Results for 'Abigail Player'

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  1. The Cost of Free Speech: Pornography, Hate Speech, and Their Challenge to Liberalism.Abigail Levin - 2010 - Palgrave-Macmillan.
    The distinctly contemporary proliferation of pornography and hate speech poses a challenge to liberalism's traditional ideal of a 'marketplace of ideas' facilitated by state neutrality about the content of speech. This new study argues that the liberal state ought to depart from neutrality to meet this challenge.
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  2. Zoo Animals as Specimens, Zoo Animals as Friends.Abigail Levin - 2015 - Environmental Philosophy 12 (1):21-44.
    The international protest surrounding the Copenhagen Zoo’s recent decision to kill a healthy giraffe in the name of population management reveals a deep moral tension between contemporary zoological display practices—which induce zoo-goers to view certain animals as individuals, quasi-persons, or friends—and the traditional objectives of zoos, which ask us only to view animals as specimens. I argue that these zoological display practices give rise to moral obligations on the part of zoos to their visitors, and thus ground indirect duties on (...)
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  3. Love and Desire: A Heideggerian Ontological Analysis.Abigail K. Iturra - 2019 - Women in Philosophy Journal 10:31-62.
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  4. Pornography, Hate Speech, and Their Challenge to Dworkin's Egalitarian Liberalism.Abigail Levin - 2009 - Public Affairs Quarterly 23 (4):357-373.
    Contemporary egalitarian liberals—unlike their classical counterparts—have lived through many contentious events where the right to freedom of expression has been tested to its limits—the Skokie, Illinois, skinhead marches, hate speech incidents on college campuses, Internet pornography and hate speech sites, Holocaust deniers, and cross-burners, to name just a few. Despite this contemporary tumult, freedom of expression has been nearly unanimously affirmed in both the U.S. jurisprudence and philosophical discourse. In what follows, I will examine Ronald Dworkin's influential contemporary justification for (...)
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  5. Effectiveness of Influencer Marketing for Building a Filipino Product Brand.Abigail Agbayani, Claire Justine Hernandez, Janna Ria Libatique, Jeaneth Magay & Leonardo Cada Jr - manuscript
    Social media has always been popular, and it continues to be so today. As a result, there has been a steady increase in the number of influencers across various platforms. In which these so-called influencers with a following have established that there are people who look up to them and admire their work. It is the focus of this study to demonstrate the effectiveness of influencer marketing when it comes to the development of a product and/or brand. The proponents have (...)
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  6. Pluralist Ethnobiology: Between Philosophical Reflection and Transdisciplinary Action.Abigail Nieves Delgado, David Ludwig & Charbel El-Hani - 2023 - Journal of Ethnobiology 1:1-7.
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  7. fMRI reveals reciprocal inhibition between social and physical cognitive domains.Anthony I. Jack, Abigail Dawson, Katelyn Begany, Regina Leckie, Kevin Barry, Angela Ciccia & Abraham Snyder - 2013 - NeuroImage 66:385-401.
    Two lines of evidence indicate that there exists a reciprocal inhibitory relationship between opposed brain networks. First, most attention-demanding cognitive tasks activate a stereotypical set of brain areas, known as the task-positive network and simultaneously deactivate a different set of brain regions, commonly referred to as the task negative or defaultmode network. Second, functional connectivity analyses show that these same opposed networks are anti-correlated in the resting state. Wehypothesize that these reciprocally inhibitory effects reflect two incompatible cognitive modes, each of (...)
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  8. The Imaginal as Spectacle: An Aristotelian Interpretation of Contemporary Politics.Abigail Iturra - 2021 - Interfere 2:35-49.
    Our contemporary politics faces the paradoxical problem that while we are inundated with images on our screens, we nevertheless seem to lack creative political imagination to conceive of solutions to our global problems. One account for this paradox is Chiara Bottici’s suggestion that the constant stream of virtual images produced qualitatively alters them to such an extent that they become ends in themselves: thus, spectacularizing our politics. My claim, against Bottici’s, is that it is not the case that the increase (...)
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  9. Mentorship practices and research productivity among early-career educational psychologists in universities.Abigail Edem Okon, Valentine Joseph Owan & Mercy Valentine Owan - 2022 - Educational Process International Journal 11 (1):105-126.
    Background/purpose – This study analyzed the contribution of three mentorship practices relatively and cumulatively to the research productivity of early-career academics in the field of educational psychology in universities. The study was conducted in the South- South region of Nigeria. -/- Materials/methods – The research method adopted was the quantitative approach, following the ex-post facto research design. The study’s population covered 723 early-career researchers (ECRs) in educational psychology distributed across 19 universities located in South-South Nigeria. The “Mentorship Practices and Research (...)
