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Man, Play, and Games

University of Illinois Press (2001)

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  1. 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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  • Dark play: Aesthetic resistance in Lukács, Benjamin and Adorno.Surti Singh - 2020 - Philosophy and Social Criticism 46 (10):1182-1202.
    This article examines the turn to the aesthetic dimension in early 20th century critical theory, particularly in the work of Lukács, Benjamin and Adorno. It focuses on the concept of play ( Spiel), which garnered particular attention as a possible form of aesthetic resistance to the reification of reason in modern society. The article traces the concept of play from the work of Lukács, who engaged with Schiller’s notion of the play-drive but ultimately viewed it to be an inadequate form (...)
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  • Recognizing Argument Types and Adding Missing Reasons.Christoph Lumer - 2019 - In Bart J. Garssen, David Godden, Gordon Mitchell & Jean Wagemans (eds.), Proceedings of the Ninth Conference of the International Society for the Study of Argumentation (ISSA). [Amsterdam, July 3-6, 2018.]. Sic Sat. pp. 769-777.
    The article develops and justifies, on the basis of the epistemological argumentation theory, two central pieces of the theory of evaluative argumentation interpretation: 1. criteria for recognizing argument types and 2. rules for adding reasons to create ideal arguments. Ad 1: The criteria for identifying argument types are a selection of essential elements from the definitions of the respective argument types. Ad 2: After presenting the general principles for adding reasons (benevolence, authenticity, immanence, optimization), heuristics are proposed for finding missing (...)
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  • Fair play i kroppsøvingsfaget i lys av aristotelisk dydsetikk.Ove Ronny Olsen Sæle - 2013 - Etikk I Praksis - Nordic Journal of Applied Ethics 1 (1):88-104.
    Artikkelen ønsker å gi et konstruktivt bidrag til forståelsen og anvendelsen av fair play i en kroppsøvingsfaglig kontekst. Dette er et tema som er blitt aktualisert i og med at fair play er kommet inn som et sentralt element i kroppsøvingsfagets nye reviderte læreplan. Fair play omhandler regler, normer og verdier som skal gjelde ved idrettsutøvelse, og det er et etablert verdikonsept innenfor organisert idrettsliv og idrettsetisk forskning. I skolen, derimot, er fair play mindre kjent. Kroppsøvingsplanen hevder fair play omfatter (...)
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  • Freedom and the value of games.Jonathan Gingerich - 2018 - Canadian Journal of Philosophy 48 (6):831-849.
    This essay explores the features in virtue of which games are valuable or worthwhile to play. The difficulty view of games holds that the goodness of games lies in their difficulty: by making activities more complex or making them require greater effort, they structure easier activities into more difficult, therefore more worthwhile, activities. I argue that a further source of the value of games is that they provide players with an experience of freedom, which they provide both as paradigmatically unnecessary (...)
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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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  • Principles of Liberty: A Design-based Research on Liberty as A Priori Constitutive Principle of the Social in the Swiss Nation Story.Tabea Hirzel - 2015 - Dissertation, Scm University, Zug, Switzerland
    One of the still unsolved problems in liberal anarchism is a definition of social constituency in positive terms. Partially, this had been solved by the advancements of liberal discourse ethics. These approaches, built on praxeology as a universal framework for social formation, are detached from the need of any previous or external authority or rule for the discursive partners. However, the relationship between action, personal identity, and liberty within the process of a community becoming solely generated from the praxeological a (...)
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  • Towards the World: Eugen Fink on the Cosmological Value of Play.Jan Halák - 2015 - Sport, Ethics and Philosophy 9 (4):401-412.
    According to Eugen Fink, a thorough elucidation of the meaning of play has the capacity to lead us towards an understanding of the world as a totality. In order to go beyond Plato’s understanding of play as an inferior copy of serious action, Fink provides an analysis of the cultic game. This form of playing cannot be said to be the origin of all play, but it enables us to demonstrate how the act of playing transcends circumscribed beings inside the (...)
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  • Competition, Redemption, and Hope.Scott Kretchmar - 2012 - Journal of the Philosophy of Sport 39 (1):101-116.
    Zero-sum aspects of sport have generated a number of ethical concerns and a similar number of defenses or apologetics. The trick has been to find a middle position that neither overly gentrifies sport nor inappropriately emphasizes the significance of winning and losing. One such position would have us focus on the process of trying to win over the fact of having one. It would also ameliorate any harms associated with defeat by pointing out that benefits like achievement, excellence, and moral (...)
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  • Art and negative affect.Aaron Smuts - 2009 - Philosophy Compass 4 (1):39-55.
