Results for 'game world'

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  1.  8
    Why imaginary worlds? The role of self-exploration within online gaming worlds.Kim Szolin & Mark D. Griffiths - 2022 - Behavioral and Brain Sciences 45:e302.
    Dubourg and Baumard posited that preferences for exploration are the key to the popularity in imaginary worlds. This commentary argues that other forms of exploration may also account for the success and appeal of specific types of imaginary worlds, namely self-exploration within interactive imaginary worlds such as videogames.
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  2.  10
    The world is born from zero: understanding speculation and video games.Cameron Kunzelman - 2022 - Boston: De Gruyter Oldenbourg.
    The World is Born From Zero is an investigation into the relationship between video games and science fiction through the philosophy of speculation. Cameron Kunzelman argues that the video game medium is centered on the evaluation and production of possible futures by following video game studies, media philosophy, and science fiction studies to their furthest reaches. Claiming that the best way to understand games is through rigorous formal analysis of their aesthetic strategies and the cultural context those (...)
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  3.  9
    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 (...)
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  4.  14
    Games and the World.Christopher Cherry - 1976 - Philosophy 51 (195):57 - 61.
    Discussing what Wittgenstein means by ‘the use’ of an expression, Dr Kenny writes: Does a word have a use provided that it can fit into acceptable sentences, or does its use have to make some difference in the world ? Wittgenstein's two favourite similes point in opposite directions. A game, like chess, has only syntactical rules; what goes on in chess has no effect on the world except indirectly through the consequence of winning and losing.
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  5.  2
    Identity games in the world of network communications.Veronika Bogdanova & Lyudmila Alexandrova - 2019 - Sotsium I Vlast 6:39-45.
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  6.  29
    Ethics in the Virtual World: The Morality and Psychology of Gaming.Garry Young - 2013 - Durham, UK: Routledge.
    Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant moral interest? Should (...)
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  7.  13
    Gaming the system: deconstructing video games, games studies, and virtual worlds.David J. Gunkel - 2018 - Bloomington, Indiana: Indiana University Press.
    Terra nova 2.0 -- The real problem -- Social contract 2.0 -- In the face of others -- Open-ended conclusions.
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  8.  14
    Possible worlds in literary theory: A game in interdisciplinarity.Ruth Ronen - 1990 - Semiotica 80 (3-4):277-298.
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  9.  20
    The Invisible Hand in Virtual Worlds: The Economic Order of Video Games.Matthew McCaffrey (ed.) - 2022 - Cambridge University Press.
    Video games aren't merely casual entertainment: they are the heart of one of the fastest-growing media industries in the world, and a cultural phenomenon in their own right. Gaming has evolved from a niche pastime into a global business that rivals film and television, creating, in the process, new art forms and social arenas and have become the subject of endless public debate. This book shows that games also provide a unique space in which to study economic behavior. Games, (...)
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  10.  13
    Worlds, games and pragmemes: a unified theory of speech acts.Asa Kasher - 1973 - In Radu J. Bogdan & Ilkka Niiniluoto (eds.), Logic, Language, and Probability. Boston: D. Reidel Pub. Co.. pp. 201--207.
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  11.  8
    The development of possible worlds in an online video game.Yunus Luckinger - 2023 - Semiotica 2023 (252):119-131.
    With the development of technology, video games have become more and more realistic and indistinguishable from the real world. In this regard, this article takes a semiotic approach to create a better understanding of how possible worlds are created in video games, placing them on a continuum, which shows that the development of possible worlds is based on the reality we face in the real world. A video game called Player Unknown’s Battle Grounds is used to demonstrate (...)
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  12. The Information Game. Ethical Issues in a Microchip World.Geoffrey Brown - 1992 - Tijdschrift Voor Filosofie 54 (1):163-163.
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  13.  40
    Gaming the World: How Sports and Politics Are Reshaping Global Politics and Culture. By Andrei S. Markovits and Lars Rensmann.Arthur B. Shostak - 2012 - The European Legacy 17 (6):850-851.
  14.  38
    Virtual plagues and real-world pandemics: reflecting on the potential for online computer role-playing games to inform real world epidemic research.Stuart Oultram - 2013 - Medical Humanities 39 (2):115-118.
