiple Realization.Thomas W. Polger & Lawrence A. Shapiro - 2023 - Minds and Machines 33 (2):321-345.
    According to the multiple realization argument, mental states or processes can be realized in diverse and heterogeneous physical systems; and that fact implies that mental state or process kinds cannot be identified with particular kinds of physical states or processes. More specifically, mental processes cannot be identified with brain processes. Moreover, the argument provides a general model for the autonomy of the special sciences. The multiple realization argument is widely influential, but over the last thirty years it has (...)
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  49.  25
    The Action Game: A computational model for learning repertoires of goals and vocabularies to express them in a population of agents.Bart Jansen & Jan Cornelis - 2012 - Interaction Studies 13 (2):285-313.
    This article introduces a computational model which illustrates how a population of agents can coordinate a vocabulary for goal oriented behavior through repeated local interactions, called “Action Games”. Using principles of self organization and specific assumptions on their behavior, the agents learn the goals and a vocabulary for them. It is shown that the proposed model can be used to investigate the coordination of vocabularies for goal oriented behavior both in a vertical and in a horizontal transmission scheme. Furthermore, (...)
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    The Action Game: A computational model for learning repertoires of goals and vocabularies to express them in a population of agents.Bart Jansen & Jan Cornelis - 2012 - Interaction Studiesinteraction Studies Social Behaviour and Communication in Biological and Artificial Systems 13 (2):285-313.
    This article introduces a computational model which illustrates how a population of agents can coordinate a vocabulary for goal oriented behavior through repeated local interactions, called “Action Games”. Using principles of self organization and specific assumptions on their behavior, the agents learn the goals and a vocabulary for them. It is shown that the proposed model can be used to investigate the coordination of vocabularies for goal oriented behavior both in a vertical and in a horizontal transmission scheme. Furthermore, (...)
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