Results for 'Action video-game play'

969 found
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  1. 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 (...)
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  2. Just how expert are “expert” video-game players? Assessing the experience and expertise of video-game players across “actionvideo-game genres.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Video-game play (particularly “actionvideo-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 (...)
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  3. Face in the Game: Using Facial Action Units to Track Expertise in Competitive Video Game Play.Gianluca Guglielmo, Paris Mavromoustakos Blom, Michał Klincewicz, Boris Čule & Pieter Spronck - 2022 - In Gianluca Guglielmo, Paris Mavromoustakos Blom, Michał Klincewicz, Boris Čule & Pieter Spronck (eds.), IEEE Transactions on Games (Conference on Games 2022, Beijing, China). Acm.
    In this study, we extracted facial action units (AUs) data during a Hearthstone tournament to investigate behavioural differences between expert, intermediate, and novice players. Our aim was to obtain insights into the nature of expertise and how it may be tracked using non-invasive methods such as AUs. These insights may shed light on the endogenous responses in the player and at the same time may provide information to the opponents during a competition. Our results show that player expertise may (...)
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  4. Euthanasia in Video Games – Exemplifying the Importance of Moral Experience in Digital Gameworlds.Luka Perušić - 2022 - Pannoniana 6 (1):53-98.
    The paper classifies euthanasia and discusses its typological presence in storytelling video games. It aims to illustrate the importance of experiencing simulated moral challenges in the context of gameworlds as a significantly influential, exponentially growing form of interactive media. In contrast to older works of art and media, such as film and literature, the difference should be emphasized in light of the player’s ability to make choices in video games. Although the influence of gameworld content depends on the (...)
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  5. 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, (...)
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  6. (1 other version)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 (...)
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  7. An Intelligent Tutoring System for Health Problems Related To Addiction of Video Game Playing.Mohran H. Al-Bayed & Samy S. Abu Naser - 2017 - International Journal of Advanced Scientific Research 2 (1):4-10.
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the (...)
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  8. The virtual brain: 30 years of video-game play and cognitive abilities.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize (...)
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  9. Detecting Health Problems Related to Addiction of Video Game Playing Using an Expert System.Samy S. Abu Naser & Mohran H. Al-Bayed - 2016 - World Wide Journal of Multidisciplinary Research and Development 2 (9):7-12.
    Today’s everyone normal life can include a normal rate of playing computer games or video games; but what about an excessive or compulsive use of video games that impact on our life? Our kids, who usually spend a lot of time in playing video games will likely have a trouble in paying attention to their school lessons. In this paper, we introduce an expert system to help users in getting the correct diagnosis of the health problem of (...)
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  10. 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 (...)
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  11. Some Epistemic Benefits of Action-Tetris, a Case Study.David Kirsh & P. Maglio - 1992 - Proceedings of the 14th Annual Conference of the Cognitive Science Society.
    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 being used to implement a plan, or to implement a reaction. To substantiate our position we have implemented a computational laboratory that lets us record keystrokes (...)
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  12. ITS for health problems related to addiction of video game playing.Mohran Bayed - 2017 - International Journal of Advanced Scientific Research 1 (2):4-10.
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the (...)
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  13. Filozofijska dimenzija pripovjednog sadržaja videoigara.Luka Perušić - 2020 - Metodicki Ogledi 27 (1):57-78.
    In the paper, laid out are the categories of the presence of the philosophical dimension of narrative content in video games, to establish a ground for more thorough thinking of practical and historical relation of philosophy and video games. In the introductory, described is the appearance of the philosophical dimension of the narrative content in the fifth generation of video games, and the importance of that happening is highlighted. The central part of the paper describes the categories (...)
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  14. Seeing and understanding epistemic actions.Sholei Croom, Hanbei Zhou & Chaz Firestone - 2023 - Proceedings of the National Academy of Sciences 120:e2303162120.
    Many actions have instrumental aims, in which we move our bodies to achieve a physical outcome in the environment. However, we also perform actions with epistemic aims, in which we move our bodies to acquire information and learn about the world. A large literature on action recognition investigates how observers represent and understand the former class of actions; but what about the latter class? Can one person tell, just by observing another person’s movements, what they are trying to learn? (...)
