Results for 'Objective of the game'

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  1.  48
    The Teacher’s Vocation: Ontology of Response.Ann Game & Andrew Metcalfe - 2008 - Studies in Philosophy and Education 27 (6):461-473.
    We argue that pedagogic authority relies on love, which is misunderstood if seen as a matter of actions and subjects. Love is based not on finite subjects and objects existing in Euclidean space and linear time, but, rather, on the non-finite ontology, space and time of relations. Loving authority is a matter of calling and vocation, arising from the spontaneous and simultaneous call-and-response of a lively relation. We make this argument through a reading of Buber’s I–You relation and Murdoch’ s (...)
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  2.  16
    Formalizing the Dynamics of Information.Martina Faller, Stefan C. Kaufmann, Marc Pauly & Center for the Study of Language and Information S.) - 2000 - Center for the Study of Language and Information Publications.
    The papers collected in this volume exemplify some of the trends in current approaches to logic, language and computation. Written by authors with varied academic backgrounds, the contributions are intended for an interdisciplinary audience. The first part of this volume addresses issues relevant for multi-agent systems: reasoning with incomplete information, reasoning about knowledge and beliefs, and reasoning about games. Proofs as formal objects form the subject of Part II. Topics covered include: contributions on logical frameworks, linear logic, and different approaches (...)
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  3.  23
    The name of the game: a Wittgensteinian view of ‘invasiveness’.Stacy S. Chen, Connor T. A. Brenna, Matthew Cho, Liam G. McCoy & Sunit Das - 2024 - Journal of Medical Ethics 50 (4):240-241.
    In their forthcoming article, ‘What makes a medical intervention invasive?’ De Marco, Simons, and colleagues explore the meaning and usage of the term ‘invasive’ in medical contexts. They describe a ‘Standard Account’, drawn from dictionary definitions, which defines invasiveness as ‘incision of the skin or insertion of an object into the body’. They then highlight cases wherein invasiveness is employed in a manner that is inconsistent with this account (eg, in describing psychotherapy) to argue that the term invasiveness is often (...)
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  4.  63
    The immorality of computer games: Defending the endorsement view against Young’s objections.Sebastian Ostritsch & Samuel Ulbricht - 2020 - Ethics and Information Technology (3):1-7.
    Garry Young has made three objections against Sebastian Ostritsch’s endorsement view on the immorality of computer games. In this paper, we want to defend the endorsement view against all three of them.
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  5.  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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  6.  16
    For the Love of the Game: Implicit Arousal Following Symbolic Destruction of Sports Teams and Partners.Bruce M. Hood, Alia F. Ataya, Marcus R. Munafò & Angela S. Attwood - 2014 - Journal of Cognition and Culture 14 (1-2):117-123.
    The belief that damaging an object may harm the individual to which the object relates is common among adults. We explored whether arousal following the destruction of a photograph of a loved partner is greater than that following the destruction of a photograph of a stranger, and whether this response is greater than when a photograph representing a non-person sentimental attachment is destroyed, using a measure of skin conductance response. Long-term supporters of a football team, who were also in a (...)
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  7.  29
    RASMUSEN, ERIC, Folk Theorems for the Observable Implications of Repeated.Implications of Repeated Games - 1992 - Theory and Decision 32:147-164.
  8.  75
    The Metaphysics of Laws of Nature: The Rules of the Game.Walter Ott - 2022 - Oxford, UK: Oxford University Press.
    It can seem obvious that we live in a world governed by laws of nature, yet it was not until the seventeenth century that the concept of a law came to the fore. Ever since, it has been attended by controversy: what does it mean to say that Boyle's law governs the expansion of a gas, or that the planets obey the law of gravity? Laws are rules that permit calculations and predictions. What does the universe have to be like, (...)
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  9.  6
    Aesthetic Significances of the Professional Football Game from Böhme’s Point of View : Transition from an Object of Fulfillment of Needs to an Object of Perception of Atmospheres. 최준호 - 2022 - Journal of Korean Philosophical Society 164:337-370.