    In the wake of the Corrupted Blood incident, which afflicted the massively multiplayer online computer role-playing game World of Warcraft in 2005, it has been suggested that both, the incident itself and massively multiplayer online computer role-playing games in general, can be utilised to inform and assist real-world epidemic and public health research. In this paper, I engage critically with these claims.
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  15. Critical thinking in the gaming and real worlds.Robert Arp & Dennis Milarker - 2009 - In Luke Cuddy (ed.), The Legend of Zelda and Philosophy: I Link Thereforei Am. Open Court.
     
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  16. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of (...)
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  17. 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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  18.  7
    The World as a Mathematical Game: John von Neumann and Twentieth Century Science. [REVIEW]Leo Corry - 2011 - Isis 102:186-187.
  19.  23
    Sophie’s World – The Board Game.Chris Bloor - 2000 - Philosophy Now 28:45-45.
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  20. 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 something (...)
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  21.  19
    An earthless world: the contemporary Enframing of sport in digital games.Steven Conway - 2016 - Sport, Ethics and Philosophy 10 (1):83-96.
    This article provides a phenomenological understanding of contemporary sport and its digital game incarnation. The latter is highlighted as, currently, an example par excellence of what Martin Heidegger referred to as Enframing : the essence of modern technology that discloses being only in its availability for consumption. This concept is clarified and compared with a phenomenological comprehension of art and play. Building upon these notions, the physical sport and its digital emulation are compared and contrasted, illustrating how key criteria (...)
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  22. Little Gods: Claiming Worlds in Postmodern Literature, Film, and Online Gaming.G. Christopher Williams - 2002 - Dissertation, Northern Illinois University
    This dissertation is an effort to describe the effects of Postmodern thought in a variety of narrative forms, including novels, film, and computer games. Using Brian McHale's description of the focal point of Modernist narratives as being epistemological and Postmodernist narratives as being concerned primarily with ontological issues, I trace the possible meaning of the changing understanding of these concepts in the twentieth century. In addition, I interrogate the ramifications of the Postmodern resolution to the crisis of epistemology presented through (...)
     
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  23.  9
    World-championship-caliber Scrabble☆☆SCRABBLE® is a registered trademark. All intellectual property rights in and to the game are owned in the USA by Hasbro Inc., in Canada by Hasbro Canada Corporation, and throughout the rest of the world by J.W. Spear & Sons Limited of Maidenhead, Berkshire, England, a subsidiary of Mattel Inc. [REVIEW]Brian Sheppard - 2002 - Artificial Intelligence 134 (1-2):241-275.
  24.  16
    How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and Wellbeing.Regan L. Mandryk, Julian Frommel, Ashley Armstrong & Daniel Johnson - 2020 - Frontiers in Psychology 11.
  25.  53
    What does the ultimatum game mean in the real world?Randolph C. Grace & Simon Kemp - 2005 - Behavioral and Brain Sciences 28 (6):824-825.
    The predictive validity of the ultimatum game (UG) for cross-cultural differences in real-world behavior has not yet been established. We discuss results of a recent meta-analysis (Oosterbeek et al 2004), which examined UG behavior across large-scale societies and found that the mean percent offers rejected was positively correlated with social expenditure.
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  26. The Game of Belief.Barry Maguire & Jack Woods - 2020 - Philosophical Review 129 (2):211-249.
    It is plausible that there are epistemic reasons bearing on a distinctively epistemic standard of correctness for belief. It is also plausible that there are a range of practical reasons bearing on what to believe. These theses are often thought to be in tension with each other. Most significantly for our purposes, it is obscure how epistemic reasons and practical reasons might interact in the explanation of what one ought to believe. We draw an analogy with a similar distinction between (...)
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  27. Confidence Games: Money and Markets in a World without Redemption. [REVIEW]Gerald Moore - 2005 - Radical Philosophy 132.
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  28.  13
    Speculation: Financial Games and Derivative Worlding in a Transmedia Era.N. Katherine Hayles, Patrick Jagoda & Patrick LeMieux - 2014 - Critical Inquiry 40 (3):220-236.
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  29.  22
    Implications of real-world distributions and the conversation game for studies of human probability judgments.John C. Thomas - 2007 - Behavioral and Brain Sciences 30 (3):282-283.