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  15. Defending the morality of violent video games.Marcus Schulzke - 2010 - Ethics and Information Technology 12 (2):127-138.
    The effect of violent video games is among the most widely discussed topics in media studies, and for good reason. These games are immensely popular, but many seem morally objectionable. Critics attack them for a number of reasons ranging from their capacity to teach players weapons skills to their ability to directly cause violent actions. This essay shows that many of these criticisms are misguided. Theoretical and empirical arguments against violent video games often suffer from a number of (...)
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  16. From the ‘Selva Oscura’ to Paradise Reimagining the Pilgrim's Journey through the Transmedial Realm of Role-Playing Video Games.Serafina Paladino - 2021 - Dissertation, University of St Andrews
    This dissertation was written for the purpose of displacing the negative stereotype of video games being deemed as ‘lowbrow’ entertainment within critical and academic circles, when in actuality the medium has the ability to tell a captivating story through a unique lens unlike the narratives that are traditionally found in a film or a novel. Most of the criticism that games have received in the humanities come from literary scholars who have denounced the medium’s attempts to adapt seminal pieces (...)
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  17. The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications.Kristina Šekrst - 2023 - Sic: Journal of Literature, Culture and Literary Translation 3.
    The goal of this paper is to see how mental and language representations are unique from a video-game perspective, using two main criteria. First, I will posit that the level of being both an interactive work of fiction and a self-involving interactive fiction belongs to a fuzzy interval and that some works – and, therefore, some video games – are more immersive than others. Second, I will observe how propositions tie the player’s representations of the real world (...)
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  18. 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 (...)
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  19. 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 (...)
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  20. Are you (relevantly) experienced? A moral argument for video games.Amanda Cawston & Nathan Wildman - 2022 - In Laura D'Olimpio, Panos Paris & Aidan P. Thompson (eds.), Educating Character Through the Arts. Routledge.
    Many have offered moral objections to video games, with various critics contending that they depict and promote morally dubious attitudes and behaviour. However, few have offered moral arguments in favour of video games. In this chapter, we develop one such positive moral argument. Specifically, we argue that video games offer one of the only morally acceptable methods for acquiring some ethical knowledge. Consequently, we have (defeasible) moral reasons for creating, distributing, and playing certain morally educating video (...)
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  21.  20
    DeusEx Saved My Life: A Feminist-Autoethnography of Video-Gaming Through Major Depressive Disorder.Nicholas Norman Adams - 2024 - Qualitative Health Research:1-15.
    Autoethnographic accounts of mental illness (MI) are sparse in academic scholarship, despite generating valuable insights into how MI can be experienced and coped with in real-life contexts. First-person accounts from men are especially lacking, possibly linked to historic trend for masculine stoicism stifling male MI discussions. Some scholarships explore video-gaming as a positive, escapist aid benefiting individuals experiencing major depressive disorder (MDD). However, no research exists presenting in-depth perspectives on possible positive effects, self-identified and articulated by actors engaging with (...)
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  22.  32
    Know Your Game, From in-Real Life Experts to Video Game Experts: Discriminating in-Real Life Experts From Non-Experts Using Blinks and EAR-Derived Features.Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in'T. Veld & Pieter Spronck - 2024 - IEEE Transactions on Games 1:1-12.
    Serious games are an effective method of reproducing aspects of the complex interplay between environments and stakeholders in business situations. In the game we describe here, The Sustainable Port, players experience what it is like to make decisions in such a complex environment. Their aim in the game is to grow the Port of Rotterdam while keeping economic growth in balance with sustainability goals. In this study, we assessed whether experienced Port of Rotterdam employees (PoR employees) show different (...)
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  23. 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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  24.  88
    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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  25. Introducing “The Sustainable Port”: A Serious Game to Study Decision-Making in Port-Related Environments.Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in 'T. Veld & Pieter Spronck - 2024 - 2024 Ieee Gaming, Entertainment, and Media Conference (Gem) 1:1-6.
    In this paper, we report on the development of The Sustainable Port video game, which aims to simulate the complex dynamics and decisions occurring in the present and future development of a port area considering environmental aspects (CO2 emissions) and profit. To evaluate if this game fulfills its purpose, we asked 75 students and 34 employees at the Port of Rotterdam (PoR) to play The Sustainable Port. Our results show that PoR employees score higher than students (...)