    뵈메의 시각으로 서포터즈의 퍼포먼스에 주목해서 프로 축구경기의 미학적 의미를 고찰하고, 이를 통해서 축구 미학은 물론 더 나아가서 스포츠 미학을 새로운 관점에서 접근하는 길을 환기시키는 것이 논문의 목적이다. 이러한 목적에 상응하는 연구의 내용은 다음과 같다. 먼저 ‘분위기’ 및 ‘분위기 머금은 현상’ 개념을 중심으로 뵈메의 ‘지각학으로서의 미학’의 핵심이 검토된다. 이는 축구경기의 미학적 의미를 전통미학의 틀에서 벗어나서 논구할 수 있는 기초를 다지는 것을 의미한다. 다음으로 축구경기에서 만들어지는 분위기, 즉 축구경기의 특정 상황에서 형성되는 경기장 전체의 분위기가 ‘극적인 골’ 사건에 초점을 맞춰 검토된 뒤, 그것이 (...)
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  10. The game of the name: introducing logic, language, and mind.Gregory McCulloch - 1989 - New York: Oxford University Press.
    This introduction to modern work in analytic philosophy uses the example of the proper name to give a clear explanation of the logical theories of Gottlob Frege, and explain the application of his ideas to ordinary language. McCulloch then shows how meaning is rooted in the philosophy of mind and the question of intentionality, and looks at the ways in which thought can be "about" individual material objects.
  11. Turning the Game against the Idealist: Mendelssohn's Refutation of Idealism and Kant's Replies.Corey W. Dyck - 2011 - In R. W. Munk (ed.), Mendelssohn's Aesthetics and Metaphysics.
    While there is good reason to think that Mendelssohn's Morgenstunden targets some of the key claims of Kant’s first Critique, this criticism has yet to be considered in the appropriate context or presented in all of its systematic detail. I show that far from being an isolated assault, Mendelssohn’s attack in the Morgenstunden is a continuation and development of his earlier criticism of Kant’s idealism as presented in the Inaugural Dissertation. I also show that Mendelssohn’s objection was more influential on (...)
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  12. the philosophical interpretation of language game theory.Nick Zangwill - 2021 - Journal of Language Evolution 6 (2):136–153.
    I give an informal presentation of the evolutionary game theoretic approach to the conventions that constitute linguistic meaning. The aim is to give a philosophical interpretation of the project, which accounts for the role of game theoretic mathematics in explaining linguistic phenomena. I articulate the main virtue of this sort of account, which is its psychological economy, and I point to the casual mechanisms that are the ground of the application of evolutionary game theory to linguistic phenomena. (...)
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  13.  54
    The Ethics of Computer Games.Miguel Sicart - 2011 - MIT Press.
    Despite the emergence of computer games as a dominant cultural industry, we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues (...)
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  14. Regimentation of Sorites- a Solution by the Change of Language Games.Andrej Ule - 1999 - Acta Analytica 14 (1):7-26.
    I sketch the basic problem of vagueness - the sorites paradox and propose a new solution. I try to show that the paradoxical result of the sorites arguments arises from combining different language games or representation systems without sufficient care. I propose two solutions, two types of regimentating the sorites. They do not allow an inheritance of the vague property F in the whole sequence of objects. The first introduces some quantitatively determined predicates (quantitative regimentation) and the second (relational regimentation) (...)
     
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  15. 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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  16. Ambassadors of the game: do famous athletes have special obligations to act virtuously?Christopher C. Yorke & Alfred Archer - 2020 - Journal of the Philosophy of Sport 47 (2):301-317.
    Do famous athletes have special obligations to act virtuously? A number of philosophers have investigated this question by examining whether famous athletes are subject to special role model obligations (Wellman 2003; Feezel 2005; Spurgin 2012). In this paper we will take a different approach and give a positive response to this question by arguing for the position that sport and gaming celebrities are ‘ambassadors of the game’: moral agents whose vocations as rule-followers have unique implications for their non-lusory lives. (...)
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  17.  9
    Out of the Maze: Investigating Fluid Intelligence and Numeracy as Predictive Factors of Planning Skills Using Video Games.Gianluca Guglielmo, Elisabeth Huis in 'T. Veld, Michal Klincewicz & Pieter Spronck - 2022 - In Kristian Kiili, Koskinen Antti, Francesca de Rosa, Muhterem Dindar, Michael Kickmeier-Rust & Francesco Bellotti (eds.), Games and Learning Alliance. GALA 2022. Lecture Notes in Computer Science, vol 13647. Springer International Publishing. pp. 202--211.
