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  1. Cognitive Architectures for Serious Games.Manuel Gentile - 2023 - Dissertation, Università di Torino
    This dissertation summarises a research path aimed at fostering the use of Cognitive Architectures in Serious Games research field. Cognitive Architectures are an embodiment of scientific hypotheses and theories aimed at capturing the mechanisms of cognition that are considered consistent over time and independent of specific tasks or domains. The theoretical approaches provided by the research in computational cognitive modelling have been used to formalise a methodological framework to guide researchers and experts in the game-based education sector in designing, implementing, (...)
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  • Philosophical Games.Stefano Gualeni - 2022 - The Encyclopedia of Ludic Terms.
    Philosophical games are games designed to invite players to think philosophically within (and about) their gameworlds. They are interactive fictions allowing players to engage with philosophical themes in ways that often set them apart from non-interactive kinds of speculative fictions (such as philosophical novels or thought experiments). To better understand philosophical games, this entry proposes to distinguish two primary ways in which a philosophical game can approach its themes: dialectically or rhetorically.
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  • Exploring the Impact of the “RUEU?” Game on Greek Students’ Perceptions of and Attitudes to European Identity.Athanassios Jimoyiannis, Elizabeth A. Boyle, Panagiotis Tsiotakis, Melody M. Terras & Murray S. Leith - 2022 - Frontiers in Psychology 13.
    European identity is a complex, multi-faced and inherently imprecise concept relating to a range of socio-political and psychological factors. Addressing this topic in educational practice, particularly with respect to Higher Education students, constitutes a complex and open problem for research. This paper reports on an experimental study designed to explore the effectiveness of the educational game “RUEU?” in supporting university students in understanding the key socio-political issues regarding European identity. Quantitative data regarding Greek university students’ attitudes to European identity, before (...)
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  • Videogame Cognitivism.Alexandre Declos - 2021 - Journal of the Philosophy of Games 1:1-31.
    The aim of this article is to examine and defend videogame cognitivism (VC). According to VC, videogames can be a source of cognitive successes (such as true beliefs, knowledge or understanding) for their players. While the possibility of videogame-based learning has been an extensive topic of discussion in the last decades, the epistemological underpinnings of these debates often remain unclear. I propose that VC is a domain- specific brand of aesthetic cognitivism, which should be carefully distinguished from other views that (...)
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  • Recommendations for Implementing Gamification for Mental Health and Wellbeing.Vanessa Wan Sze Cheng - 2020 - Frontiers in Psychology 11.
    Gamification is increasingly being proposed as a strategy to increase engagement for mental health and wellbeing technologies. However, its implementation has been criticized as atheoretical, particularly in relation to behavior change theory and game studies theories. Definitions of the term “gamification” vary, sometimes widely, between and within academic fields and the effectiveness of gamification is yet to be empirically established. Despite this, enthusiasm for developing gamified mental health technologies, such as interventions, continues to grow. There is a need to examine (...)
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  • Editorial for the Topical Issue “Object-Oriented Ontology and Its Critics II”.Graham Harman - 2020 - Open Philosophy 3 (1):657-663.
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  • The arts of action.C. Thi Nguyen - 2020 - Philosophers' Imprint 20 (14):1-27.
    The theory and culture of the arts has largely focused on the arts of objects, and neglected the arts of action – the “process arts”. In the process arts, artists create artifacts to engender activity in their audience, for the sake of the audience’s aesthetic appreciation of their own activity. This includes appreciating their own deliberations, choices, reactions, and movements. The process arts include games, urban planning, improvised social dance, cooking, and social food rituals. In the traditional object arts, the (...)
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  • Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the medium of agency. (...)
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  • 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 the work (...)
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  • Simulating Philosophy: Interpreting Video Games as Executable Thought Experiments. [REVIEW]Marcus Schulzke - 2014 - Philosophy and Technology 27 (2):251-265.
    This essay proposes an alternative way of studying video games: as thought experiments akin to the narrative thought experiments that are frequently used in philosophy. This perspective incorporates insights from the narratological and ludological perspectives in game studies and highlights the philosophical significance of games. Video game thought experiments are similar to narrative thought experiments in many respects and can perform the same functions. They also have distinctive advantages over narrative thought experiments, as they situate counterfactuals in more complex, developed (...)
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  • Avatar Gender and Ethical Choices in Fable III.Karen Schrier - 2012 - Bulletin of Science, Technology and Society 32 (5):375-383.
    This study investigates how players make ethical decisions in Fable III, a video game, with consideration to avatar gender. Thirty males, 18 to 34 years old, were recruited; 20 were assigned to play Fable III, with half assigned to play as a male avatar (Condition 1), and half assigned as a female avatar (Condition 2). Any ethical thinking skills and thought processes used were identified using a researcher-developed coding scheme. Analysis suggests that all game players, regardless of avatar gender, practiced (...)
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  • Beyond Cultural Identity. A Critique of Horizon Zero Dawn as an Entrepreneurial Ecosystem Simulator.Andrei Nae - 2020 - Postmodern Openings 11 (3):269-277.