    Why do people seemingly want to be scared by movies and feel pity for fictional characters when they avoid situations in real life that arouse these same negative emotions? Although the domain of relevant artworks encompasses far more than just tragedy, the general problem is typically called the paradox of tragedy. The paradox boils down to a simple question: If people avoid pain then why do people want to experience art that is painful? I discuss six popular solutions to the (...)
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  • Play, performance, and the docile athlete.Leslie A. Howe - 2007 - Sport, Ethics and Philosophy 1 (1):47 – 57.
    I respond to a hypothetical critique of sport, drawing on primarily post-modernist sources, that would view the high performance athlete in particular as a product of the application of technical disciplines of power and that opposes sport and play as fundamentally antithetical. Through extensive discussion of possible definitions of play, and of performance, I argue that although much of the critique is valid it confuses a method of sport for the whole of it. Play is indeed a noncompellable spontaneity, but (...)
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  • Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player.Fanni Bányai, Ágnes Zsila, Mark D. Griffiths, Zsolt Demetrovics & Orsolya Király - 2020 - Frontiers in Psychology 11.
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  • Play in the Information Age.Miguel Sicart - 2019 - Philosophy and Technology 32 (3):517-534.
    This article is an inquiry on the role of play in shaping the cultures of the Information Age. By applying concepts from Postphenomenology and the Philosophy of Information, this paper argues that play and computation share a capacity to shape human experience. I will apply the concept of re-ontologization to describe the effect that computation has had in shaping the world. I will apply the concept of relational strategies to argue that play is a way of interfacing with the computational (...)
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  • On game definitions.Oliver Laas - 2017 - Journal of the Philosophy of Sport 44 (1):81-94.
    Wittgenstein did not claim that the ordinary language concept ‘game’ cannot be defined: he claimed that there are multiple definitions that can be adopted for special purposes, but no single definition applicable to all games. I will defend this interpretation of Wittgenstein’s position by showing its compatibility with a pragmatic argumentative view of definitions, and how this view accounts for the diversity of disagreeing game definitions in definitional disputes.
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  • Beyond Things: The Ontological Importance of Play According to Eugen Fink.Jan Halák - 2016 - Journal of the Philosophy of Sport 43 (2):199-214.
    Eugen Fink’s interpretation of play is virtually absent in the current philosophy of sport, despite the fact that it is rich in original descriptions of the structure of play. This might be due to Fink’s decision not to merely describe play, but to employ its analysis in the course of an elucidation of the ontological problem of the world as totality. On the other hand, this approach can enable us to properly evaluate the true existential and/or ontological value of play. (...)
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  • ‘To be happy’: Ritual, play, and leisure in the Bengali Dharmarāj pūjā. [REVIEW]Frank J. Korom - 1999 - International Journal of Hindu Studies 3 (2):113-164.
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  • The Ethics of Gamification in a Marketing Context.Andrea Stevenson Thorpe & Stephen Roper - 2019 - Journal of Business Ethics 155 (2):597-609.
    Gamification is an increasingly common marketing tool. Yet, to date, there has been little examination of its ethical implications. In light of the potential implications of this type of stealth marketing for consumer welfare, this paper discusses the ethical dilemmas raised by the use of gamified approaches to marketing. The paper draws on different schools of ethics to examine gamification as an overall system, as well as its constituent parts. This discussion leads to a rationale and suggestions for how gamification (...)
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  • A discussion of Kretchmar’s elements of competition.Richard Royce - 2017 - Sport, Ethics and Philosophy 11 (2):178-191.
    Recently Kretchmar attempted to apply and to explore Husserl’s transcendental phenomenological method in relation to clarifying, in the context of sport particularly, the main features of competition. He concludes with the strong claim that competition is unintelligible unless understood in relation to the four elements of plurality, comparison, normativity, and disputation. Roughly, the idea is that competition needs to be understood as a context in which more than one competitor is involved; where competitors are compared; that comparisons are evaluations of (...)
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  • The Evolution of Playfulness, Play and Play-Like Phenomena in Relation to Sexual Selection.Yago Luksevicius Moraes, Jaroslava Varella Valentova & Marco Antonio Correa Varella - 2022 - Frontiers in Psychology 13.
    By conceptualizing Sexual Selection, Darwin showed a way to analyze intra-specific individual differences within an evolutionary perspective. Interestingly, Sexual Selection is often used to investigate the origins of sports, arts, humor, religion and other phenomena that, in several languages, are simply called “play.” Despite their manifested differences, these phenomena rely on shared psychological processes, including playfulness. Further, in such behaviors there is usually considerable individual variability, including sex differences, and positive relationship with mating success. However, Sexual Selection is rarely applied (...)