    The aim of this study was to test whether an online video game can be used to investigate planning ability and whether fluid intelligence, objective numeracy, and subjective numeracy are predictive of game performance. Our results demonstrate that fluid intelligence is particularly important, which is in line with previous non-game-based studies that show a relationship between classical planning tests and fluid intelligence. Video games have been previously used for research into cognitive processes and taking them online (...)
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  18.  40
    The game-theoretic innocence of experimental behavioral psychology.Don Ross - 2001 - Behavioral and Brain Sciences 24 (3):426-427.
    Hertwig and Ortmann imply that failure of many behavioral psychologists to observe several central methodological principles of experimental economics derives mainly from differences in disciplinary culture. I suggest that there are deeper philosophical causes, based (ironically) on a legacy of methodological individualism in psychology from which economists have substantially cured themselves through use of game theory. Psychologists often misidentify their objects of study by trying to wrench subjects out of their normal behavioral contexts in games.
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  19. A Game-Theoretic Analysis of the Waterloo Campaign and Some Comments on the Analytic Narrative Project.Philippe Mongin - 2018 - Cliometrica 12:451–480.
    The paper has a twofold aim. On the one hand, it provides what appears to be the first game-theoretic modeling of Napoleon’s last campaign, which ended dramatically on 18 June 1815 at Waterloo. It is specifically concerned with the decision Napoleon made on 17 June 1815 to detach part of his army against the Prussians he had defeated, though not destroyed, on 16 June at Ligny. Military historians agree that this decision was crucial but disagree about whether it was (...)
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  20.  4
    An Analysis of the Ideological Potential of Video Games from the Point of View of James Gibson’s Theory of Affordances.L. V. Moyzhes - 2020 - Sociology of Power 32 (3):32-52.
    The purpose of this article is to propose a method for analyzing the ideo­logical content of video games while taking into account the agency of the players. The interactivity of video games as a medium has been attracting the attention of researchers for many years, raising, in particular, the ques­tion of how this unique property serves to broadcast certain ideologies. The ability of games to make ideological statements was discussed by Bogost, Frasca, Aarseth, and many other pioneers of game (...)
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  21.  19
    What Games Do Scientists Play? Rationality and Objectivity in a Game-Theoretic Approach to the Social Construction of Scientific Knowledge.Jesús Zamora-Bonilla - 2010 - In M. Dorato M. Suàrez (ed.), Epsa Epistemology and Methodology of Science. Springer. pp. 323--332.
  22.  11
    Talking about Someone's Objects of Belief Dialogical Language Games, Epistemic Acquisition and Intentional Identity.Shahid Rahman & Adjoua Bernadette Dango - unknown
    Réseau LACTO (Langage, Argumentation et Cognition dans les Traditions Orales) Quatrième Rencontre du Réseau Lacto CELHTO, bureau de l'Union Africaine, Niamey, Niger, du 22 au 25 septembre 2015 : JEU ET ORALITE DANS LES SOCIETES A TRADITION ORALE According to the main stream approaches to epistemic notions, knowledge and belief are understood as propositional operators. Thus, • Gildas believes that there is a witch in his village is understood as expressing a proposition. Moreover, • Gildas knows that Gödel proved the (...)
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  23.  31
    A Philosophy of Physical Education Oriented toward the Game as an Object. Showing the Inexhaustible Reality of Games through Bernard Suits’ Theory.Wenceslao Garcia-Puchades & Oscar Chiva-Bartoll - 2020 - Sport, Ethics and Philosophy 14 (2):192-205.
    Although a large number of theories justify the presence of games in school, all of them converge in two of the educational functions described by Biesta, socialization and qualification. In contra...
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  24. Ontology in the Game of Life.Eric Steinhart - 2012 - Axiomathes 22 (3):403-416.
    The game of life is an excellent framework for metaphysical modeling. It can be used to study ontological categories like space, time, causality, persistence, substance, emergence, and supervenience. It is often said that there are many levels of existence in the game of life. Objects like the glider are said to exist on higher levels. Our goal here is to work out a precise formalization of the thesis that there are various levels of existence in the game (...)
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  25. Merciless justice: the dialectic of the universal and the particular in Kantian ethics, competitive games, and Bhagavad Gītā.Michael Yudanin - 2013 - Journal of Indian Philosophy and Religion 18:124-143.