    Subjects in experiments use real-life strategies that differ significantly from those assumed by experimenters. First, true randomness is rare in both natural and constructed environments. Second, communication follows conventions which depend on the game-theoretic aspects of situations. Third, in the common rhetorical stance of storytelling, people do not tell about the representative but about unusual, exceptional, and rare cases.
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  30.  15
    Video games and the ancient world - (c.) Rollinger (ed.) Classical antiquity in video games. Playing with the ancient world. Pp. XVI + 294, ills. London and new York: Bloomsbury academic, 2020. Cased, £85, us$115. Isbn: 978-1-350-06663-2. 1. [REVIEW]Cristóbal Macías - 2020 - The Classical Review 70 (2):526-528.
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  31.  13
    Scenography, Setting and Ethical World in Jogo de Cena [Scene Game]: A Discursive Approach.Silma Ramos Coimbra Mendes & Maria Cecília Pérez de Souza-E.-Silva - 2022 - Bakhtiniana 17 (3):83-104.
    ABSTRACT Among Eduardo Coutinho’s vast production, the documentary Jogo de cena stands out and is celebrated as being the centerpiece of the filmmaker's filmography, in which the interviews occupy a central place. The purpose of this article is to reflect upon these interviews, discursively, based on: speech scenes put in perspective and in relation to the aesthetic choices and materiality of the documentary; nature of the interviewer-interviewee relationship, marked by the refusal of an “alleged neutrality” and the production of settings, (...)
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  32. Philosophy through video games.Jon Cogburn - 2009 - New York: Routledge. Edited by Mark Silcox.
    I, player : the puzzle of personal identity (MMORPGS and Virtual Communities) -- The game inside the mind, the mind inside the game (The Nintendo Wii Gaming Console) -- Realistic blood and gore : do violent games make violent gamers? (First-person Shooters) -- Games and God's goodness (World-builder and Tycoon Games) -- The metaphysics of interactive art (Puzzle and Adventure Games) -- Artificial and human intelligence (Single-player RPGS) -- Epilogue: Video games and the meaning of life.
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  33.  25
    Paul Erickson. The World the Game Theorists Made. Chicago: University of Chicago Press, 2015. Pp. 384. $35.00.Philip Mirowski - 2017 - Hopos: The Journal of the International Society for the History of Philosophy of Science 7 (1):160-163.
  34. Connecting economic models to the real world: Game theory and the fcc spectrum auctions.Anna Alexandrova - 2006 - Philosophy of the Social Sciences 36 (2):173-192.
    Can social phenomena be understood by analyzing their parts? Contemporary economic theory often assumes that they can. The methodology of constructing models which trace the behavior of perfectly rational agents in idealized environments rests on the premise that such models, while restricted, help us isolate tendencies, that is, the stable separate effects of economic causes that can be used to explain and predict economic phenomena. In this paper, I question both the claim that models in economics supply claims about tendencies (...)
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  35. Geoffrey Brown, The Information Game: Ethical Issues in a Microchip World Reviewed by.Mary B. Williams - 1990 - Philosophy in Review 10 (8):306-308.
     
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  36. Towards a world game-flavored as a hawk's wing.Blake Stacey - 2023 - In Philipp Berghofer & Harald A. Wiltsche (eds.), Phenomenology and Qbism: New Approaches to Quantum Mechanics. New York, NY: Routledge.
     
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  37.  19
    Mondo Nano: Fun and Games in the World of Digital Matter.Stephanie E. Vasko - 2016 - NanoEthics 10 (1):117-120.
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  38. 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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  39.  28
    Connecting the World Through Games.Laura P. Hartman, Jenny Mead, Patricia H. Werhane & Danielle Christmas - 2011 - Journal of Business Ethics Education 8 (1):199-230.
    When using cases to teach corporate strategy and ethical decision-making, the aim is to demonstrate to students that leadership decision-making is at its most effective when all affected stakeholders are considered, from shareholders and employees, to the local, national, and global societies in which the company operates. This paper challenges the obstructive perception of many Corporate Social Responsibility (CSR) advocates that the interests of private organizations in the alleviation of social problems should not be vested, but instead should originate from (...)
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  40.  51
    Gaming and the limits of digital embodiment.Robert Farrow & Ioanna Iacovides - 2014 - Philosophy and Technology 27 (2):221-233.
