Results for '419 is a game'

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  1. Not everything is a contest: sport, nature sport, and friluftsliv.Leslie A. Howe - 2019 - Journal of the Philosophy of Sport 46 (3):437-453.
    Two prevalent assumptions in the philosophy of sport literature are that all sports are games and that all games are contests, meant to determine who is the better at the skills definitive of the sport. If these are correct, it would follow that all sports are contests and that a range of sporting activities, including nature sports, are not in fact sports at all. This paper first confronts the notion that sport and games must seek to resolve skill superiority through (...)
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  2. The Adinkra Game: An Intercultural Communicative and Philosophical Praxis.Kofi Dorvlo & A. S. C. A. Muijen - 2021 - In Kofi Dorvlo & A. S. C. A. Muijen (eds.), Cultures at School and at Home. Rauma, Finland: pp. 32.
    In 2020, an international team of intercultural philosophers and African linguists created a multilinguistic game named Adinkra. This name refers to a medieval rooted symbolic language in Ghana that is actively used by the Akan and especially the Asante among them to communicate indirectly. The Akan is both the meta-ethnic name of the largest Ghanaian cultural-linguistic group of which the Asante is an Akan cultural subgroup and of a Central Tano language of which Asante-Twi is a dialect. The Adinkra (...)
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  3.  55
    BMF CP67: Anthropocentrism, virtual world behaviors, and game-playing immersiveness.A. I. S. D. L. Team - 2024 - Sm3D Portal.
    “Are humans in a toxic, abusive relationship with nature? Love is strange.” -/- —In “Glands of Love”; Meandering Sobriety.
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  4. Vices in Gaming: Virtue Ethics and Endorsement View.Deniz A. Kaya - 2022 - Journal of Value Inquiry:1-17.
    Can video games or the playing of such games be morally objectionable? Many attempts to justify our intuitions about the morality of certain games or game activities are either unsuccessful or fall short. This is mainly due to a normative gap between reality and virtuality that classical approaches to moral philosophy cannot bridge. I am investigating to what extent an accurate action analysis can help us to justify our intuitions that, in some cases, something is ethically wrong with video (...)
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  5. Living-into, living-with: A Schutzian account of the player/character relationship.Rebecca A. Hardesty - 2016 - Glimpse 17:27-34.
    Games Studies reveals the performative nature of playing a character in a virtual-game-world (Nitsche 2008, p.205; Pearce 2006, p.1; Taylor 2002, p.48). Tbe Player/Character relationship is typically understood in terms of the player’s in-game “presence” (Boellstorff 2008, p.89; Schroeder 2002, p.6). This gives the appearance that living-into a game-world is an all-or- nothing affair: either the player is “present” in the game-world, or they are not. I argue that, in fact, a constitutive phenomenology reveals the Player/Character (...)
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  6. A Game-Theoretic Analysis of the Waterloo Campaign and Some Comments on the Analytic Narrative Project.Philippe Mongin - 2018 - Cliometrica 12:451–480.
    The paper has a twofold aim. On the one hand, it provides what appears to be the first game-theoretic modeling of Napoleon’s last campaign, which ended dramatically on 18 June 1815 at Waterloo. It is specifically concerned with the decision Napoleon made on 17 June 1815 to detach part of his army against the Prussians he had defeated, though not destroyed, on 16 June at Ligny. Military historians agree that this decision was crucial but disagree about whether it was (...)
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  7. Wittgenstein, Rush Rhees, and the Measure of Language.Zachery A. Carter - 2006 - New Blackfriars 87 (1009):288-301.
    This essay critically examines Rush Rhees’ Wittgensteinian account of language against the backdrop of Plato’s complete reversal of Protagoras’ axiom regarding man as the measure. Rhees jettisons Plato’s notion of Transcendence while retaining his emphasis on dialogue and unity. Despite trenchant points Rhees makes in that regard, it argues that Rhees’ view of language is in the end Protagorean. The essay traces out the problem of autonomy from rules to the practice to discourse itself, addresses Rhees’ missteps in relation to (...)
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  8. Modeling inference of mental states: As simple as possible, as complex as necessary.Ben Meijering, Niels A. Taatgen, Hedderik van Rijn & Rineke Verbrugge - 2014 - Interaction Studies 15 (3):455-477.