    Morality is traditionally understood as comprised of two components: justice and mercy. The first component, justice, the universal component of the form, is frequently seen as foundational for any moral system – which poses a challenge of explaining the second component, mercy, the particular component of content. Kantian ethics provides an example of this approach. After formulating his universalist theory of ethics in the Groundwork of the metaphysics of morals and further developing it in the Critique of practical reason, he (...)
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  26.  9
    Être and paraître: The games of truth in the book of Susanna.Dickh M. Kanonge - 2018 - HTS Theological Studies 74 (3).
    Recent literary methods have opened new possibilities in reading and understanding the logic of narratives. The Greimassian approach offers such a possibility. Though Greimas’ approach is by now accepted as part of the canon of narratology, some of its components have not yet received due attention. This is the case with his ‘veridictory square’, a diagram that applies especially to texts where oppositions such as truth-falsehood, hero-villain and subject-anti-subject are prominent themes. This article aims to demonstrate that these kinds of (...)
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  27.  35
    Riding: Embodying the Centaur.Ann Game - 2001 - Body and Society 7 (4):1-12.
    Through a phenomenological study of horse-human relations, this article explores the ways in which, as embodied beings, we live relationally, rather than as separate human identities. Conceptually this challenges oppositional logic and humanist assumptions, but where poststructuralist treatments of these issues tend to remain abstract, this article is concerned with an embodied demonstration of the ways in which we experience a relational or in-between logic in our everyday lives.
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  28.  51
    The Apparent (Ur-)Intentionality of Living Beings and the Game of Content.Katerina Abramova & Mario Villalobos - 2015 - Philosophia 43 (3):651-668.
    Hutto and Satne, Philosophia propose to redefine the problem of naturalizing semantic content as searching for the origin of content instead of attempting to reduce it to some natural phenomenon. The search is to proceed within the framework of Relaxed Naturalism and under the banner of teleosemiotics which places Ur-intentionality at the source of content. We support the proposed redefinition of the problem but object to the proposed solution. In particular, we call for adherence to Strict Naturalism and replace teleosemiotics (...)
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  29. 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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  30.  64
    A Game-Theoretic Analysis of the Baldwin Effect.Graciela Kuechle & Diego Rios - 2012 - Erkenntnis 77 (1):31-49.
    The Baldwin effect is a process by which learnt traits become gradually incorporated into the genome through a Darwinian mechanism. From its inception, the Baldwin effect has been regarded with skepticism. The objective of this paper is to relativize this assessment. Our contribution is two-fold. To begin with, we provide a taxonomy of the different arguments that have been advocated in its defense, and distinguish between three justificatory dimensions—feasibility, explanatory relevance and likelihood—that have been unduly conflated. Second, we sharpen (...)
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  31.  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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  32. The Game of Fictional Mathematics: Review of M. Leng, Mathematics and Reality[REVIEW]J. Frans - 2012 - Constructivist Foundations 8 (1):126-128.
    Upshot: Leng attacks the indispensability argument for the existence of mathematical objects. She offers an account that treats the role of mathematics in science as an indispensable and useful part of theories, but retains nonetheless a fictionalist position towards mathematics. The result is an account of mathematics that is interesting for constructivists. Her view towards the nominalistic part of science is, however, more in conflict with radical constructivism.
     
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  33.  28
    Do brokers act in the best interests of their clients? New evidence from electronic trading systems.Annilee M. Game & Andros Gregoriou - 2014 - Business Ethics: A European Review 25 (2):187-197.
    Prior research suggests brokers do not always act in the best interests of clients, although morally obligated to do so. We empirically investigated this issue focusing on trades executed at best execution price, before and after the introduction of electronic limit-order trading, on the London Stock Exchange. As a result of limit-order trading, the proportion of trades executed at the best execution price for the customer significantly increased. We attribute this to a sustained increase in the liquidity of stocks as (...)
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  34.  40
    Language and the game of life.Stevan Harnad - 2005 - Behavioral and Brain Sciences 28 (4):497-498.
    Steels & Belpaeme's (S&B's) simulations contain all the right components, but they are put together wrongly. Color categories are unrepresentative of categories in general and language is not merely naming. Language evolved because it provided a powerful new way to acquire categories (through instruction, rather than just the old way of other species, through trial-and-error experience). It did not evolve so that multiple agents looking at the same objects could let one another know which of the objects they had in (...)