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  • Freedom's Spontaneity.Jonathan Gingerich - 2018 - Dissertation, University of California, Los Angeles
    Many of us have experienced a peculiar feeling of freedom, of the world being open before us. This is the feeling that is captured by phrases like “the freedom of the open road” and “free spirits,” and, to quote Phillip Larkin, “free bloody birds” going “down the long slide / To happiness, endlessly.” This feeling is associated with the ideas that my life could go in many different directions and that there is a vast range of things that I could (...)
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  • Sport as meaningful narratives.John Gleaves - 2017 - Journal of the Philosophy of Sport 44 (1):29-43.
    Though many scholars have made claims as to the nature of sport, this article argues that these claims tend to narrowly focus on modern ideas derived primarily from Western competitive sport. Thus, most notions of sport fail to capture how various historical and non-Western cultures valued sport. In an attempt to provide a broader and more durable description of the nature of sport, this article argues that sports are fundamentally about telling a story about ourselves. These stories are meaningful narratives. (...)
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  • The Paper World of Bernard Suits.Allan Bäck - 2008 - Journal of the Philosophy of Sport 35 (2):156-174.
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  • Homer, Competition, and Sport.Daniel A. Dombrowski - 2012 - Journal of the Philosophy of Sport 39 (1):33-51.
    In this article I argue both that an understanding of sport’s general character as competitive play can help us to read Homer more insightfully and that this reading can boomerang back to us to further illuminate the sport as competitive play thesis. My overall method is that of (Rawlsian) reflective equilibrium. The three sections of Homer that I examine are the Phaiacian games in Book 8 of the ‘Odyssey’, the Patroclos games in Book 23 of the ‘Iliad’, and the Penelope (...)
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  • “The Most Divinely Approved and Political Discord”: Thinking about Conflict in the Developing Polis.William G. Thalmann - 2004 - Classical Antiquity 23 (2):359-399.
    This paper considers literary responses to the role of competition in the polis of the late Geometric and Archaic periods through the semantics of the word eris , with particular reference to Hesiod's account of the two Erides at Works and Days 11–26. As Homeric and Epic Cycle usage makes clear, the innovation in this passage is not the assertion that there is a positive as well as a destructive form of eris but the qualitative polarization between them. This polar (...)
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  • Competition and Justice in Adam Smith.Timo Jütten - 2023 - Southern Journal of Philosophy 61 (1):206-232.
    This article analyzes the relationship between competition and justice in Adam Smith in order to determine to what extent competition can promote and undermine justice. I examine how competition features in two basic motivations for human action, “the propensity to truck barter and exchange,” and “the desire of bettering our condition.” Both can be traced back to the desire for recognition, but they operate in very different ways. The former manifests itself in social cooperation, chiefly commercial exchange and the division (...)
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  • The Well-Being of Play in Academia.Bill Michael Linde - 2021 - Journal of Play in Adulthood 3 (1):103-123.
    This article examines the well from which learning, teaching, and research originate. It investigates how to perform these three aspects of academic practice well and to do it in a playful manner. Instead of repeating existing knowledge and scientific methods punctiliously, the playful academic experiences and presents knowledge in new or alternative ways. Playfulness more often results in discoveries and inventions that are otherwise unthinkable. -/- Through an analysis of a selection of Plato’s myths, allegories, and imagery, the article demonstrates (...)
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  • Machiavelli and the Play-Element in Political Life.Robyn Marasco - 2022 - Political Theory 50 (4):575-595.
    This essay interprets Machiavelli’s famous letter to Francesco Vettori in terms of a play-element that runs across his works. The letter to Vettori is a masterpiece of epistolary form, but beyond its most memorable passage, where Machiavelli recounts his evening in study, it has not received much scholarly attention. Reading the letter in its entirety is to discover Machiavelli’s account of an eclectic political education and the pleasures of playing with others. Machiavelli’s letter speaks to a basic ludicity in his (...)
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  • ‘Playing sport playfully’: on the playful attitude in sport.Emily Ryall & Lukáš Mareš - 2021 - Journal of the Philosophy of Sport 48 (2):293-306.
    ABSTRACT There has been extensive debate among various disciplines about the nature and value of play. From these discussions it seems clear that play is a phenomenon with more than just one dimension: as a specific type of activity, as a form or structure, as an ontologically distinctive phenomenon, as a type of experience, or as a stance or an attitude towards a particular activity. This article focuses on the importance of the playful attitude in sport. It begins by attempting (...)
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  • Virtual action.Jan-Hendrik Heinrichs - 2020 - Ethics and Information Technology 23 (3):317-330.
