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Homo ludens: A study of the play‐element in cult

Routledge/Thoemms Press (1949)

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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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  • Football is "the most important of the least important things": The Illusion of Sport and COVID-19.Jack Black - 2021 - Leisure Sciences 43 (1/2):97-103..
    In his book, On the Pleasure Principle in Culture (2014), Robert Pfaller argued that our relationship to sport is one grounded in “illusion”. Simply put, our interest in and enjoyment of sport occurs through a process of “knowing better”. Here, one’s knowledge of the unimportance of sport is achieved by associating the illusion of sport with a naïve observer – i.e. someone who does believe in sport’s importance. In the wake of the global pandemic, COVID-19, it would seem that Pfaller’s (...)
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  • Robots, rape, and representation.Robert Sparrow - 2017 - International Journal of Social Robotics 9 (4):465-477.
    Sex robots are likely to play an important role in shaping public understandings of sex and of relations between the sexes in the future. This paper contributes to the larger project of understanding how they will do so by examining the ethics of the “rape” of robots. I argue that the design of realistic female robots that could explicitly refuse consent to sex in order to facilitate rape fantasy would be unethical because sex with robots in these circumstances is a (...)
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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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  • 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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  • A Game as a Painting : Using Impressionism to Explore Game Mechanics.Valdemar Ribbing - unknown
    In the capitalistic landscape of games today there exists a paradigm where metrics rule over game design which constrains the creativity and diversity of game design. Realistic games have seen a surge in popularity under this paradigm and as an artist I look to the art movement of impressionism for answers. In 19th century France, impressionist painters managed to escape the conventional realism of their time and their work diversified art. I explore how game mechanics could be refined using impressionist (...)
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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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  • Drafting the Techno-Imagination: A Future for Literary Writing?Gundela Hachmann - 2014 - Flusser Studies 18 (1).
    Vilém Flusser paints a dire picture for the future of literary writing. He contests that it is doomed to be replaced by automated language games. In that sense, one can see literature and the image-culture as antagonistic forces. Drawing on examples from contemporary German literature, however, I show in which ways the literary imagination may contribute to the formation of the techno-imagination. The authors Ulrike Draesner and Thomas Lehr scrutinize the impact that visual media has on conceptual thinking and identity. (...)
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  • Improving Non-observational Experiences: Channelling and Ordering.Gerard De Zeeuw - 2011 - Journal of Research Practice 7 (2):Article M2.
    That the present day society profits from research in many areas is evident. This has stimulated a keen desire to emulate similarly advantageous contributions in other areas. It appears to imply not only a need to know how to (better) support action in general or any action, but also how to support the act of making "better" itself (better businesses, better houses, better emotions, better objectives, etc.). Developing the latter type of knowledge has proved to pose a major challenge, however. (...)
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  • Irreal Temporality: André Aciman and a New Theory of Time.Oliver Iskandar Banks - 2021 - Broad Street Humanities Review 1 (5):1-15.
    This article argues that we can construct a complex interpretation of the nature of time by linking Aciman’s gnostic thread to aspects of twentieth century theory, from philosophy and psychoanalysis. In brief, it attempts to demonstrate the roles of dislocation, deferral, and Otherness in constituting human temporality. The essay begins by surmising the conceptual history of time, touching on key ideas put forward by Augustine and Bergson. The second section takes a psychoanalytic turn after exploring Homo Irrealis to describe the (...)
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  • De-Roling from Experiences and Identities in Virtual Worlds.Stefano Gualeni - 2017 - Journal of Virtual Worlds Research 10 (2).
    Within dramatherapy and psychodrama, the term ‘de-roling’ indicates a set of activities that assist the subjects of therapy in ‘disrobing’ themselves from their fictional characters. Starting from the psychological needs and the therapeutic goals that ‘de-roling’ techniques address in dramatherapy and psychodrama, this text provides a broader understanding of procedures and exercises that define and ease transitional experiences across cultural practices such as religious rituals and spatial design. After this introductory section, we propose a tentative answer as to why game (...)
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  • Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2016 - Proceedings of 1st International Joint Conference of DiGRA and FDG.
    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how they may be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and describe the (...)
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  • Focus, Sensitivity, Judgement, Action: Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2017 - Transactions of the Digital Games Research Association 2 (3):143-173.
    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how these skills can be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and describe (...)
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  • Rule sets, cheating, and magic circles: Studying games and ethics.Mia Consalvo - 2005 - International Review of Information Ethics 4 (2):7-12.
    This paper provides frameworks for understanding how ethics might be expressed in gameplay situations, and how we can study the ethical frameworks that games offer to players. There are many ways to delve into such topics, and this paper considers only a few approaches. It briefly surveys some of the important ques-tions and critiques arising from audience studies, theories of play and games, and work on cheating, and begins to build a framework for considering ethics in relation to games and (...)
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  • O \"Hermeneutycznej funkcji dystansu\" Paula Ricoeura w świetle pojęcia gry.Iwona Krupecka - 2004 - Filo-Sofija 4 (1(4)):225-232.
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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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