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  10. The Discovery of the Expanding Universe: Philosophical and Historical Dimensions.Patrick M. Duerr & Abigail Holmes - manuscript
    What constitutes a scientific discovery? What role do discoveries play in science, its dynamics and social practices? Must every discovery be attributed to an individual discoverer (or a small number of discoverers)? The paper explores these questions by first critically examining extant philosophical explications of scientific discovery—the models of scientific discovery, propounded by Kuhn, McArthur, Hudson, and Schindler. As a simple, natural and powerful alternative, we proffer the “change-driver model”: in a nutshell, it takes discoveries to be cognitive scientific results (...)
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  11. Abnormal Ventromedial Prefrontal Cortex Function in Children With Psychopathic Traits During Reversal Learning.Elizabeth C. Finger, Abigail A. Marsh, Derek G. Mitchell, Marguerite E. Reid, Courtney Sims, Salima Budhani, David S. Kosson, Gang Chen, Kenneth E. Towbin, Ellen Leibenluft, Daniel S. Pine & James R. Blair - 2008 - Archives of General Psychiatry 65: 586–594.
    Context — Children and adults with psychopathic traits and conduct or oppositional defiant disorder demonstrate poor decision making and are impaired in reversal learning. However, the neural basis of this impairment has not previously been investigated. Furthermore, despite high comorbidity of psychopathic traits and attention deficit/hyperactivity disorder, to our knowledge, no research has attempted to distinguish neural correlates of childhood psychopathic traits and attention-deficit/hyperactivity disorder. Objective—To determine the neural regions that underlie the reversal learning impairments in children with psychopathic traits (...)
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  12. Transdisciplinary Philosophy of Science: Meeting the Challenge of Indigenous Expertise.David Ludwig, Charbel El-Hani, Fabio Gatti, Catherine Kendig, Matthias Kramm, Lucia Neco, Abigail Nieves Delgado, Luana Poliseli, Vitor Renck, Adriana Ressiore C., Luis Reyes-Galindo, Thomas Loyd Rickard, Gabriela De La Rosa, Julia J. Turska, Francisco Vergara-Silva & Rob Wilson - 2023 - Philosophy of Science 1.
    Transdisciplinary research knits together knowledge from diverse epistemic communities in addressing social-environmental challenges, such as biodiversity loss, climate crises, food insecurity, and public health. This paper reflects on the roles of philosophy of science in transdisciplinary research while focusing on Indigenous and other subaltern forms of knowledge. We offer a critical assessment of demarcationist approaches in philosophy of science and outline a constructive alternative of transdisciplinary philosophy of science. While a demarcationist focus obscures the complex relations between epistemic communities, transdisciplinary (...)
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  13. Learning Strategies, Motivation, and Its Relationship to the Online Learning Environment Among College Students.Ana Mhey M. Tabinas, Jemimah Abigail R. Panuncio, Dianah Marie T. Salvo, Rebecca A. Oliquino, Shaena Bernadette D. Villar & Jhoselle Tus - 2023 - Psychology and Education: A Multidisciplinary Journal 11 (2):622-628.
    Online education has become an essential component of education. Thus, several factors, such as the student’s learning strategy and motivation, generally contribute to their academic success. This study investigates the relationship between learning strategies, motivation, and online learning environment among 150 first-year college students. Employing correlational design, the statistical findings of the study reveal that the r coefficient of 0.59 indicates a moderate positive correlation between the variables. The p-value of 0.00, which is less than 0.05, leads to the decision (...)
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  14.  64
    State Abortion Policy and Moral Distress Among Clinicians Providing Abortion After the Dobbs Decision.Katherine Rivlin, Marta Bornstein, Jocelyn Wascher, Abigail Norris Turner, Alison Norris & Dana Howard - 2024 - JAMA Network Open 7 (8):e2426248.
    Question: Do clinicians providing abortion practicing in states that restrict abortion experience more moral distress than those practicing in states that protect abortion? -/- Findings: In this national, purposive survey study of 310 clinicians providing abortion, moral distress was elevated among all clinicians, with those practicing in restrictive states reporting higher levels of moral distress compared with those practicing in protective states. -/- Meaning: The findings suggest that structural changes addressing bans on necessary health care, such as federal protection for (...)