    In the debate about actions in virtual environments two interdependent types of question have been pondered: What is a person doing who acts in a virtual environment? Second, can virtual actions be evaluated morally? These questions have been discussed using examples from morally dubious computer games, which seem to revel in atrocities. The examples were introduced using the terminology of “virtual murder” “virtual rape” and “virtual pedophilia”. The terminological choice had a lasting impact on the debate, on the way action (...)
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  • Kinds of chance in games and sports.Filip Kobiela - 2014 - Sport, Ethics and Philosophy 8 (1):65-76.
    While talking about sports (and games) we use such expressions as ?random victory?, ?winning by accident?, ?skill against luck?, ?chance (fortune) favours the better player?, etc. Unfortunately, chance-related notions that occur in these expressions are not well defined?their meaning is vague and it is not clear whether they refer to one or many different phenomena. Because such phenomena play an important role in sport, from the viewpoint of the philosophy of sport it is necessary to give a systematic account of (...)
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  • Between Art and Gameness: Critical Theory and Computer Game Aesthetics.Graeme Kirkpatrick - 2007 - Thesis Eleven 89 (1):74-93.
    This article argues that the computer game can be a locus of aesthetic form in contemporary culture. The context for understanding this claim is the decline of the artwork as bearer of form in the late 20th century, as this was understood by Adorno. Form is the enigmatic other of instrumental reason that emerges spontaneously in creative works and, in the modern era, is defined as that which makes them captivating and enigmatic yet resistant to analytic understanding. Clarification of the (...)
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  • Machiavelli contra governmentality.Robyn Marasco - 2012 - Contemporary Political Theory 11 (4):339-361.
    Although Machiavelli would appear to be only a minor figure in Foucault's genealogy of modernity, this article examines his 1977–1978 lectures at the Collège de France and argues that the author of The Prince plays a pivotal role in the development of ‘governmental reason’ and its critique. These lectures indicate how The Prince serves as the negative touchstone for the emergence of an extensive and evolving discourse on government, confirming that Machiavelli was more than a passing interest for Foucault. I (...)
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  • The Reality of Fantasy Sports: A Metaphysical and Ethical Analysis.Chad Carlson - 2013 - Journal of the Philosophy of Sport 40 (2):187 - 204.
    Fantasy sports have become a major sector of our sport industry. With millions of participants worldwide and billions of dollars generated, fantasy sports have become a fixed part of our sport spectatorship. However, this prevalence has come without much intellectual investigation. Therefore, in this paper I discuss the metaphysics and ethics of fantasy sports. After providing arguments for the consistency of fantasy sports with prominent descriptions of play and games, I compare fantasy sports to other genres of play and games (...)
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  • Craft, Creativity, Computer Games: the Fusion of Play and Material Consciousness.Bjarke Liboriussen - 2013 - Philosophy and Technology 26 (3):273-282.
    In a historical perspective, what is novel about computer games is that they are not pure games but cultural objects which allow the playful desires identified by Caillois to be fused with craftsmanship, the desire to do a job well for its own sake (Sennett). Play is often defined in opposition to work, for example by Huizinga and Caillois, but craftsmanship has two qualities which can be found in both. Firstly, craftsmanship entails creative attention to the material at hand pleasurably (...)
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  • Mastering uncertainty: A predictive processing account of enjoying uncertain success in video game play.Sebastian Deterding, Marc Malmdorf Andersen, Julian Kiverstein & Mark Miller - 2022 - Frontiers in Psychology 13:924953.
    Why do we seek out and enjoy uncertain success in playing games? Game designers and researchers suggest that games whose challenges match player skills afford engaging experiences of achievement, competence, or effectance—ofdoing well. Yet, current models struggle to explain why such balanced challenges best afford these experiences and do not straightforwardly account for the appeal of high- and low-challenge game genres like Idle and Soulslike games. In this article, we show that Predictive Processing (PP) provides a coherent formal cognitive framework (...)
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  • Find the Hidden Object. Understanding Play in Psychological Assessments.Alessandra Fasulo, Janhavi Shukla & Stephanie Bennett - 2017 - Frontiers in Psychology 8.
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  • 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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  • Games and ideal playgrounds.Colleen English - 2019 - Journal of the Philosophy of Sport 46 (3):401-415.
    ABSTRACTEven though many sport philosophers have worked to delineate clear definitions of play and games, typical language usage often conflates the two phenomena and even provides an undue normati...
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  • The value of play and the good human life.Shawn E. Klein - 2018 - Cultura. CCD 13 (38):119-125.
