Results for 'serious games'

993 found
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  1.  84
    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 (...)
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  2.  8
    Improving Serious Games to Tackle Childhood Obesity.Maroua Belghali, Yauhen Statsenko & Abdulsalam Al-Za’abi - 2021 - Frontiers in Psychology 12.
    Childhood obesity has become a global public health issue. Today, there are opportunities to promote health through technological devices such as serious games. Despite the major advancement of this field of research, the use of serious games as a validated intervention in clinical practice requires further clarifications on some methodological aspects. In this perspective article, we report the pros and cons of existing serious games. Besides, we attempt to propose a new methodology of design (...)
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  3.  5
    Serious games in theology.Willem H. Oliver - 2019 - HTS Theological Studies 75 (4):1-8.
    In South Africa, the implementation of serious games and gamification in the design of curricula, being presented in schools and institutions of higher education, is mostly a novelty. As we are in a transitional phase with education, especially on two levels, namely, with the decolonisation of education and preparing education for the Fourth Industrial Revolution, it would be fitting and high time to fully implement gaming into the curricula. This article takes a look at the implementation of a (...)
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  4. Plato's Parmenides as serious game: Contarini and the Renaissance reception of Proclus.Barbara Bartocci - 2019 - In Dragos Calma (ed.), Reading Proclus and the Book of causes: Western scholarly networks and debates. Boston: Brill.
  5.  39
    Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine – A Cross-Sectional Pilot Study.Talita Dias da Silva, Paula Lumy da Silva, Elisa de Jesus Valenzuela, Eduardo Dati Dias, Amanda Orasmo Simcsik, Mariana Giovanelli de Carvalho, Anne Michelli Gomes Gonçalves Fontes, Camila Aparecida de Oliveira Alberissi, Luciano Vieira de Araújo, Murilo Vinícius da Costa Brandão, Helen Dawes & Carlos Bandeira de Mello Monteiro - 2021 - Frontiers in Psychology 12.
    IntroductionThere is a need to maintain rehabilitation activities and motivate movement and physical activity during quarantine in individuals with Cerebral Palsy.ObjectiveThis paper sets out to evaluate the feasibility and potential benefits of using computer serious game in a non-immersive virtual reality implemented and evaluated completely remotely in participants with CP for Home-Based Telerehabilitation during the quarantine period for COVID-19.MethodsUsing a cross-sectional design, a total of 44 individuals participated in this study between March and June 2020, 22 of which had (...)
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  6.  24
    Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease.Sofia Balula Dias, José Alves Diniz, Evdokimos Konstantinidis, Theodore Savvidis, Vicky Zilidou, Panagiotis D. Bamidis, Athina Grammatikopoulou, Kosmas Dimitropoulos, Nikos Grammalidis, Hagen Jaeger, Michael Stadtschnitzer, Hugo Silva, Gonçalo Telo, Ioannis Ioakeimidis, George Ntakakis, Fotis Karayiannis, Estelle Huchet, Vera Hoermann, Konstantinos Filis, Elina Theodoropoulou, George Lyberopoulos, Konstantinos Kyritsis, Alexandros Papadopoulos, Anastasios Depoulos, Dhaval Trivedi, Ray K. Chaudhuri, Lisa Klingelhoefer, Heinz Reichmann, Sevasti Bostantzopoulou, Zoe Katsarou, Dimitrios Iakovakis, Stelios Hadjidimitriou, Vasileios Charisis, George Apostolidis & Leontios J. Hadjileontiadis - 2021 - Frontiers in Psychology 11.
    Human-Computer Interaction and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games. When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative process. (...)
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  7.  2
    Depression, Release or Swelling - researching on the psychological function of new media serious games. 양건화, 尹敏 & 趙坤 - 2015 - THE JOURNAL OF KOREAN PHILOSOPHICAL HISTORY 44:209-220.
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  8.  2
    Aprender historia a través del juego de realidad virtual inmersiva “Carthago Nova”. Propuesta de integración de un serious game en el proceso de enseñanza-aprendizaje.Laura Laura Arias Ferrer, Alejandro Egea Vivancos & Alfonso García López - 2018 - Clío: History and History Teaching 44:26-37.