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  35.  16
    A Question of Fit: Cultural and Individual Differences in Interpersonal Justice Perceptions.Annilee M. Game & Jonathan R. Crawshaw - 2017 - Journal of Business Ethics 144 (2):279-291.
    This study examined the link between employees’ adult attachment orientations and perceptions of line managers’ interpersonal justice behaviors, and the moderating effect of national culture. Participants from countries categorized as low collectivistic and high collectivistic completed an online survey. Attachment anxiety and avoidance were negatively related to interpersonal justice perceptions. Cultural differences did not moderate the effects of avoidance. However, the relationship between attachment anxiety and interpersonal justice was non-significant in the Southern Asia cultural cluster. Our findings indicate the importance (...)
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  36.  44
    ‘The Mind as an Object of God's Knowledge’: Another Cartesian Temptation?Sophia Vasalou - 2008 - Philosophical Investigations 32 (1):44-64.
    In this paper my aim is to consider the picture of God's immediate knowledge of the mind as this appears in Wittgenstein's work, where its soundness seems to be brought into question. My argument is that the response to this denial should take the form, not of an investigation of a theological position concerning God's knowledge ("can God look into the human mind?"), but of a negotiation of the difficulties affecting our use of this picture. A great part of the (...)
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  37. Just how expert are “expert” video-game players? Assessing the experience and expertise of video-game players across “action” video-game genres.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Video-game play (particularly “action” video-games) holds exciting promise as an activity that may provide generalized enhancement to a wide range of perceptual and cognitive abilities (for review see Latham et al., 2013a). However, in this article we make the case that to assess accurately the effects of video-game play researchers must better characterize video-game experience and expertise. This requires a more precise and objective assessment of an individual's video-game history and skill level, and making finer (...)
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  38. 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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  39.  38
    Games as Authorial Platforms? An Exploration of the Legal Status of User-Created Content from Digital Games.Gabriele Aroni - 2023 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 36 (5):2021-2036.
    Digital games can be considered as composed of two main components: the props, i.e. visual, textual, and aural elements such as codes, 3D models and animations; and the form, specially the interaction between players and games, the act of playing itself. This dichotomy thus begs the question whether digital games are indeed games if nobody plays them, and ultimately: who is the owner of the gameplay and any by-product of the interaction between the game and the players? This paper (...)
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  40.  11
    The Influence of Social Class on University Students’ Prosocial Behavior Based on the Game Perspective.Hao Ding, Feng Xu & Jia-Ming Zhu - 2021 - Complexity 2021:1-10.
    In the present research, based on the game research paradigm, the research tools are the dictator game and the trust game, and the research objects are Chinese university students. We adopt 2 × 2 between-subjects design experiment to investigate the influence of social class on university students’ prosocial behavior. Across the experimental study, we find that in the two situations of dictator game and trust game, self-social class has no significant influence on university students’ prosocial (...)
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  41.  86
    Basic objectives of dialogue logic in historical perspective.Kuno Lorenz - 2001 - Synthese 127 (1-2):255 - 263.
    The extensive research in logic conducted by using concepts and methods of game theory as documented in this collection of papers, allows to see dialogue logic in a number of new perspectives. This situation may gain further clarity by looking back to the inception of dialogue logic in the late fifties and early sixties.
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  42.  45
    Objections to Ostritsch’s argument in “The amoralist challenge to gaming and the gamer’s moral obligation”.Garry Young - 2017 - Ethics and Information Technology 19 (3):209-219.
    This paper raises three objections to the argument presented by Ostritsch in The amoralist challenge to gaming and the gamer’s moral obligation, in which the amoralist’s mantra “it’s just a game” is viewed as an illegitimate rebuttal of all moral objections to video games. The first objection focuses on Ostritsch’s ‘strong sense’ of player enjoyment, which I argue is too crude, given the moral work it is meant to be doing. Next, I question the legitimacy of Ostritsch’s claim that (...)
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  43.  28
    Basic Objectives of Dialogue Logic in Historical Perspective.Kuno Lorenz - 2001 - Synthese 127 (1-2):255-263.
    The extensive research in logic conducted by using concepts and methods of game theory as documented in this collection of papers, allows to see dialogue logic in a number of new perspectives. This situation may gain further clarity by looking back to the inception of dialogue logic in the late fifties and early sixties.
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  44.  5
    The Relationship of Ethics and Law in Governing the Game of Business.Brian H. Kurbjeweit - 2011 - Journal of Business Ethics Education 8 (1):55-62.