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  15. The Moral Status of an Action Influences its Perceived Intentional Status in Adolescents with Psychopathic Traits.Elise Cardinale, Elizabeth Finger, Julia Schechter, Ilana Jurkowitz, R. J. R. Blair & Abigail Marsh - 2014 - In Tania Lombrozo, Joshua Knobe & Shaun Nichols (eds.), Oxford Studies in Experimental Philosophy, Volume 1. Oxford, GB: Oxford University Press UK. pp. 131-151.
    Moral judgments about an action are influenced by the action’s intentionality. The reverse is also true: judgments of intentionality can be influenced by an action’s moral valence. For example, respondents judge a harmful side-effect of an intended outcome to be more intentional than a helpful side-effect. Debate continues regarding the mechanisms underlying this “side-effect effect” and the conditions under which it will persist. The research behind this chapter tested whether the side-effect effect is intact in adolescents with psychopathic traits, who (...)
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  16. Validation of an instrument and measurement of employee work-life policies, psychological Empowerment, and job commitment of academic staff in universities.Valentine Joseph Owan, Bassey Asuquo Bassey, Usen Friday Mbon, Abigail Edem Okon, Ene Ogar Egbula, Samuel Okpon Ekaette, Cyprian Oba Ojong & Mercy Bassey Ekpe - 2020 - Mediterranean Journal of Social Sciences 11 (2):86-100.
    This study used a structural equation modelling approach to assess the association between employee work- life policies, psychological empowerment, and academic staff job commitment in universities in Cross River State, Nigeria. Three null hypotheses were formulated to guide the study following a descriptive survey research design. Multistage sampling procedure was adopted in the selection of 315 academic staff from two universities in the study area. “Work-Life Policies, Psychological Empowerment and Job Commitment Questionnaire (WPPEJCQ)” was used as the instrument for data (...)
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  17. Joint mediation of psychosis and mental stress on alcohol consumption and graduates’ job performance: A PLS structural equation modeling.Valentine Joseph Owan, Jennifer Uzoamaka Duruamaku-Dim, Abigail Edem Okon, Levi Udochukwu Akah & Daniel Clement Agurokpon - 2022 - International Journal of Learning in Higher Education 30 (1):89-111.
    Previous research has interlinked alcohol consumption (AC), mental stress (MS), psychotic experiences (PE), and academic performance (AP) of students and psychological behavior of the general population. The current study seems to be the first to consider the joint and partial mediation effects of MS and PE in linking AC to graduates’ job performance in specific areas such as teamwork (TW), communication competence (CC), customer service (CS), and job functions (JF). A virtual cross-section of 3,862 graduates with self-reported cases of having (...)
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  18. Predicting Player Power In Fortnite Using Just Nueral Network.Al Fleet Muhannad Jamal Farhan & Samy S. Abu-Naser - 2023 - International Journal of Engineering and Information Systems (IJEAIS) 7 (9):29-37.
    Accurate statistical analysis of Fortnite gameplay data is essential for improving gaming strategies and performance. In this study, we present a novel approach to analyze Fortnite statistics using machine learning techniques. Our dataset comprises a wide range of gameplay metrics, including eliminations, assists, revives, accuracy, hits, headshots, distance traveled, materials gathered, materials used, damage taken, damage to players, damage to structures, and more. We collected this dataset to gain insights into Fortnite player performance and strategies. The proposed model employs (...)
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  19. The Most Valuable Player.Stephen Kershnar & Neil Feit - 2001 - Journal of the Philosophy of Sport 28 (2):193-206.
    The most valuable player (MVP) of an athletic league is the single best individual player in the league. The MVP award is the institutional recognition of this person, and it is the highest annual award that a player can receive. Despite its widespread consideration and importance, we argue that the concept of the MVP is a fundamentally vague concept. In the context of professional sports, however, such a vague category is valuable in that it promotes the active (...)
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  20. Me and My Avatar: Player-Character as Fictional Proxy.Matt Carlson & Logan Taylor - 2019 - Journal of the Philosophy of Games 1.
    Players of videogames describe their gameplay in the first person, e.g. “I took cover behind a barricade.” Such descriptions of gameplay experiences are commonplace, but also puzzling because players are actually just pushing buttons, not engaging in the activities described by their first-person reports. According to a view defended by Robson and Meskin (2016), which we call the fictional identity view, this puzzle is solved by claiming that the player is fictionally identical with the player character. Hence, on (...)
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  21. Player Engagement with Games: Formal Reliefs and Representation Checks.Karl Egerton - 2022 - Journal of Aesthetics and Art Criticism 80 (1):95-104.
