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  1. Game Killing and Killing Games: An Anthropologist Looking at Hunting in a Modern Society.Heidi Dahles - 1993 - Society and Animals 1 (2):169-184.
    In modern urbanized and densely populated societies - such as the contemporary Netherlands, which forms the geographical setting of the present analysis - hunting has lost its meaning as a mode of subsistence to become a symbolic strategy. Hunting is a cultural enclave in which the boundaries between humans and animals are blurred and the relations of dominance and submission symbolically reversed. Hunting challenges the legitimacy of apparently "given" power relations between humans and animals. Hunters construct, reproduce and legitimize hunting (...)
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  • Playing with pattern. Aesthetic communication as distributed cognition.José Ignacio Contreras - 2019 - Aisthesis. Pratiche, Linguaggi E Saperi Dell’Estetico 12 (1):27-39.
    This article’s main thesis is that aesthetic communication has evolved from animal social play to forms of extraordinary complexity such as traditional arts, helping to preserve and transfer survival oriented information in a preverbal, or embodied form. Following this line of argument, aesthetic communication provides the basis for an adaptive modeling of reality wherein the agents engaged simulate potential exchanges and outcomes with factual or fictive entities, further enhancing – by proxy – their ability to predict and adapt to natural (...)
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  • International Health Practices: A Multidisciplinary Approach to Therapeutic Mediations With an Artistic Medium Based on the Model of Play.Anne Brun, Louis Brunet, Denis Cerclet, Antonie Masson, Magali Ravit, Jean-Pol Tassin, Silvia Zornig, Maria Clelia Zurlo, Tamara Guénoun, Sylvain Missonnier, Vincent Di Rocco, Lila Mitsopoulou, Eric Jacquet, Johan Jung & René Roussillon - 2020 - Frontiers in Psychology 11.
    This article, corresponding to a part of the restitution of a financed international research project between France, Brazil, Canada, Italy and Belgium, aims to offer a modelisation and qualitative evaluation of mediation care settings based on an original methodological tool that involves identifying the typical games at the foundations of creativity, following a multidisciplinary perspective. Therapeutic mediations are settings or devices organised around a “pliable medium”, often artistic, like painting, modeling, writing, ​and theatre, which are very widespread in institutional practices, (...)
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  • YUTPA as a design tool for public participation.Maurice Berix - 2012 - AI and Society 27 (1):165-172.
    Engaging the public in decision-making processes is commonly accepted as an effective strategy for a better policy making, a better policy support and for narrowing the gap between government and the public. In today’s digitised society, participation via online media is becoming more important. But is this so-called e-participation being used optimally? Or is a better design possible? In my opinion, the answer to these questions is a ‘yes’. Despite numerous efforts in engaging the public with policy deliberation, the actual (...)
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  • The Quest for New Rituals in Dying and Mourning: Changes in the We-I Balance.Cas Wouters - 2002 - Body and Society 8 (1):1-27.
    Rituals in dying and mourning have a social and a psychic aspect: they have the twin function of diminishing the danger of succumbing to intense emotions (fear, despair, powerlessness and grief) by evoking a feeling of solidarity, and of enhancing the sense of being connected to a larger community, on which basis these emotions are acknowledged as well as dimmed and kept under control. As the changes in mourning ritual of the last half of the 20th century demonstrate, the relation (...)
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  • Aldo van Eyck’s Playgrounds: Aesthetics, Affordances, and Creativity.Rob Withagen & Simone R. Caljouw - 2017 - Frontiers in Psychology 8.
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  • Theft of virtual items in online multiplayer computer games: an ontological and moral analysis.Litska Strikwerda - 2012 - Ethics and Information Technology 14 (2):89-97.
    In 2009 Dutch judges convicted several minors for theft of virtual items in the virtual worlds of online multiplayer computer games. From a legal point of view these convictions gave rise to the question whether virtual items should count as “objects” that can be “stolen” under criminal law. This legal question has both an ontological and a moral component. The question whether or not virtual items count as “objects” that can be “stolen” is an ontological question. The question whether or (...)
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  • Present and Future Instances of Virtual Rape in Light of Three Categories of Legal Philosophical Theories on Rape.Litska Strikwerda - 2015 - Philosophy and Technology 28 (4):491-510.
    This paper is about the question of whether or not virtual rape should be considered a crime under current law. A virtual rape is the rape of an avatar in a virtual world. In the future, possibilities for virtual rape of a person him- or herself will arise in virtual reality environments involving a haptic device or robotics. As the title indicates, I will study both these present and future instances of virtual rape in light of three categories of legal (...)
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  • Play in School – Toward an Ecosystemic Understanding and Perspective.Helle Marie Skovbjerg & Anne-Lene Sand - 2022 - Frontiers in Psychology 12.