    Las posibilidades educativas que ofrece la realidad virtual inmersiva (RVI) son actualmente incuestionables, si bien aún se cuenta con escasas propuestas que estén diseñadas expresamente por y para el aula. En esta contribución se presentan los primeros pasos de una interesante iniciativa diseñada por la Fundación Integra (Región de Murcia) entre las que se encuentra el desarrollo de un videojuego de RVI de temática histórica ambientado en el Teatro Romano de Cartagena y al que se juega con gafas Oculus Rift (...)
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  9.  48
    Boethius of Dacia: Science is a Serious Game.Sten Ebbesen - 2000 - Theoria 66 (2):145-158.
    Summary The presentation will proceed as follows: (§ 3:) For the truth of an affirmative present‐tensed proposition Boethius required that its terms have actual referents, he would not accept any uninstantiated essence as a verifier. He also denied that any proposition about corruptible beings can be strictly necessary. He thus had a problem explaining how a theorem of one of the natural sciences differs from an ordinary contingent proposition. His rejection of uninstantiated essences also (§ 4) raised the question how (...)
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  10.  10
    A Usability Study of a Serious Game in Cognitive Rehabilitation: A Compensatory Navigation Training in Acquired Brain Injury Patients.Milan N. A. Van der Kuil, Johanna M. A. Visser-Meily, Andrea W. M. Evers & Ineke J. M. Van der Ham - 2018 - Frontiers in Psychology 9.
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  11.  44
    Recommendations for the Use of Serious Games in Neurodegenerative Disorders: 2016 Delphi Panel.Manera Valeria, Ben-Sadoun Grégory, Aalbers Teun, Agopyan Hovannes, Askenazy Florence, Benoit Michel, Bensamoun David, Bourgeois Jérémy, Bredin Jonathan, Bremond Francois, Crispim-Junior Carlos, David Renaud, De Schutter Bob, Ettore Eric, Fairchild Jennifer, Foulon Pierre, Gazzaley Adam, Gros Auriane, Hun Stéphanie, Knoefel Frank, Olde Rikkert Marcel, K. Phan Tran Minh, Politis Antonios, S. Rigaud Anne, Sacco Guillaume, Serret Sylvie, Thümmler Susanne, L. Welter Marie & Robert Philippe - 2017 - Frontiers in Psychology 8.
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  12. Study Protocol of Sleep Education Tool for Children: Serious Game “Perfect Bedroom: Learn to Sleep Well”.Katie Moraes de Almondes & Maria E. M. Leonardo - 2018 - Frontiers in Psychology 9.
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  13.  14
    C’est pas du jeu! Quand des adolescents défient la logique de l’usage d’un serious game de simulation familiale.Xanthie Vlachopoulou & Sylvain Missonnier - 2018 - Dialogue: Families & Couples 4 (4):41-52.
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  14.  2
    C’est pas du jeu! Quand des adolescents défient la logique de l’usage d’un serious game de simulation familiale.Xanthie Vlachopoulou & Sylvain Missonnier - 2018 - Dialogue: Families & Couples 4:41-52.
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  15.  31
    Games Used With Serious Purposes: A Systematic Review of Interventions in Patients With Cerebral Palsy.Sílvia Lopes, Paula Magalhães, Armanda Pereira, Juliana Martins, Carla Magalhães, Elisa Chaleta & Pedro Rosário - 2018 - Frontiers in Psychology 9.
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  16.  71
    Doubt, Scepticism, and a Serious Justification Game.Alfred Schramm - 1991 - Grazer Philosophische Studien 40 (1):71-87.
    Keith Lehrer describes in his Theory of Knowledge a Justification Game which is played by a Claimant who tries to establish his justification for some contingent claim and a rather harmless Skeptic who tries to stop the Claimant. The doubts of a serious philosophical skeptic are - in opposition to Lehrer - analyzed as doubts concerning the justification of our beliefs and not their contents. Making the reglementations for a solid philosophical argumentation more precise the setting of a (...) Justification Game is defined and thus replaying the game it tums out that the philosophical skeptic succeeds in providing a profound philosophical argumentation for his denial of Lehrer's positive claim for justification. (shrink)
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  17. Taking Language Games Seriously.André Maury - 2012 - In Jesús Padilla Gálvez & Margit Gaffal (eds.), Doubtful Certainties. Language-Games, Forms of Life, Relativism. Ontos. pp. 7--13.