    Behavior oftentimes allows for many possible interpretations in terms of mental states, such as goals, beliefs, desires, and intentions. Reasoning about the relation between behavior and mental states is therefore considered to be an effortful process. We argue that people use simple strategies to deal with high cognitive demands of mental state inference. To test this hypothesis, we developed a computational cognitive model, which was able to simulate previous empirical findings: In two-player games, people apply simple strategies at first. They (...)
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  9. Modeling inference of mental states: As simple as possible, as complex as necessary.Ben Meijering, Niels A. Taatgen, Hedderik van Rijn & Rineke Verbrugge - 2014 - Interaction Studies 15 (3):455-477.
    Behavior oftentimes allows for many possible interpretations in terms of mental states, such as goals, beliefs, desires, and intentions. Reasoning about the relation between behavior and mental states is therefore considered to be an effortful process. We argue that people use simple strategies to deal with high cognitive demands of mental state inference. To test this hypothesis, we developed a computational cognitive model, which was able to simulate previous empirical findings: In two-player games, people apply simple strategies at first. They (...)
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  10.  73
    Modeling inference of mental states: As simple as possible, as complex as necessary.Ben Meijering, Niels A. Taatgen, Hedderik van Rijn & Rineke Verbrugge - 2014 - Interaction Studies 15 (3):455-477.
    Behavior oftentimes allows for many possible interpretations in terms of mental states, such as goals, beliefs, desires, and intentions. Reasoning about the relation between behavior and mental states is therefore considered to be an effortful process. We argue that people use simple strategies to deal with high cognitive demands of mental state inference. To test this hypothesis, we developed a computational cognitive model, which was able to simulate previous empirical findings: In two-player games, people apply simple strategies at first. They (...)
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  11. Simulation, seduction, and bullshit: cooperative and destructive misleading.Leslie A. Howe - 2017 - Journal of the Philosophy of Sport 44 (3):300-314.
    This paper refines a number of theoretical distinctions relevant to deceptive play, in particular the difference between merely misleading actions and types of simulation commonly considered beyond the pale, such as diving. To do so, I rely on work in the philosophy of language about conversational convention and implicature, the distinction between lying and misleading, and their relation to concepts of seduction and bullshit. The paper works through a number of possible solutions to the question of what is wrong with (...)
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  12. International Aspects of Recent Phenomena in Media and Culture.Martin A. M. Gansinger - 2021 - Newcastle: Cambridge Scholars Publishing.
    The volume provides an updated perspective on international aspects of various developments in media and culture. It includes discussions on how the digital environment contributes to the transformation and re-interpretation of existing phenomena, such as violence-on-demand in online movies, the internet appeal of virtual gangsta rappers, or the revived battle rap tradition, which operates outside the commercial limitations of the music industry and generates more views on social media than most recording artists. -/- The book offers a new consideration of (...)
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  13.  47
    Extraterrestrial Intelligence: Academic and Societal Implications.Jensine Andresen & Octavio A. Chon Torres (eds.) - 2022 - Cambridge UK: Cambridge Scholars Press.
    What are the implications for human society, and for our institutions of higher learning, of the discovery of a sophisticated extraterrestrial intelligence (ETI) operating on and around Earth? This book explores this timely question from a multidisciplinary perspective. It considers scientific, philosophical, theological, and interdisciplinary ways of thinking about the question, and it represents all viewpoints on how likely it is that an ETI is already operating here on Earth. The book’s contributors represent a wide range of academic disciplines in (...)
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  14. a game we can't abstain from!Paul Bali - manuscript
    contents -/- i. a game we can't abstain from ii. a sudden God, a Boltzmann God iii. the Hard Problem & Humean causation iv. Turing gave a recipe for consciousness v. the Honeymoon Algorithm vi. Tech Civ takes Earth in vii. Borges, the Compressor viii. Hollywood, where faeries enter ix. in the age of Macbeth, magic x. from King to this vile politician xi. Medieval blue not our color blue xii. the austerities prioritize braingrowth xiii. taste is tactile xiv. (...)
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  15. A Game-Theoretic Solution to the Inconsistency Between Thrasymachus and Glaucon in Plato’s Republic.Hun Chung - 2016 - Ethical Perspectives 23 (2):383-410.
    In Book 1 of Plato’s Republic, Thrasymachus contends two major claims: (1) justice is the advantage of the stronger, and (2) justice is the good of the other, while injustice is to one’s own profit and advantage. In the beginning of Book II, Glaucon self-proclaims that he will be representing Thrasymachus’ claims in a better way, and provides a story of how justice has originated from a state of nature situation. However, Glaucon’s story of the origin of justice has an (...)