    Based on a design-based research project and long-term observations of children’s play in school, this article develops the concept of play order, which points to interaction, coherence and holistic orientation as central values for the approach to play in school. Through concrete empirical analysis, the article shows how play in school is established and maintained, and how school as context interacts with play, which is often in ways that undermine the space and opportunities play is given. Based on existing research, (...)
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  • Play and virtuality.Svein Sando - 2010 - Etikk I Praksis - Nordic Journal of Applied Ethics 2 (2):41-56.
    The similarities between virtuality and play are obvious, beginning with, for instance, the ubiquitous character of both. This paper deals with how insights from research on play can be used to enlighten our understanding of the ethical dimensions of activities in cyberspace, and vice versa. In particular, a central claim that play is beyond vice and virtue is debated and contested.
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  • Chivalry and Codes of Conduct: Can the Virtue of Chivalry Epitomize Guidelines for Interpersonal Conduct?René Moelker & Gerhard Kümmel - 2007 - Journal of Military Ethics 6 (4):292-302.
    In this article, we distinguish between a ‘game code of conduct’, an ‘ethical and/or legal code of the military profession’, ‘codes of social intercourse’, and a ‘code of respect’, and we assess to what extent these codes are reflected in the chivalrous behaviour we see today. Chivalry has developed from archaic medieval game codes of conduct into a codification regarding the laws of war and humanitarian law, but also in behavioural standards that are formalized in books of etiquette. However, these (...)
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  • Introduction.Fabio Paglieri - 2005 - Topoi 24 (2):117-123.
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  • Resisting the Gamer’s Dilemma.Thomas Montefiore & Paul Formosa - 2022 - Ethics and Information Technology 24 (3):1-13.
    Intuitively, many people seem to hold that engaging in acts of virtual murder in videogames is morally permissible, whereas engaging in acts of virtual child molestation is morally impermissible. The Gamer’s Dilemma (Luck in Ethics Inf Technol 11:31–36, 2009) challenges these intuitions by arguing that it is unclear whether there is a morally relevant difference between these two types of virtual actions. There are two main responses in the literature to this dilemma. First, attempts to resolve the dilemma by defending (...)
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  • Phenomenology, Pokémon Go, and Other Augmented Reality Games: A Study of a Life Among Digital Objects.Nicola Liberati - 2018 - Human Studies 41 (2):211-232.
    The aim of this paper is to analyse the effects on the everyday world of actual Augmented Reality games which introduce digital objects in our surroundings from a phenomenological point of view. Augmented Reality is a new technology aiming to merge digital and real objects, and it is becoming pervasively used thanks to the application for mobile devices Pokémon Go by Niantic. We will study this game and other similar applications to shed light on their possible effects on our lives (...)
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  • Roger Caillois, Games of Chance and the Superstar.Loek Groot - 2000 - Diogenes 48 (190):33-42.
    Superstars are not by accident a conspicuous phenomenon in our culture, but inherently belong to a meritocratic society with mass media, free enterprise, and competition. To make this contention plausible I will use Caillois's book, Man, Play and Games, to compare the mechanisms underlying the superstar phenomenon with a special kind of game, as set out by Caillois. As far as I know, Caillois's book is not quoted in the literature dealing with income distribution theories, although the comparison with play (...)
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  • Play-like behaviour: An essay in speculative ethology.K. Kortmulder - 1983 - Acta Biotheoretica 32 (3):145-166.
    It is claimed that certain processes of individual behaviour and of interaction between individuals run parallel. Such parallels are seen along three axes: antagonism-coordination, constriction-expansion and neutral-play-like.Characteristics of ritualized behaviour and play are analysed and the two categories of behaviour are compared in detail. They are shown to differ largely in degree of expansion. They also differ along the antagonism-coordination axis. Both are play-like.
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  • Saubere Leistung? - Grenzen Akzeptieren! 8 Bausteine für einen fächerübergreifenden Unterricht.Christoph Asmuth & Patrick Grüneberg (eds.) - 2012 - Bundeszentrale für politische Bildung.
    Der vorliegende Band intendiert die Herstellung von Unterrichtsmaterialien für Lehrer und Schüler, und zwar nicht aus einer fachspezifischen Perspektive, sondern als ein Projekt fachübergreifenden oder fächerübergreifenden Unterrichts. Wir lassen uns von der Vorstellung leiten, dass komplexe Probleme, die ihren Ursprung in einer ebenso komplexen Gesellschaft haben, sich nicht mehr allein durch Spezialwissen lösen lassen. Vielmehr erfordert die gegenwärtige Situation vernetztes Wissen und Menschen, die Kompetenzen erworben haben, um an einer dynamischen Wissensgesellschaft zu partizipieren. Im Hintergrund steht dabei auch die Vorstellung, (...)
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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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  • 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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  • 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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