     
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  18.  2
    Taking Language Games Seriously.André Maury - 2012 - In Jesús Padilla Gálvez & Margit Gaffal (eds.), Doubtful Certainties: Language-Games, Forms of Life, Relativism. De Gruyter. pp. 13-24.
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  19.  57
    Critical Gaming: Interactive History and Virtual Heritage.Erik Champion - 2015 - London: Routledge.
    Critical Gaming: Interactive History and Virtual Heritage can be seen as a collection of chapters designed to provoke thought and discussion, or it can be seen and used as separate chapters that may help class debate in courses dealing with the digital humanities, game studies (especially in the areas of serious games and game-based learning) or aspects of virtual heritage. While there are very few books in this intersecting area, the range of topics that could be investigated and (...)
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  20.  3
    Measuring Cognitive Load Using In-Game Metrics of a Serious Simulation Game.Natalia Sevcenko, Manuel Ninaus, Franz Wortha, Korbinian Moeller & Peter Gerjets - 2021 - Frontiers in Psychology 12.
    Serious games have become an important tool to train individuals in a range of different skills. Importantly, serious games or gamified scenarios allow for simulating realistic time-critical situations to train and also assess individual performance. In this context, determining the user’s cognitive load during training seems crucial for predicting performance and potential adaptation of the training environment to improve training effectiveness. Therefore, it is important to identify in-game metrics sensitive to users’ cognitive load. According to Barrouillets’ (...)
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  21.  11
    Fun inc: Why games are the 21st century's most serious business.Gordon Graham - 2009 - Logos 20 (1-4):171-173.
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  22.  11
    Assessing and Optimizing Socio-Moral Reasoning Skills: Findings From the MorALERT Serious Video Game.Hamza Zarglayoun, Juliette Laurendeau-Martin, Ange Tato, Evelyn Vera-Estay, Aurélie Blondin, Arnaud Lamy-Brunelle, Sameh Chaieb, Frédérick Morasse, Aude Dufresne, Roger Nkambou & Miriam H. Beauchamp - 2022 - Frontiers in Psychology 12.
    BackgroundSocial cognition and competence are a key part of daily interactions and essential for satisfying relationships and well-being. Pediatric neurological and psychological conditions can affect social cognition and require assessment and remediation of social skills. To adequately approximate the complex and dynamic nature of real-world social interactions, innovative tools are needed. The aim of this study was to document the performance of adolescents on two versions of a serious video game presenting realistic, everyday, socio-moral conflicts, and to explore whether (...)
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  23. Taking War Seriously.Charles Blattberg - 2019 - Philosophy 94 (1):139-60.
    Just war theory − as advanced by Michael Walzer, among others − fails to take war seriously enough. This is because it proposes that we regulate war with systematic rules that are comparable to those of a game. Three types of claims are advanced. The first is phenomenological: that the theory's abstract nature interferes with our judgment of what is, and should be, going on. The second is meta-ethical: that the theory's rules are not, in fact, systematic after all, there (...)
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  24. Game Theory and the Self-Fulfilling Climate Tragedy.Matthew Kopec - 2017 - Environmental Values 26 (2):203-221.
    Game theorists tend to model climate negotiations as a so-called ‘tragedy of the commons’. This is rather worrisome, since the conditions under which such commons problems have historically been solved are almost entirely absent in the case of international greenhouse gas emissions. In this paper, I will argue that the predictive accuracy of the tragedy model might not stem from the model’s inherent match with reality but rather from the model’s ability to make self-fulfilling predictions. I then sketch some possible (...)
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  25. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of (...)
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  26. Morality Play: A Model for Developing Games of Moral Expertise.Dan Staines, Paul Formosa & Malcolm Ryan - 2019 - Games and Culture 14 (4):410-429.
    According to cognitive psychologists, moral decision-making is a dual-process phenomenon involving two types of cognitive processes: explicit reasoning and implicit intuition. Moral development involves training and integrating both types of cognitive processes through a mix of instruction, practice, and reflection. Serious games are an ideal platform for this kind of moral training, as they provide safe spaces for exploring difficult moral problems and practicing the skills necessary to resolve them. In this article, we present Morality Play, a model (...)