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  26. 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 (...)
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  27. The intelligent use of space.David Kirsh - 1995 - Artificial Intelligence 73 (1--2):31-68.
    The objective of this essay is to provide the beginning of a principled classification of some of the ways space is intelligently used. Studies of planning have typically focused on the temporal ordering of action, leaving as unaddressed questions of where to lay down instruments, ingredients, work-in-progress, and the like. But, in having a body, we are spatially located creatures: we must always be facing some direction, have only certain objects in view, be within reach of certain others. How (...)
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  28. Constitutive Rules: Games, Language, and Assertion.Indrek Reiland - 2018 - Philosophy and Phenomenological Research 100 (1):136-159.
    Many philosophers think that games like chess, languages like English, and speech acts like assertion are constituted by rules. Lots of others disagree. To argue over this productively, it would be first useful to know what it would be for these things to be rule-constituted. Searle famously claimed in Speech Acts that rules constitute things in the sense that they make possible the performance of actions related to those things (Searle 1969). On this view, rules constitute games, languages, and speech (...)
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  29. Universal Game Theory.Kevin Nicholas Thomson - 2008 - Proceedings of the Xxii World Congress of Philosophy 34:57-61.
    Universal Game Theory - The theory that all of life is a game played by consciousness’es, (Living Beings). The board is a dream like structure of the universe. The progression is through an active process of intent witnessing, and passive meditation. Which releases the tension in the nerves of the body and leads to selfless actions, moral goodness, and eventually the finish, Enlightenment. Just like a wounded creature only cares about it’s own self. Man in tensionthrough self-centered thought (...)
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  30. Playing Around With Morality: Introducing the Special Issue on “Morality Play”.Malcolm Ryan, Paul Formosa & Rowan Tulloch - 2019 - Games and Culture 14 (4):299–305.
    This special issue of Games and Culture focuses on the intersection between video games and ethics. This introduction briefly sets out the key research questions in the research field and identifies trends in the articles included in this special issue.
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  31. 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 (...)
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  32. The Game of Belief.Barry Maguire & Jack Woods - 2020 - Philosophical Review 129 (2):211-249.
    It is plausible that there are epistemic reasons bearing on a distinctively epistemic standard of correctness for belief. It is also plausible that there are a range of practical reasons bearing on what to believe. These theses are often thought to be in tension with each other. Most significantly for our purposes, it is obscure how epistemic reasons and practical reasons might interact in the explanation of what one ought to believe. We draw an analogy with a similar distinction between (...)
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  33. (1 other version)Morality meters and their impacts on moral choices in videogames: a qualitative study.Paul Formosa, Malcolm Ryan, Stephanie Howarth, Jane Messer & Mitchell McEwan - 2022 - Games and Culture 1 (17):89-121.
    Morality meters are a commonly used mechanic in many ethically notable video games. However, there have been several theoretical critiques of such meters, including that people can find them alienating, they can instrumentalise morality, and they reduce morality to a binary of good and evil with no room for complexity. While there has been much theoretical discussion of these issues, there has been far less empirical investigation. We address this gap through a qualitative study that involved participants playing a (...)
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  34. Crossing the Fictional Line: Moral Graveness, the Gamer’s Dilemma, and the Paradox of Fictionally Going Too Far.Thomas Montefiore & Paul Formosa - 2023 - Philosophy and Technology 36 (3):1-21.
    The Gamer’s Dilemma refers to the philosophical challenge of justifying the intuitive difference people seem to see between the moral permissibility of enacting virtual murder and the moral impermissibility of enacting virtual child molestation in video games (Luck Ethics and Information Technology, 1:31, 2009). Recently, Luck in Philosophia, 50:1287–1308, 2022 has argued that the Gamer’s Dilemma is actually an instance of a more general “paradox”, which he calls the “paradox of treating wrongdoing lightly”, and he proposes a graveness resolution (...)
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  35. The arts of action.C. Thi Nguyen - 2020 - Philosophers' Imprint 20 (14):1-27.
    The theory and culture of the arts has largely focused on the arts of objects, and neglected the arts of action – the “process arts”. In the process arts, artists create artifacts to engender activity in their audience, for the sake of the audience’s aesthetic appreciation of their own activity. This includes appreciating their own deliberations, choices, reactions, and movements. The process arts include games, urban planning, improvised social dance, cooking, and social food rituals. In the traditional object arts, (...)