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  16. Just a game? Sport and psychoanalytic theory.Jack Black & Joseph S. Reynoso - 2024 - Psychoanalysis, Culture and Society (xx):xx-xx.
    Sport poses a number of important and no less significant questions, which, on the face of it, may not necessarily seem very important or significant to begin with – a peculiarity that we believe to be integral to sport itself. This article introduces, explores and outlines the psychoanalytic significance of this peculiarity. It explores how the emotions stirred by sport are intertwined with a realm of fiction and fantasy. Despite its lack of practical utility, sport carries an undeniable gravity, encapsulating (...)
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  17. A Game-Based Tool for Freshmen Design Students During the Pandemic Distance Learning.Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek - 2021 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek (eds.), 4th International Symposium on Art and Design Education: Art and design during and after the Covid- 19 Period. Başkent University: pp. 77-83.
    The emergence of the need for orientation since the past times led the universities to invent innovative ways to prepare their students for the activities and courses they will face. Hence, various types of orientation have been provided during history. However, today with the outbreak of the Covid-19 and the closure of the schools, most of the students are continuing their studies as distance learning. While this situation is very disappointing for all freshmen students who do not know the university's (...)
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  18. A Game-Theoretic Approach to Peer Disagreement.Remco Heesen & Pieter van der Kolk - 2016 - Erkenntnis 81 (6):1345-1368.
    In this paper we propose and analyze a game-theoretic model of the epistemology of peer disagreement. In this model, the peers' rationality is evaluated in terms of their probability of ending the disagreement with a true belief. We find that different strategies---in particular, one based on the Steadfast View and one based on the Conciliatory View---are rational depending on the truth-sensitivity of the individuals involved in the disagreement. Interestingly, the Steadfast and the Conciliatory Views can even be rational simultaneously (...)
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  19. Pseudo-visibility: A Game Mechanic Involving Willful Ignorance.Samuel Allen Alexander & Arthur Paul Pedersen - 2022 - FLAIRS-35.
    We present a game mechanic called pseudo-visibility for games inhabited by non-player characters (NPCs) driven by reinforcement learning (RL). NPCs are incentivized to pretend they cannot see pseudo-visible players: the training environment simulates an NPC to determine how the NPC would act if the pseudo-visible player were invisible, and penalizes the NPC for acting differently. NPCs are thereby trained to selectively ignore pseudo-visible players, except when they judge that the reaction penalty is an acceptable tradeoff (e.g., a guard might (...)
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  20. Advantageous comparison: using Twitter responses to understand similarities between cybercriminals (“Yahoo Boys”) and politicians (“Yahoo men”).Suleman Lazarus, Mark Button & Afe Adogame - 2022 - Heliyon Journal 8 (11):1-10.
    This article is about the manifestations of similarities between two seemingly distinct groups of Nigerians: cybercriminals and politicians. Which linguistic strategies do Twitter users use to express their opinions on cybercriminals and politicians? The study undertakes a qualitative analysis of ‘engaged’ tweets of an elite law enforcement agency in West Africa. We analyzed and coded over 100,000 ‘engaged’ tweets based on a component of mechanisms of moral disengagement (i.e., advantageous comparison), a linguistic device. The results reveal how respondents defend the (...)
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  21. Introspection as a Game of Make‐Believe.Wolfgang Barz - 2014 - Theoria 80 (4):350-367.
    The aim of this article is to provide an account of introspective knowledge concerning visual experiences that is in accordance with the idea of transparent introspection. According to transparent introspection, a person gains knowledge of her own current mental state M solely by paying attention to those aspects of the external world which M is about. In my view, transparent introspection is a promising alternative to inner sense theories. However, it raises the fundamental question why a person who pays attention (...)
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  22. On being part of a game.Alex Wolf-Root - 2019 - Journal of the Philosophy of Sport 47 (1):75-88.
    What is it for someone to be part of a game? While significant work has been done on the concept of playing a game, less has been done on the concept of being part of a game. This paper looks at how someone’s status of being part of a game can be distinguished from their status of playing a game, and then introduces a new taxonomy for the different ways in which someone can be part (...)
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  23. Explaining Universal Social Institutions: A Game-Theoretic Approach.Michael Vlerick - 2016 - Topoi 35 (1):291-300.