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  27. Explaining Games: The Epistemic Programme in Game Theory.Boudewijn de Bruin - 2010 - Dordrecht, Netherland: Springer.
    Contents. Introduction. 1. Preliminaries. 2. Normal Form Games. 3. Extensive Games. 4. Applications of Game Theory. 5. The Methodology of Game Theory. Conclusion. Appendix. Bibliography. Index. Does game theory—the mathematical theory of strategic interaction—provide genuine explanations of human behaviour? Can game theory be used in economic consultancy or other normative contexts? Explaining Games: The Epistemic Programme in Game Theory—the first monograph on the philosophy of game theory—is an attempt to combine insights from epistemic logic and the philosophy (...)
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  28. Gaming Green: The Educational Potential of Eco – A Digital Simulated Ecosystem.Kristoffer S. Fjællingsdal & Christian A. Klöckner - 2019 - Frontiers in Psychology 10:479592.
    Research into the use of videogames in education is on the rise, and they are cementing their position as part of the modernized, digital classroom. Sustainability education has also become a subject of interest among environmentally minded game developers and understanding the educational impact of such games is rapidly becoming an important field. This study examined the educational potential of the digital simulated ecosystem known as Eco, in order to reveal how playing Eco might promote environmental literacy and consciousness (...)
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  29.  18
    Explicit Mental Health Messaging Promotes Serious Video Game Selection in Youth With Elevated Mental Health Symptoms.Marlou Poppelaars, Aniek Wols, Anna Lichtwarck-Aschoff & Isabela Granic - 2018 - Frontiers in Psychology 9.
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  30. 6 Gadamer and the game of understanding.Monica Vilhauer - 2013 - In Emily Ryall (ed.), The philosophy of play. Milton Park, Abingdon, Oxon: Routledge. pp. 75.
    By Focusing on Hans-Georg Gadamer’s magnum opus Truth and Method, this paper aims to show how understanding itself — including the understanding of artworks, texts, tradition, and living speech — can be understood as a kind of game or dialogical play-process which requires crucial ethical conditions to be met if it is going to succeed. Success, in terms of the communication of meaning, requires that the players (or interlocutors) commit to a genuine participation with each other in which they “open” (...)
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  31. Game Theory and “Convention‘.Margaret Gilbert - 1981 - Synthese 46 (1):41 - 93.
    A feature of David Lewis's account of conventions in his book "Convention" which has received admiring notices from philosophers is his use of the mathematical theory of games. In this paper I point out a number of serious flaws in Lewis's use of game theory. Lewis's basic claim is that conventions cover 'coordination problems'. I show that game-Theoretical analysis tends to establish that coordination problems in Lewis's sense need not underlie conventions.
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  32. Game Studies in Russia: Eight Year.A. S. Vetushinskiy & A. S. Salin - 2020 - Sociology of Power 32 (3):8-13.
    The article proposes a new approach to understanding gamification. Its feature lies in taking into account the criticism expressed against gamifi­cation to date. The article examines in detail the history of gamification, it is shown that at its first stage (before 2015) approaches oriented towards extrinsic motivation prevailed, while at the second stage (after 2015) ap­proaches oriented towards intrinsic motivation began to prevail. Ignoring this point just leads to the fact that the criticism expressed in the early 2010s (its main (...)
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  33.  17
    Fictional Games: A Philosophy of Worldbuilding and Imaginary Play.Stefano Gualeni & Riccardo Fassone - 2023 - London (UK): Bloomsbury Publishing. Edited by Riccardo Fassone.
    What role do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the reader will never watch or play? Combining perspectives from philosophy, literature and game studies, this book provides the first in-depth investigation into the significance of games in fictional worlds. With examples from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce four key functions that (...)
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  34.  35
    Behavioral Game Theory and Contemporary Economic Theory.Herbert Gintis - 2005 - Analyse & Kritik 27 (1):48-72.
    It is widely believed that experimental results of behavioral game theory undermine standard economic and game theory. This paper suggests that experimental results present serious theoretical modeling challenges, but do not undermine two pillars of contemporary economic theory: the rational actor model, which holds that individual choice can be modeled as maximization of an objective function subject to informational and material constraints, and the incentive compatibility requirement, which holds that macroeconomic quantities must be derived from the interaction and aggregation (...)
