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  1. Gamification, Side Effects, and Praise and Blame for Outcomes.Sven Nyholm - 2024 - Minds and Machines 34 (1):1-21.
    Abstract“Gamification” refers to adding game-like elements to non-game activities so as to encourage participation. Gamification is used in various contexts: apps on phones motivating people to exercise, employers trying to encourage their employees to work harder, social media companies trying to stimulate user engagement, and so on and so forth. Here, I focus on gamification with this property: the game-designer (a company or other organization) creates a “game” in order to encourage the players (the users) to bring about certain outcomes (...)
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  • Qualitative tools and experimental philosophy.James Andow - 2016 - Philosophical Psychology 29 (8):1128-1141.
    Experimental philosophy brings empirical methods to philosophy. These methods are used to probe how people think about philosophically interesting things such as knowledge, morality, and freedom. This paper explores the contribution that qualitative methods have to make in this enterprise. I argue that qualitative methods have the potential to make a much greater contribution than they have so far. Along the way, I acknowledge a few types of resistance that proponents of qualitative methods in experimental philosophy might encounter, and provide (...)
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  • The Asymmetry of Good and Evil.Philip Pettit - 2015 - In Mark Timmons (ed.), Oxford Studies in Normative Ethics, Volume 5. Oxford, GB: Oxford University Press UK. pp. 15-37.
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