    Alongside the direct parallels and contrasts between traditional narrative fiction and games, there lie certain partial analogies that provide their own insights. This article begins by examining a direct parallel between narrative fiction and games—the role of fictional reliefs and reality checks in shaping aesthetic engagement—before arguing that from this a partial analogy can be developed stemming from a feature that distinguishes most games from most traditional fictions: the presence of rules. The relation between rules and fiction in games has (...)
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  22. (1 other version)Role-Player Realism.Paul Teller - 2016
    In practice theoretical terms are open-ended in not being attached to anything completely specific. This raises a problem for scientific realism: If there is no one completely specific kind of thing that might be in the extension of “atom”, what is it to claim that atoms exist? A realist’s solution is to say that in theoretical contexts of mature atom-theories there are things that play the role of atoms as characterized in that theory-context. The paper closes with a laundry list (...)
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  23. RULE OF THE GAME OF ORGANIZING YOUTH FOOTBALL PLAYER COMPETITIONS: CAN IMPROVE LEVEL OF ENJOYMENT IN COACHING INTERACTIONS?Louie Gula, Sulistiyono, Sumaryanto & Sigit Nugroho - 2022 - MEDIKORA 21 (2):111-120.
    The level of enjoyment in participating in sports activities is one component that causes young athletes to decide to stop or become more motivated to pursue sports activities. Practicing and participating in competitions are the main activities in sports coaching interactions towards optimal performance. This study aims to determine the effect of modifying the match rules implemented in youth soccer competitions on the level of enjoyment of players. Using an experimental method with 20 soccer schools participating in a competition with (...)
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  24. 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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  25. 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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  26. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance.Andrew J. Latham, Lucy L. M. Patston, Christine Westermann, Ian J. Kirk & Lynette J. Tippett - 2013 - PLoS ONE 8 (9).
    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, and (...)
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  27. A study of player behavior andmotivation to purchase Dota 2virtual in game items.Hussam Al Halbusi - 2022 - Kybernetes 78 (0368-492X):1-25.
    Purpose – The goal of this study is to examine the factors (e.g. enjoyment, skills, challenge, telepresence and flow) that influence players’ purchase intention toward Dota 2 virtual in-game as well as examine the effect of flow toward purchase intention of Dota 2 through the critical mechanism (i.e. continuous intention). Notably, the analysis of the moderating role of enjoyment of buying on the relation of (a) flow and purchase intention of Dota 2 in-game, as well as (b) between flow continuous (...)
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  28.  35
    Please shoot the piano player!: The debate over David helfgott.Denis Dutton - 1997 - Philosophy and Literature 21 (2):332-391.
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  29. THE METAPHOR OF PAIN IN CHRIS ABANI's BECOMING ABIGAIL.James Otoburu Okpiliya - 2021 - International Journal of Integrative Humanism 13 (1):94-105.
    This article critically analyses the dynamic levels at which metaphor, as the preferred trope through which pain is conceived and expressed, is signified in Chris Abani’s Becoming Abigail. It interrogates the creative representation of pain as a psychological and physical motif using Trauma and post colonialism as its theoretical anchor. The adoption of metaphor, therefore, creates a therapeutic space that exists beyond linguistic constraints, having the individual wield a certain form of linguistic liberty and privilege. It is this privilege (...)
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  30. The precision of experienced action video-game players: Line bisection reveals reduced leftward response bias.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2014 - Attention, Perception, and Psychophysics 76 (8):2193-2198.
    Twenty-two experienced action video-game players (AVGPs) and 18 non-VGPs were tested on a pen-and-paper line bisection task that was untimed. Typically, right-handers bisect lines 2 % to the left of true centre, a bias thought to reflect the dominance of the right-hemisphere for visuospatial attention. Expertise may affect this bias, with expert musicians showing no bias in line bisection performance. Our results show that experienced-AVGPs also bisect lines with no bias with their right hand and a significantly reduced bias with (...)
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  31. Simon-Task Reveals Balanced Visuomotor Control in Experienced Video-Game Players.Andrew J. Latham, Christine Westermann, Lucy L. M. Patston, Nathan A. Ryckman & Lynette J. Tippett - 2019 - Journal of Cognitive Enhancement 3 (1):104-110.