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  • Best Practices for the Design and Development of Ethical Learning Video Games.Rudy McDaniel & Stephen M. Fiore - 2012 - International Journal of Cyber Ethics in Education 2 (4):1-23.
    This article builds upon earlier research in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of gameplay. To update and expand this (...)
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  • Augmented Ontologies or How to Philosophize with a Digital Hammer.Stefano Gualeni - 2014 - Philosophy and Technology 27 (2):177-199.
    Could a person ever transcend what it is like to be in the world as a human being? Could we ever know what it is like to be other creatures? Questions about the overcoming of a human perspective are not uncommon in the history of philosophy. In the last century, those very interrogatives were notably raised by American philosopher Thomas Nagel in the context of philosophy of mind. In his 1974 essay What is it Like to Be a Bat?, Nagel (...)
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  • The banality of simulated evil: Designing ethical gameplay. [REVIEW]Miguel Sicart - 2009 - Ethics and Information Technology 11 (3):191-202.
    This paper offers an analytical description of the ethics of game design and its influence in the ethical challenges computer games present. The paper proposes a set of game design suggestions based on the Information Ethics concept of Levels of Abstraction which can be applied to formalise ethical challenges into gameplay mechanics; thus allowing game designers to incorporate ethics as part of the experience of their games. The goal of this paper is twofold: to address some of the reasons why (...)
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  • Critical Interactives: Improving Public Understanding of Institutional Policy.Heidi Rae Cooley & Duncan A. Buell - 2012 - Bulletin of Science, Technology and Society 32 (6):489-496.
    Over the past 3 years, the authors have pursued unique cross-college collaboration. They have hosted a National Endowment for the Humanities (NEH)–funded Humanities Gaming Institute and team-taught a cross-listed course that brought together students from the humanities and computer science. Currently, they are overseeing the development of an NEH-supported social history game called Desperate Fishwives. In the process, the authors have realized that “game” is not the most appropriate designator for the kind of projects they are pursuing. Instead, they propose (...)
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  • From Arkngthand to Wretched Squalor: Fictional place-names in The Elder Scrolls universe.Ted Fekete & A. Porkolab - 2019 - ICAME Journal 43 (1):23-58.
    In this article we would like to examine an area of onomastics that has not received much scholarly attention. We aim to provide an adequate linguistic analysis of the place-names found in The Elder Scrolls (ES) video game series. For our analysis, we rely chiefly on the methods of linguistic statistics, which have not yet gained widespread use in onomastic research. Our goal is to give a boost to linguistic and onomastic research into video games and to develop related aspects (...)
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  • Technologies of Captivation: Videogames and the Attunement of Affect.James Ash - 2013 - Body and Society 19 (1):27-51.
    This article analyses the skills and knowledges involved in multiplayer first-person shooting games, specifically Call of Duty 4 for the Xbox 360 games console. In doing so, it argues that the environments of first-person shooting games are designed to be intense spaces that produce captivated subjects – users who play attentively for long periods of time. Developing Heidegger’s concept of attunement and Stiegler’s account of retention, the article unpacks the somatic and sensory skills involved in videogame play and discusses how (...)
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  • Design Research and Object-Oriented Ontology.Paul Coulton, Haider Ali Akmal & Joseph Lindley - 2020 - Open Philosophy 3 (1):11-41.
    In this paper we recount several research projects conducted at ImaginationLancaster a Design-led research laboratory, all of which consider Object-Oriented Ontology. The role OOO plays in these projects is varied: as a generative mechanism contributing to ideation; as a framework for analysis; and as a constituent in developing new design theory. Each project’s focus is quite unique—an app, a board game, a set of Tarot cards, a kettle and a living room—however they are all concerned with developing new understandings relating (...)
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  • Exploring Gameful Motivation of Autonomous Learners.Jukka Vahlo, Kai Tuuri & Tanja Välisalo - 2022 - Frontiers in Psychology 13.
    In this explorative study, we investigated motives of autonomous learners to participate in an online course, and how these motives are related to gameplay motivations, engagement in the course experience, and learning outcomes. The guiding premise for the study has been the idea that learning and game playing carry phenomenal similarities that could be revealed by scrutinizing motives for participating in a massive open online course that does not involve any intentionally game-like features. The research was conducted by analyzing survey (...)
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  • The Governmentality of Battlefield Space: Efficiency, Proficiency, and Masculine Performativity.Kyle Kontour - 2012 - Bulletin of Science, Technology and Society 32 (5):353-360.
    With the rise of the so-called military-entertainment complex, critical scholars note with alarm the integration of the political economies of entertainment companies and the military, in particular its potential influence on millions of young people who consume its concomitant films, toys and especially video games. Seen from a broad perspective, a potentially productive means of understanding the complexities of this sphere is through the lens of Michel Foucault’s notion of governmentality—a concept that ties together the actions and preferred outcomes of (...)
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  • Book Review: Jason Hawreliak, Multimodal Semiotics and Rhetoric in Videogames. [REVIEW]Milan Jaćević - 2020 - Discourse and Communication 14 (3):335-338.
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