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  35.  2
    Do Good Games Make Good People?Brendan P. Shea - 2013-08-26 - In Kevin S. Decker (ed.), Ender's Game and Philosophy. Wiley. pp. 89–98.
    Ender Wiggin spends much of Ender's Game playing games of one sort or another. These range from simple role‐playing games with his siblings (“buggers and astronauts”), to battleroom contests, to the strange free play Giant's Drink video game in which he must kill a giant and confront his deepest fears. This chapter examines the role that games play in Ender's development as both a military commander and as a human being. It considers a number of interrelated questions: (...)
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  36.  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 (...)—generate meaning in our lives. People experience myths in games very similarly to how they might in religion. I first explain what myth means in contemporary literature and then show how the very make up of games opens them to a mythical reality. I highlight two ways in particular. I will argue that the inefficiencies within games promote a deep engagement with the world, and this gratuitous nature provides a system for creating myths and actualizing mythical potential. (shrink)
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  37.  14
    Differences in game playability between healthy players and problematic players.Elena Carolina Li - 2022 - Interaction Studies 23 (1):58-88.
    Games played on mobile phones or tablets have become a serious game platform. In the new International Classification of Diseases in 2019, the WHO now includes video game disorder as a mental disease, this highlights the seriousness of game addiction which has now become a global problem. Game design may be one of the factors that affect game addiction. Game playability can be used to evaluate the game design and to determine the features that can cause game addiction. (...)
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  38. 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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  39.  21
    Different games of moral bioenhancement.Vojin Rakić & Harris Wiseman - 2017 - Bioethics 32 (2):103-110.
    Rakić has serious misgivings about Wiseman's inability to frame ethical issues in the context of transcending existing realities with the aim of achieving what we believe is morally right. This inability to think beyond the present is misguided in ethics. He also criticizes Wiseman for making the unimaginative and unsubstantiated assumption that moral bioenhancement technologies have reached their zenith already. Rakić argues that MBE will become more effective in the time to come, that it ought to be optional for (...)
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  40. Behavioral Game Theory and Contemporary.Herbert Gintis - 2005 - Analyse & Kritik 27 (1):48-72.
    It is widely believed that experimental results of behavioral game theory undermine standard economic and game theory. This paper suggests that experimental results present serious theoretical modeling challenges, but do not undermine two pillars of contemporary economic theory: the rational actor model, which holds that individual choice can be modeled as maximization of an objective function subject to informational and material constraints, and the incentive compatibility requirement, which holds that macroeconomic quantities must be derived from the interaction and aggregation (...)
     
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  41.  50
    A Not-So-Beautiful Game.Graham McFee - 2015 - Sport, Ethics and Philosophy 9 (2):166-181.
    Although football is often referred to as ‘the beautiful game’, to take that idea very seriously — by aestheticizing the target of spectating — is to misunderstand a purposive sport such as football. Yet such a view seems required by Stephen Mumford’s endorsement of the purist spectator, in contrast to the partisan, as attending to ‘… only aesthetic aspects of sport’. But, first, not all non-purposive appreciation is thereby aesthetic appreciation, as Mumford assumes. And, second, while a technical understanding of (...)
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  42.  9
    Traditional Sports and Games: Intercultural Dialog, Sustainability, and Empowerment.Soraia Chung Saura & Ana Cristina Zimmermann - 2021 - Frontiers in Psychology 11:590301.
    From Traditional Sports and Games (TSG) we have not only learned different ways of living time as well as inhabit space and a particular mode of practicing sports and games from distinct cultures, but also promoting universal dialog among people. TSG presents sustainable and ecological references for living needed even before the advent of the COVID-19 pandemic. Nowadays, environmentally friendly policies and production methods must be taken more seriously. TSG may reveal a path to sustainable development, considering our (...)
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  43.  11
    Vietnam Game Between USA and China.Małgorzata Pietrasiak - 2018 - International Studies. Interdisciplinary Political and Cultural Journal 22 (1):51-63.
    Vietnam tries to respond to changing international situations, while attempting to stay in accordance with its own ambitions. China and the USA, the two superpowers, are the most important partners of Vietnamese strategy, which is determined by these two countries. The most important economic partner and ideological ally is China. But both sides have some serious problems to resolve such as maritime disputes. The situation imposes the need to seek counterbalance, a reliable ally who provides protection for its own (...)