    Both short and long-term video-game play may result in superior performance on visual and attentional tasks. To further these findings, we compared the performance of experienced male video-game players (VGPs) and non-VGPs on a Simon-task. Experienced-VGPs began playing before the age of 10, had a minimum of 8 years of experience and a minimum play time of over 20 h per week over the past 6 months. Our results reveal a significantly reduced Simon-effect in experienced-VGPs relative to non-VGPs. However, this (...)
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  32. Studying strategies and types of players: experiments, logics and cognitive models.Sujata Ghosh & Rineke Verbrugge - 2018 - Synthese 195 (10):4265-4307.
    How do people reason about their opponent in turn-taking games? Often, people do not make the decisions that game theory would prescribe. We present a logic that can play a key role in understanding how people make their decisions, by delineating all plausible reasoning strategies in a systematic manner. This in turn makes it possible to construct a corresponding set of computational models in a cognitive architecture. These models can be run and fitted to the participants’ data in terms of (...)
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  33.  62
    VIRTUAL LANDSCAPE IN SERIOUS GAMES: A FRAMEWORK FOR ENHANCING THE PLAYER INTERACTION FOCUSING ON THE LEARNING RATE.Sepehr Vaez Afshar - 2021 - Dissertation, Istanbul Technical University
    Throughout history, education has always been essential for humanity's justice and fundamental for the creation of a free and satisfying society with the dissemination of knowledge. Hence, in addition to the life occurrences educating people, traditional higher education methods have played an important role for a long period. However, the age of technology has changed the educational system along with the people's lifestyles to meet the continuously changing conditions. During the past twenty years, the Information and Communication Technologies (ICTs) led (...)
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  34. The Logic of Joint Ability in Two-Player Tacit Games.Peter Hawke - 2017 - Review of Symbolic Logic 10 (3):481-508.
    Logics of joint strategic ability have recently received attention, with arguably the most influential being those in a family that includes Coalition Logic (CL) and Alternating-time Temporal Logic (ATL). Notably, both CL and ATL bypass the epistemic issues that underpin Schelling-type coordination problems, by apparently relying on the meta-level assumption of (perfectly reliable) communication between cooperating rational agents. Yet such epistemic issues arise naturally in settings relevant to ATL and CL: these logics are standardly interpreted on structures where agents move (...)
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  35. Blink To Win: Blink Patterns of Video Game Players Are Connected to Expertise.Gianluca Guglielmo, Paris Mavromoustakos Blom, Michał Klincewicz, Elisabeth Huis in 'T. Veld & Pieter Spronck - 2022 - ACM 17th International Conference on the Foundations of Digital Games (FDG) 12.
    In this study, we analyzed the blinking behavior of players in a video game tournament. Our aim was to test whether spontaneous blink patterns differ across levels of expertise. We used blink rate, blink duration, blink frequency, and eyelid movements represented by the Eye Aspect Ratio (EAR) to train a machine learning classifier to discriminate between different levels of expertise. Classifier performance was highly influenced by features such as the mean, standard deviation and median EAR. Moreover, further analysis suggests that (...)
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  36. 'I Dont Want To be a Playa No More': An Exploration of the Denigrating effects of 'Player' as a Stereotype Against African American Polyamorous Men.Justin L. Clardy - 2018 - Analize Journal of Gender and Feminist Studies 1 (11):38-58.
    This paper shows how amatonormativity and its attendant social pressures converge at the intersections of race, gender, romantic relationality, and sexuality to generate peculiar challenges to polyamorous African American men in American society. Contrary to the view maintained in the “slut-vs-stud” phenomenon, I maintain that the label ‘player’ when applied to polyamorous African American men functions as a pernicious stereotype and has denigrating effects. Specifically, I argue that stereotyping polyamorous African American men as players estranges them from themselves and (...)
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  37. Just how expert are “expert” video-game players? Assessing the experience and expertise of video-game players across “action” video-game genres.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Video-game play (particularly “action” video-games) holds exciting promise as an activity that may provide generalized enhancement to a wide range of perceptual and cognitive abilities (for review see Latham et al., 2013a). However, in this article we make the case that to assess accurately the effects of video-game play researchers must better characterize video-game experience and expertise. This requires a more precise and objective assessment of an individual's video-game history and skill level, and making finer distinctions between video-games that fall (...)
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  38. A Multinational Data Set of Game Players' Behaviors in a Virtual World and Environmental Perceptions.Vuong Quan-Hoang, Manh-Toan Ho, Viet-Phuong La, Tam-Tri Le, Thanh Huyen T. Nguyen & Minh-Hoang Nguyen - 2021 - Data Intelligence 3 (4):606-630.