    The dominant conception of play in philosophy of sport is that it is autotelic. This conception is the subject of important criticisms by Stephen Schmid and others. With these criticisms in mind, my paper seeks to move the discussion of play beyond the apparent dichotomy of autotelicity and instrumentality. Drawing a parallel to the role virtue and friendship have in a broadly construed (neo-)Aristotelian ethic, I argue that play is an important part of the good human life. Like virtue and (...)
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  • Sport, fiction, and the stories they tell.R. Scott Kretchmar - 2017 - Journal of the Philosophy of Sport 44 (1):55-71.
    The article is intended to reveal important similarities between fiction and sport. I build on Jonathan Gottschall’s discussion in The Storytelling Animal: How Stories Make Us Human by celebrating the significance of stories and their ‘witchy power’ and by examining factors that demonstrate similarities between fiction and sport. I suggest that an unmistakable semantic, structural, and cultural kinship exists between the two. This argument requires a discussion of play theory, play resources and constitutive rules, the semantic power of problems and (...)
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  • The Way to Virtue in Sport.Allan Bäck - 2009 - Journal of the Philosophy of Sport 36 (2):217-237.
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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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  • 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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  • Playing With The Past.Erik M. Champion - 2010 - London: Springer.
    How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first examines the needs and requirements of virtual travelers and virtual tourists. Is there a market for virtual travel? Erik Champion examines the overall success of current virtual environments, especially the phenomenon of computer gaming. Why are computer games and simulations so much more successful than other types of virtual environments? Arguments that virtual environments (...)
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  • Game as Paradox: A Rebuttal of Suits.David Myers - 2012 - Journal of the Philosophy of Sport 39 (1):155-168.
    Here I examine Bernard Suits’s definition of games and explain why that definition is in need of reference to representation or, put more generally, to semiosis. And, once admitting the necessity of the representational in games, Suits’s definition must also then admit the essential paradoxy of games.
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  • Anti-Christ : Tragedy, Farce or Game?Jan Simons - 2015 - Film-Philosophy 19 (1):1-15.
    Lars von Trier's movies can be seen as a series of iterations in an infinitely repeated prisoner's dilemma. After testing the logic of this game, at the core of which is the dilemma of cooperation or conflict, at the middle level at which an individual confronts a community up till Dogville, he has transposed the game to the level of social systems in Manderlay and the level of the minimal social unit, the couple in Anti-Christ. The story is the Oedipus (...)
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  • Traditional Games as Cultural Heritage: The Case of Canary Islands (Spain) From an Ethnomotor Perspective.Rafael Luchoro-Parrilla, Pere Lavega-Burgués, Sabrine Damian-Silva, Queralt Prat, Unai Sáez de Ocáriz, Enric Ormo-Ribes & Miguel Pic - 2021 - Frontiers in Psychology 12.
    UNESCO in the 2030 agenda for sustainable development establishes respect for the environment and sustainability education as key elements for the challenges of society in the coming years. In the educational context, physical education can have a vital role in sustainability education, through Traditional Sporting Games. The aim of this research was to study from an ethnomotor perspective the different characteristics of two different groups of TSG in the Canary Islands, Spain. The corpus of this investigation was made up of (...)
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  • Virtual killing.Carl David Https://Orcidorg191X Mildenberger - 2017 - Philosophical Studies 174 (1):185-203.
    Debates that revolve around the topic of morality and fiction rarely explicitly treat virtual worlds like, for example, Second Life. The reason for this disregard cannot be that all users of virtual worlds only do the right thing while online—for they sometimes even virtually kill each other. Is it wrong to kill other people in a virtual world? It depends. This essay analyzes on what it depends, why it is that killing people in a virtual world sometimes is wrong, and (...)
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  • Moving Circles: mobile media and playful identities.M. L. Langdee - unknown
    The mobile phone has become part of our everyday lives with astonishing speed. Over four billion people now have access to mobile phones, and this number keeps increasing. Mobile media technologies shape how we communicate with each other, and relate to the world. This raises questions about their influence on identity. Medium-specific properties and user-practices challenge the idea that we understand ourselves through stories. It is proposed that the notion of play sheds new light on how technologies shape identities. The (...)
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  • Moving Circles: mobile media and playful identities.M. L. De Lange - unknown
    The mobile phone has become part of our everyday lives with astonishing speed. Over four billion people now have access to mobile phones, and this number keeps increasing. Mobile media technologies shape how we communicate with each other, and relate to the world. This raises questions about their influence on identity. Medium-specific properties and user-practices challenge the idea that we understand ourselves through stories. It is proposed that the notion of play sheds new light on how technologies shape identities. The (...)
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