    Universal social institutions, such as marriage, commons management and property, have emerged independently in radically different cultures. This requires explanation. As Boyer and Petersen point out ‘in a purely localist framework would have to constitute massively improbable coincidences’ . According to Boyer and Petersen, those institutions emerged naturally out of genetically wired behavioural dispositions, such as marriage out of mating strategies and borders out of territorial behaviour. While I agree with Boyer and Petersen that ‘unnatural’ institutions cannot thrive, this one-sided (...)
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  24. Multiple Moralities: A Game-Theoretic Examination of Indirect Utilitarianism.Paul Studtmann & Shyam Gouri-Suresh - manuscript
    In this paper, we provide a game-theoretic examination of indirect utilitarianism by comparing the expected payoffs of attempts to apply a deontological principle and a utilitarian principle within the context of the Prisoner’s Dilemma (PD). Although many of the best-known utilitarians and consequentialists have accepted some indirect form of their respective views, the results in this paper suggest that they have been overly quick to dismiss altogether the benefits of directly enacting utilitarian principles. We show that for infallible moral (...)
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  25. What is a Metagame?Michael Hemmingsen - forthcoming - Sport, Ethics and Philosophy:1-16.
    The concept of metagames can be of use to philosophers of sport and games. However, the term “metagame” is used throughout the literature in several different, distinct senses, few of which are clearly defined, and as a result there remains ambiguity about what, precisely, this term means. In this paper, I attempt to disambiguate the term metagame. I have come across at least four different senses of “metagame” in academic literature about games. Of these four senses, most relevant to philosophers (...)
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  26. The right way to play a game.C. Thi Nguyen - 2019 - Game Studies 19 (1).
    Is there a right or wrong way to play a game? Many think not. Some have argued that, when we insist that players obey the rules of a game, we give too much weight to the author’s intent. Others have argued that such obedience to the rules violates the true purpose of games, which is fostering free and creative play. Both of these responses, I argue, misunderstand the nature of games and their rules. The rules do not tell (...)
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  27. Life Is Strange and ‘‘Games Are Made’’: A Philosophical Interpretation of a Multiple-Choice Existential Simulator With Copilot Sartre.Luis de Miranda - 2016 - Games and Culture 1 (18).
    The multiple-choice video game Life is Strange was described by its French developers as a metaphor for the inner conflicts experienced by a teenager in trying to become an adult. In psychological work with adolescents, there is a stark similarity between what they experience and some concepts of existentialist philosophy. Sartre’s script for the movie Les Jeux Sont Faits (literally ‘‘games are made’’) uses the same narrative strategy as Life is Strange—the capacity for the main characters to travel back (...)
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  28. 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 (...)
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  29. A Framework Proposal for Developing Historical Video Games Based on Player Review Data Mining to Support Historic Preservation.Sarvin Eshaghi, Sepehr Vaez Afshar & Mahyar Hadighi - 2023 - In Saif Haq, Adil Sharag-Eldin & Sepideh Niknia (eds.), ARCC 2023 CONFERENCE PROCEEDING: The Research Design Interface. Architectural Research Centers Consortium, Inc.. pp. 297-305.
    Historic preservation, which is a vital act for conveying people’s understanding of the past, such as events, ideas, and places to the future, allows people to preserve history for future generations. Additionally, since the historic properties are currently concentrated in urban areas, an urban-oriented approach will contribute to the issue. Hence, public awareness is a key factor that paves the way for this conservation. Public history, a history with a public audience and special methods of representation, can serve society in (...)
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  30. Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning.Michael Hemmingsen - 2020 - Sport, Ethics and Philosophy 15 (3):435-460.
    Speedrunning is a kind of ‘metagame’ involving video games. Though it does not yet have the kind of profile of multiplayer e-sports, speedrunning is fast approaching e-sports in popularity. Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, particularly due to the incorporation of “glitches”. For many outside the speedrunning community, the (...)
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  31. Cosmos is a (fatalistic) state machine: Objective theory (cosmos, objective reality, scientific image) vs. Subjective theory (consciousness, subjective reality, manifest image).Xiaoyang Yu - manuscript
    As soon as you believe an imagination to be nonfictional, this imagination becomes your ontological theory of the reality. Your ontological theory (of the reality) can describe a system as the reality. However, actually this system is only a theory/conceptual-space/imagination/visual-imagery of yours, not the actual reality (i.e., the thing-in-itself). An ontological theory (of the reality) actually only describes your (subjective/mental) imagination/visual-imagery/conceptual-space. An ontological theory of the reality, is being described as a situation model (SM). There is no way to prove/disprove (...)