    Video gaming has been rising rapidly to become one of the primary entertainment media, especially during the COVID-19 pandemic. Playing video games has been reported to associate with many psychological and behavioral traits. However, little is known about the connections between game players' behaviors in the virtual environment and environmental perceptions. Thus, the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing: New Horizons (ACNH) game players from 29 countries around (...)
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  39. 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 (...)
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  40. Are there any Good Arguments Against Goal-Line Technology?Emily Ryall - 2012 - Sport, Ethics and Philosophy 6 (4):439-450.
    Despite frequent calls by players, managers and fans, FIFA's resistance to the implementation of goal-line technology (GLT) has been well documented in national print and online media as well as FIFA's own website. In 2010, FIFA president Sepp Blatter outlined eight reasons why GLT should not be used in football. The reasons given by FIFA can be broadly separated into three categories; those dealing with the nature and value of the game of football, those related to issues of justice, and (...)
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  41. 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 medium (...)
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  42. On distinguishing epistemic from pragmatic action.David Kirsh & Paul Maglio - 1994 - Cognitive Science 18 (4):513-49.
    We present data and argument to show that in Tetris - a real-time interactive video game - certain cognitive and perceptual problems are more quickly, easily, and reliably solved by performing actions in the world rather than by performing computational actions in the head alone. We have found that some translations and rotations are best understood as using the world to improve cognition. These actions are not used to implement a plan, or to implement a reaction; they are used to (...)
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  43. How We Get Along.James David Velleman - 2009 - New York: Cambridge University Press. Edited by J. David Velleman.
    In How We Get Along, philosopher David Velleman compares our social interactions to the interactions among improvisational actors on stage. He argues that we play ourselves - not artificially but authentically, by doing what would make sense coming from us as we really are. And, like improvisational actors, we deal with one another in dual capacities: both as characters within the social drama and as players contributing to the shared performance. In this conception of social intercourse, Velleman finds rational grounds (...)
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  44. Patterns, Rules, and Inferences.Achille C. Varzi - 2008 - In Jonathan Eric Adler & Lance J. Rips (eds.), Reasoning: Studies of Human Inference and its Foundations. New York: Cambridge University Press. pp. 282-290.
    The “Game of the Rule” is easy enough: I give you the beginning of a sequence of numbers (say) and you have to figure out how the sequence continues, to uncover the rule by means of which the sequence is generated. The game depends on two obvious constraints, namely (1) that the initial segment uniquely identify the sequence, and (2) that the sequence be non-random. As it turns out, neither constraint can fully be met, among other reasons because the relevant (...)
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  45. (1 other version)The Waterfall Illusion.Tim Crane - 1988 - Analysis 48 (June):142-47.
    If you stare for a period of time at a scene which contains movement in one direction, and then turn your attention to an object in a scene which contains no movement, this object will appear to move in the opposite direction to that of the original movement. The effect can be easily achieved by attaching a piece of paper with a spiral drawn on it to the spinning turntable of a record player, and then turning the turntable off (...)
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  46. 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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  47. The Football of Logic.Fabien Schang - 2017 - Studia Humana 6 (1):50-60.
    An analogy is made between two rather different domains, namely: logic, and football. Starting from a comparative table between the two activities, an alternative explanation of logic is given in terms of players, ball, goal, and the like. Our main thesis is that, just as the task of logic is preserving truth from premises to the conclusion, footballers strive to keep the ball as far as possible until the opposite goal. Assuming this analogy may help think about logic in the (...)
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  48. Expressive Avatars: Vitality in Virtual Worlds.David Ekdahl & Lucy Osler - 2023 - Philosophy and Technology 36 (2):1-28.
    Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, “The Limited Expressivity Claim”: avatars have a more limited expressive range than our physical bodies. Second, “The Inputted Expressivity Claim”: any expressive avatarial behaviour must be deliberately inputted by the user. Third, “The Decoding Claim”: users must infer or (...)
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  49.  47
    "Fear the Old Blood." Bloodborne, Christian Concepts of Communion, and Theological Reflection.Ed Watson - 2024 - Gamevironments 20:169-178.
    What might it mean to read video games as a source for critical theological reflection? This project explores the extent to which FromSoftware’s 2015 classic Bloodborne can be read in just this way for at least two reasons. Firstly, the game makes visible foundational but often taken-for-granted Christian themes, as well as their internal paradoxes. Secondly, Bloodborne’s gameplay is structured through these themes in ways that invite the player to take on a mode of theological reflection which allows them (...)
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  50. 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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