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  44.  26
    The identification game: deepfakes and the epistemic limits of identity.Carl Öhman - 2022 - Synthese 200 (4):1-19.
    The fast development of synthetic media, commonly known as deepfakes, has cast new light on an old problem, namely—to what extent do people have a moral claim to their likeness, including personally distinguishing features such as their voice or face? That people have at least some such claim seems uncontroversial. In fact, several jurisdictions already combat deepfakes by appealing to a “right to identity.” Yet, an individual’s disapproval of appearing in a piece of synthetic media is sensible only insofar as (...)
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  45.  26
    Violent video games: content, attitudes, and norms.Alexander Andersson & Per-Erik Milam - 2023 - Ethics and Information Technology 25 (4):1-12.
    Violent video games (VVGs) are a source of serious and continuing controversy. They are not unique in this respect, though. Other entertainment products have been criticized on moral grounds, from pornography to heavy metal, horror films, and Harry Potter books. Some of these controversies have fizzled out over time and have come to be viewed as cases of moral panic. Others, including moral objections to VVGs, have persisted. The aim of this paper is to determine which, if any, (...)
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  46. Do Good Games Make Good People?Brendan Shea - 2013 - In Kevin Decker (ed.), Ender's Game and Philosophy: The Logic Gate is Down. Wiley-Blackwell. pp. 89-99.
    Ender Wiggins, the title character of Ender’s Game, spends much of the book playing games of one sort or another. These games range from simple role-playing games with his siblings (“buggers and astronauts”) to battle room contests to a strange fantasy game in which he must kill a giant and confront his deepest fears. Finally, at the end of the book, Ender and his Battle School classmates play one final “game” that leads to them (unknowingly) destroying the (...)
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  47. Playing with ethics: Games, norms and moral freedom.Peter Danielson - 2005 - Topoi 24 (2):221-227.
    Morality is serious yet it needs to be reconciled with the free play of alternatives that characterizes rational and ethical agency. Beginning with a sketch of the seriousness of morality modeled as a constraint, this paper introduces a technical conception of play as degrees of freedom. We consider two ways to apply game theory to ethics, rationalist and evolutionary game theory, contrasting the way they model moral constraint. Freedom in the rationalist account is problematic, subverting willful commitment. In the (...)
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  48.  39
    Dewey and Video Games: From Education through Occupations to Education through Simulations.David I. Waddington - 2015 - Educational Theory 65 (1):1-20.
    Critics like Leonard Waks argue that video games are, at best, a dubious substitute for the rich classroom experiences that John Dewey wished to create and that, at worst, they are profoundly miseducative. Using the example of Fate of the World, a climate change simulation game, David Waddington addresses these concerns through a careful demonstration of how video games can recapture some of the lost potential of Dewey's original program of education through occupations. Not only do simulation (...) realize most of the original goals of education through occupations, but they also solve some of the serious practical problems that Dewey's curriculum generated. Waddington concludes the essay with an analysis of Waks's critiques and some cautionary notes about why it is important to be temperate in our endorsement of educational video gaming. (shrink)
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  49.  9
    Ender's Game and Philosophy: Genocide is Child's Play.Lucinda Rush & D. E. Wittkower (eds.) - 2013 - Open Court.
    Ender’s Game, Orson Scott Card’s award-winning 1985 novel, has been discovered and rediscovered by generations of science fiction fans, even being adopted as reading by the U.S. Marine Corps. Ender's Game and its sequels explore rich themes — the violence and cruelty of children, the role of empathy in war, and the balance of individual dignity and the social good — with compelling elements of a coming-of-age story. Ender’s Game and Philosophy brings together over 30 philosophers to engage in wide-ranging (...)
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  50. Taking Politics Seriously - but Not Too Seriously.Charles Blattberg - 2019 - Philosophy 94 (2):271-94.
    John Rawls’ gamification of justice leads him – along with many other monist political philosophers, not least Ronald Dworkin – to fail to take politics seriously enough. I begin with why we consider games frivolous and then show how Rawls’ theory of justice is not merely analogous to a game, as he himself seems to claim, but is in fact a kind of game. As such, it is harmful to political practice in two ways: one as regards the citizens (...)
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