    This paper discusses the nature and limits of player embodiment within digital games. We identify a convergence between everyday bodily actions and activity within digital environments, and a trend towards incorporating natural forms of movement into gaming worlds through mimetic control devices. We examine recent literature in the area of immersion and presence in digital gaming; Calleja’s (2011) recent Player Involvement Model of gaming is discussed and found to rely on a probematic notion of embodiment as 'incorporation'. We go on (...)
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  41. The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications.Kristina Šekrst - 2023 - Sic: Journal of Literature, Culture and Literary Translation 3.
    The goal of this paper is to see how mental and language representations are unique from a video-game perspective, using two main criteria. First, I will posit that the level of being both an interactive work of fiction and a self-involving interactive fiction belongs to a fuzzy interval and that some works – and, therefore, some video games – are more immersive than others. Second, I will observe how propositions tie the player’s representations of the real world and (...)
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  42.  11
    Paul Erickson. The World the Game Theorists Made. 390 pp., illus., bibl., index. Chicago/London: University of Chicago Press, 2015. $35. [REVIEW]Roger E. Backhouse - 2016 - Isis 107 (4):893-894.
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  43. Philosophy Through Video Games.Jon Cogburn & Mark Silcox - 2008 - New York: Routledge. Edited by Mark Silcox.
    How can _Wii Sports_ teach us about metaphysics? Can playing _World of Warcraft_ lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from _Zork_, _Grand Theft Auto_, and _Civilization_? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a (...)
     
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  44.  25
    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, and in other cases (...)
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  45. Gaming Prediction Markets: Equilibrium Strategies with a Market Maker.Yiling Chen, Rahul Sami & Daniel M. Reeves - unknown
    We study the equilibrium behavior of informed traders interacting with market scoring rule (MSR) market makers. One attractive feature of MSR is that it is myopically incentive compatible: it is optimal for traders to report their true beliefs about the likelihood of an event outcome provided that they ignore the impact of their reports on the profit they might garner from future trades. In this paper, we analyze non-myopic strategies and examine what information structures lead to truthful betting by traders. (...)
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  46.  8
    Economic games for the study of peace.Robert Böhm & Simon Columbus - 2024 - Behavioral and Brain Sciences 47:e4.
    Economic games provide models of real-world contexts in which researchers can probe dispositional and structural determinants of intergroup relations. Most intergroup games focus on determinants of aggression between groups and constrain the possibilities for peace. However, paradigms such as the intergroup parochial and universal cooperation game allow for peaceful intergroup relations and can be adapted for the study of peace.
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  47. Moral distance in dictators games.Fernando Aguiar, Pablo Brañas-Garza & Luis Miller - 2008 - Judgment and Decision Making 3 (4):344-354.
    We perform an experimental investigation using a dictator game in which individuals must make a moral decision —to give or not to give an amount of money to poor people in the Third World. A questionnaire in which the subjects are asked about the reasons for their decision shows that, at least in this case, moral motivations carry a heavy weight in the decision: the majority of dictators give the money for reasons of a consequentialist nature. Based on (...)
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  48.  73
    Game theory and rational decision.Julius Sensat - 1997 - Erkenntnis 47 (3):379-410.
    In its classical conception, game theory aspires to be a determinate decision theory for games, understood as elements of a structurally specified domain. Its aim is to determine for each game in the domain a complete solution to each player's decision problem, a solution valid for all real-world instantiations, regardless of context. "Permissiveness" would constrain the theory to designate as admissible for a player any conjecture consistent with the function's designation of admissible strategies for the other players. (...)
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  49.  50
    Game Spirituality: How Games Tell Us More than We Might Think.Chad Carlson - 2018 - Sport, Ethics and Philosophy 12 (1):81-93.
    While we often see games as less serious or at least less transcendental than religion there is reason to believe that games can evoke similarly meaningful narratives that allow us to learn a great deal about ourselves and our world. And games do so often using the same symbolic and metaphorical mechanisms that generate meaning in religious experience. In this paper, I explore some of the ways in which game myths—the myths created from and through games—generate meaning in (...)
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  50.  3
    Mondo Nano: Fun and Games in the World of Digital Matter: Colin Milburn. 2015 (Duke University Press) ISBN: 978-0-8223-5743-8. 424 pp. [REVIEW]Stephanie E. Vasko - 2016 - NanoEthics 10 (1):117-120.
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