    A concept for teaching business ethics and its relationship with business law is developed. Legal regulations form the essential boundaries of the business game. Many students do not realize the degree to which law is dependent upon ethical actors to achieve its objectives. At least three examples are insightful in this regard: First, the interpretive requirements of legal rules often rely on the ethical character of the interpreting business actor to achieve their objectives. Second, law does not prohibit harms (...)
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  45.  5
    The Structure of Social Inconsistencies: A contribution to a unified theory of play, game, and social action.Richard Grathoff - 1970 - Springer Verlag.
    Few phenomena have found such divergent descriptions in sociological lit­ erature as have social inconsistencies. They were studied by George Herbert Mead as eruptive "natural" events constituting a social temporality. Alfred SchUtz described them as "explosions" of the individual actor's anticipatory action patterns. Talcott Parsons attempted to grasp social inconsistencies into his frame of "pattern variables," while Erving Goffman dealt with them as disruptions of "fostered impressions of reality" maintained by one or the other dominant team. The present study traces (...)
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  46. Detecting Health Problems Related to Addiction of Video Game Playing Using an Expert System.Samy S. Abu Naser & Mohran H. Al-Bayed - 2016 - World Wide Journal of Multidisciplinary Research and Development 2 (9):7-12.
    Today’s everyone normal life can include a normal rate of playing computer games or video games; but what about an excessive or compulsive use of video games that impact on our life? Our kids, who usually spend a lot of time in playing video games will likely have a trouble in paying attention to their school lessons. In this paper, we introduce an expert system to help users in getting the correct diagnosis of the health problem of video game (...)
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  47. Review: Ahti-Veikko Pietarinen. Signs of Logic: Peircean Themes on the Philosophy of Language, Games, and Communication. Dordrecht, The Netherlands: Springer, 2006. [REVIEW]Robert W. Burch - 2006 - Transactions of the Charles S. Peirce Society 42 (4):577-581.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Signs of Logic: Peircean Themes on the Philosophy of Language, Games, and CommunicationRobert W. BurchAhti-Veikko Pietarinen Signs of Logic: Peircean Themes on the Philosophy of Language, Games, and Communication Dordrecht, The Netherlands: Springer, 2006. xiv + 496 pp.This compendious volume of fourteen of Pietarinen's essays on Peirce, plus a three-page set of "Final Words" relating to the work of Robert Aumann, is a "must-have" for both the Peirce (...)
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  48. ‘Let No-One Ignorant of Geometry…’: Mathematical Parallels for Understanding the Objectivity of Ethics.James Franklin - 2023 - Journal of Value Inquiry 57 (2):365-384.
    It may be a myth that Plato wrote over the entrance to the Academy “Let no-one ignorant of geometry enter here.” But it is a well-chosen motto for his view in the Republic that mathematical training is especially productive of understanding in abstract realms, notably ethics. That view is sound and we should return to it. Ethical theory has been bedevilled by the idea that ethics is fundamentally about actions (right and wrong, rights, duties, virtues, dilemmas and so on). That (...)
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  49.  7
    The Parquet Game and Combinations: The Double Patrimonalization of an Object and its Mathematical Knowledge.Lisa Boutin Rougetet - 2022 - Philosophia Scientiae:91-122.
    L’objectif de cet article est de rendre compte de la création et de la transmission d’un savoir mathématique lié aux combinaisons par le biais d’un support matériel particulier : les pavés mi-partis. Ces derniers sont des carrés du plan divisés par une diagonale en deux parties de couleur différente. Tour à tour objet d’ornement, objet de réflexion mathématique à partir du xviiie siècle grâce au Mémoire sur les combinaisons du père Truchet à l’Académie royale des sciences, objet pédagogique dans les (...)
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  50. Meta-Induction and Social Epistemology: Computer Simulations of Prediction Games.Gerhard Schurz - 2009 - Episteme 6 (2):200-220.
    The justification of induction is of central significance for cross-cultural social epistemology. Different ‘epistemological cultures’ do not only differ in their beliefs, but also in their belief-forming methods and evaluation standards. For an objective comparison of different methods and standards, one needs (meta-)induction over past successes. A notorious obstacle to the problem of justifying induction lies in the fact that the success of object-inductive prediction methods (i.e., methods applied at the level of events) can neither be shown to be (...)
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