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  32. Is the secrecy of the parametric configuration of slot machines rationally justified? The exposure of the mathematical facts of games of chance as an ethical obligation.Catalin Barboianu - 2014 - Journal of Gambling Issues 29 (DOI: 10.4309/jgi.2014.29.6):1-23.
    Slot machines gained a high popularity despite a specific element that could limit their appeal: non-transparency with respect to mathematical parameters. The PAR sheets, exposing the parameters of the design of slot machines and probabilities associated with the winning combinations are kept secret by game producers, and the lack of data regarding the configuration of a machine prevents people from computing probabilities and other mathematical indicators. In this article, I argue that there is no rational justification for this secrecy (...)
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  33. 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 (...)
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  34. 16 The logic of lockdowns: a game of modeling and evidence.Wesley J. Park - 2022 - BMJ Evidence-Based Medicine 27 (Suppl 1):A59.
    Lockdowns, or modern quarantines, involve the use of novel restrictive non-pharmaceutical interventions (NPIs) to suppress the transmission of COVID-19. In this paper, I aim to critically analyze the emerging history and philosophy of lockdowns, with an emphasis on the communication of health evidence and risk for informing policy decisions. I draw a distinction between evidence-based and modeling-based decision-making. I argue that using the normative framework of evidence-based medicine would have recommended against the use of lockdowns. I first review the World (...)
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  35. A Dialogue Concerning ‘Doing Philosophy with and within Computer Games’ – or: Twenty rainy minutes in Krakow.Michelle Westerlaken & Stefano Gualeni - 2017 - Proceedings of the 2017 International Conference of the Philosophy of Computer Games.
    ‘Philosophical dialogue’ indicates both a form of philosophical inquiry and its corresponding literary genre. In its written form, it typically features two or more characters who engage in a discussion concerning morals, knowledge, as well as a variety of topics that can be widely labelled as ‘philosophical’. Our philosophical dialogue takes place in Krakow, Poland. It is a rainy morning and two strangers are waiting at a tram stop. One of them is dressed neatly, and cannot stop fidgeting with his (...)
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  36. VALIDITY: A Learning Game Approach to Mathematical Logic.Steven James Bartlett - 1973 - Hartford, CT: Lebon Press. Edited by E. J. Lemmon.
    The first learning game to be developed to help students to develop and hone skills in constructing proofs in both the propositional and first-order predicate calculi. It comprises an autotelic (self-motivating) learning approach to assist students in developing skills and strategies of proof in the propositional and predicate calculus. The text of VALIDITY consists of a general introduction that describes earlier studies made of autotelic learning games, paying particular attention to work done at the Law School of Yale University, (...)
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  37.  82
    From the Guest Editor.A. Feridun Işık - 2018 - European Journal of Therapeutics 24 (S1):A-VIII.
    Lung cancer is still a detrimental problem for physicians and surgeons. Because of having no standard treatment and poor survival, enforces us to find new approaches for its eradication. However, we have a so long way to this purpose. Genetic and cell researches to find out its real etiology and pathway are developing. But today, patients with lung cancer are waiting for some treatment methods which ease and give hope themselves immediately. Surgery is the most hopeful way for radical solution (...)
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  38. Games Unlike Life.C. Thi Nguyen - 2023 - Journal of Ethics and Social Philosophy 23 (3).
    This is a reply to Elisabeth Camp's and Elijah Millgram's probing discussions of "Games and the Art of Agency", in a symposium in Journal of Ethics and Social Philosophy. Millgram argues that games cannot function as a guide to life, because they are too different from life. Games are limited in a special way: in life, we deliberate about what goals we want to take on, but in games, the goals are fixed and given to us. Camp argues that there (...)
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  39. A Bargaining Game Analysis of International Climate Negotiations.John Basl, Ronald Sandler, Rory Smead & Patrick Forber - 2014 - Nature Climate Change 4:442-445.
    Climate negotiations under the United Nations Framework Convention on Climate Change have so far failed to achieve a robust international agreement to reduce greenhouse gas emissions. Game theory has been used to investigate possible climate negotiation solutions and strategies for accomplishing them. Negotiations have been primarily modelled as public goods games such as the Prisoner’s Dilemma, though coordination games or games of conflict have also been used. Many of these models have solutions, in the form of equilibria, corresponding to (...)
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  40. SU: A Serious Game for Water Management - Based on Istanbul.Sepehr Vaez Afshar, Gülşen Aytaç & Sarvin Eshaghi - 2021 - In Sepehr Vaez Afshar, Gülşen Aytaç & Sarvin Eshaghi (eds.), XXV International Conference of the Ibero-American Society of Digital Graphics: Designing Possibilities-Ubiquitous Conference. Lima: The Ibero-American Society of Digital Graphics. pp. 523-532.
    With the increasing population growth of human beings, the world is being threatened by the water scarcity problem, causing insecurity in water accessibility. Therefore, a deliberated water management gains fatal importance. In addition, the awareness of the issue through education, specifically in the early ages, plays a crucial role in this path. This research considers the water issue of Istanbul in its content. However, regarding the target audience, which is the kids, it uses a novel approach to tackle the problem. (...)
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  41. A graphic measure for game-theoretic robustness.Randy Au Patrick Grim, Robert Rosenberger Nancy Louie, Evan Selinger William Braynen & E. Eason Robb - 2008 - Synthese 163 (2):273-297.
    Robustness has long been recognized as an important parameter for evaluating game-theoretic results, but talk of ‘robustness’ generally remains vague. What we offer here is a graphic measure for a particular kind of robustness (‘matrix robustness’), using a three-dimensional display of the universe of 2 × 2 game theory. In such a measure specific games appear as specific volumes (Prisoner’s Dilemma, Stag Hunt, etc.), allowing a graphic image of the extent of particular game-theoretic effects in terms of (...)
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  42. The explanation game: a formal framework for interpretable machine learning.David S. Watson & Luciano Floridi - 2020 - Synthese 198 (10):1–⁠32.
    We propose a formal framework for interpretable machine learning. Combining elements from statistical learning, causal interventionism, and decision theory, we design an idealised explanation game in which players collaborate to find the best explanation for a given algorithmic prediction. Through an iterative procedure of questions and answers, the players establish a three-dimensional Pareto frontier that describes the optimal trade-offs between explanatory accuracy, simplicity, and relevance. Multiple rounds are played at different levels of abstraction, allowing the players to explore overlapping (...)
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  43. Morality Play: A Model for Developing Games of Moral Expertise.Dan Staines, Paul Formosa & Malcolm Ryan - 2019 - Games and Culture 14 (4):410-429.
    According to cognitive psychologists, moral decision-making is a dual-process phenomenon involving two types of cognitive processes: explicit reasoning and implicit intuition. Moral development involves training and integrating both types of cognitive processes through a mix of instruction, practice, and reflection. Serious games are an ideal platform for this kind of moral training, as they provide safe spaces for exploring difficult moral problems and practicing the skills necessary to resolve them. In this article, we present Morality Play, a model for the (...)
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  44. 'Yedikule Bostans': A Serious Game For Cultural Heritage.Sarvin Eshaghi & Muhammed Ali ÖRNEK - 2020 - In Sarvin Eshaghi & Muhammed Ali ÖRNEK (eds.), IDU SPAD’20 International Spatial Planning and Design Symposium PROCEEDINGS BOOK. Izmir: IZMIR DEMOCRACY UNIVERSITY. pp. 370-378.
    Serious games with their educational or skill development purposes besides entertainment, have been used in various fields such as architecture, landscape architecture, urban planning, cultural heritage, and learning of language and culture, easing the data absorption process of the specific topic for the user. The use of serious games in the cultural heritage or cultural landscape, as a subtopic, can have a role in its preservation in addition to the information transition ability. Yedikule Bostans is a serious game designed (...)
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  45. Understanding Your Game: A Mathematician's Advice for Rational and Safe Gambling.Catalin Barboianu - 2022 - Târgu Jiu, Romania: PhilScience Press.
    The author proposes in this practical guide for both problem and non-problem gamblers a new pragmatic, conceptual approach of gambling mathematics. The primary aim of this guide is the adequate understanding of the essence and complexity of gambling through its mathematical dimension. The author starts from the premise that formal gambling mathematics, which is hardly even digestible for the non-math-inclined gamblers, is ineffective alone in correcting the specific cognitive distortions associated with gambling. By applying the latest research results in this (...)
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  46. A Losing Game.Yvette Drissen - 2023 - Social Theory and Practice 49 (3):413-435.
    This paper takes issue with the widespread claim that positional competitions are zero-sum games. It shows how the notions of ‘positional good’ and ‘positional competition’ have changed in meaning and how this has resulted in conceptual confusion in discussions amongst economists and philosophers. I argue that the Zero-Sum Claim is hardly ever true when it comes to the novel understanding of positionality that currently dominates the philosophical literature. I propose dropping the Zero-Sum Claim and construing positional competitions as win-lose. This (...)
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  47. What Makes Jeopardy! a Good Game?Brendan Shea - 2013 - In Shaun P. Young (ed.), Jeopardy! and Philosophy: What is Knowledge in the Form of a Question? Open Court. pp. 27-39.
    Competitive quiz shows, and Jeopardy! in particular, occupy a unique place among TV game shows. The most successful Jeopardy! contestants—Ken Jennings, Brad Rutter, Frank Sparenberg, and so on—have appeared on late night talk shows, been given book contracts, and been interviewed by major newspapers. This sort of treatment is substantially different than, say, the treatment that the winners of The Price is Right or Deal or No Deal are afforded. The distinctive status of quiz shows is evidenced in other (...)
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  48. Artificially Geistige: A Hegelian Perspective on the Developing History of AI.A. Zachman - manuscript
    Modern philosophy can often appear to be mere cryptomnesia, redressed and resuited to fit the particular mouth from which it is espoused. This notion is but a sorrowful chimera binding the 21st-century mind to the confines of an eternal shadow, an eternal prison of doubt in the face of limitless potential. As a species, we are rapidly approaching the precipice of Yahweh's original position as instantiators of consciousness, as the I AM in relation to our artificial progeny. Could one fabricate (...)
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  49. Understanding Games as Played:Sketch for a first-person perspective for computer game analysis.Olli Tapio Leino - 2009 - Philosophy of Computer Games 2009 Proceedings.
    Researchers interested in player’s experience would assumedly, across disciplines, agree that the goal behind enquiries into player’s experience is to understand the how games’ features end up affecting the player’s experience. Much of the contemporary interdisciplinary research into player’s experience leans toward the empirical-scientific, in the forms psychology, sociology and cognitive science, to name a few. In such approaches, for example demonstrating correlation between physiological symptoms and an in-game event may amount to ‘understanding’. However, the experience of computer (...) play is a viable topic also for computer game studies within the general tradition of humanities. In such context, the idea of ‘understanding an experience’ invites an approach focusing on the experienced significance of events and objects within computer game play. This focus, in turn, suggests turning to the principles associated with phenomenology, among which is the idea of describing things as they appear, or as they are given, in the experience, from the first-person perspective. From the first-person perspective the challenge lies not in the subjective experience’s inaccessibility but in the inherent personal richness of the experience’s content. Rather than trying to embrace the richness by engaging in direct introspection, it makes sense to focus the search on the conditions of the player’s experience. In this paper, I discuss the idea of “firstperson perspective” in the context of computer game studies. I propose that conditions for player’s experience could be sought from the materiality of the computer game artefact, rather than from the ‘processual’ or ‘ideal game’. I derive the notion of gameplay condition3 from the overlap of the player’s “lusory attitude” and the materiality of the single-player computer game artefact as it appears in the player’s experience. (shrink)
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  50. Online Footprint -A Serious Game for Reducing Digital Carbon Emission.Sepehr Vaez Afshar, Gülşen Aytaç, Sarvin Eshaghi & Sana Vaez Afshar - 2022 - In Sepehr Vaez Afshar, Gülşen Aytaç, Sarvin Eshaghi & Sana Vaez Afshar (eds.), XXVI International Conference of the Ibero-American Society of Digital Graphics. Universidad Peruana de Ciencias Aplicadas: Ibero-American Society of Digital Graphics. pp. 1043-1052.
    Life is getting digital more than ever as technology improves. While the Internet is responsible for two percent of global greenhouse gas emissions, it is underestimated as a pollutant. Since public awareness is one of the most important preservation methods, it can contribute to protecting the environment from carbon emissions by raising people's understanding. In this regard, serious games, as a type of gamification transmitting educational content besides entertainment, immerse the player in enjoyment while teaching them a specific topic or (...)
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