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  36. The Motivational Structure of Appreciation.Servaas van der Berg - 2019 - Philosophical Quarterly 69 (276):445-466.
    On a widely held view in aesthetics, appreciation requires disinterested attention. George Dickie famously criticized a version of this view championed by the aesthetic attitude theorists. I revisit his criticisms and extract an overlooked challenge for accounts that seek to characterize appreciative engagement in terms of distinctive motivation: at minimum, the motivational profile such accounts propose must make a difference to how appreciative episodes unfold over time. I then develop a proposal to meet this challenge by drawing an analogy between (...)
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  37. Framing the Gamer's Dilemma.Michael Hemmingsen - 2024 - Ethics and Information Technology 26 (59):1-10.
    The Gamer's Dilemma is a much-discussed issue in video game ethics which probes our seemingly conflicting intuitions about the moral acceptability of virtual murder compared to virtual child molestation. But how we approach this dilemma depends on how we frame it. With this in mind, I identify three ways the dilemma has been conceptualized: the Descriptive Gamer's Investigation, which focuses on empirically explaining the source of our intuitions; the Gamer's Puzzle, which uses the dilemma to explore and test (...)
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  38. 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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  39.  68
    Dreams of Extraction: The Techno-Ecological Imaginary of Bethesda Game Studios' Starfield.Eric Stein - manuscript
    This paper takes up Bethesda Game Studios' Starfield (2023) as an aesthetic artefact, carefully attending to the thematics of the game's narrative in their operation as structuring "thought patterns" for the player's experience of the game, thought patterns that give form to the "sensible fabric" of the game and so constitute an imaginary or "distribution of the sensible" that requires critique (Rancière, 2013). Utilizing the aesthetic and material-economic theories of Nicolas Bourriaud, Jacques Rancière, Jussi Parikka, and (...)
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  40.  92
    The Prisoner’s versus Pardoner’s Dilemmas: A Juxtaposition of Two Strategic Decision-Game Theoretic Approaches in Social Sciences.Saad Malook - 2024 - Journal of Social and Organizational Matters 3 (3):52-74.
    This article introduces a strategic decision-game theoretic approach, the Pardoner’s Dilemma, and juxtaposes it with the Prisoner’s Dilemma. Game theory has emerged as a significant approach in the twentieth century for explaining strategic decision-making in numerous arenas, including economics, business, politics, ethics, international relations, biology, law, and war studies. ‘Game theory’ explains how and why players/actors/agents cooperate or conflict to procure their self-interests in a social world. Life is a game, and human, corporate, and artificial intelligent (...)
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  41. Augmented Ontologies or How to Philosophize with a Digital Hammer.Stefano Gualeni - 2014 - Philosophy and Technology 27 (2):177-199.
    Could a person ever transcend what it is like to be in the world as a human being? Could we ever know what it is like to be other creatures? Questions about the overcoming of a human perspective are not uncommon in the history of philosophy. In the last century, those very interrogatives were notably raised by American philosopher Thomas Nagel in the context of philosophy of mind. In his 1974 essay What is it Like to Be a Bat?, Nagel (...)
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  42. 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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  43. State of the Art of Audio- and Video-Based Solutions for AAL.Slavisa Aleksic, Michael Atanasov, Jean Calleja Agius, Kenneth Camilleri, Anto Cartolovni, Pau Climent-Perez, Sara Colantonio, Stefania Cristina, Vladimir Despotovic, Hazim Kemal Ekenel, Ekrem Erakin, Francisco Florez-Revuelta, Danila Germanese, Nicole Grech, Steinunn Gróa Sigurđardóttir, Murat Emirzeoglu, Ivo Iliev, Mladjan Jovanovic, Martin Kampel, William Kearns, Andrzej Klimczuk, Lambros Lambrinos, Jennifer Lumetzberger, Wiktor Mucha, Sophie Noiret, Zada Pajalic, Rodrigo Rodriguez Perez, Galidiya Petrova, Sintija Petrovica, Peter Pocta, Angelica Poli, Mara Pudane, Susanna Spinsante, Albert Ali Salah, Maria Jose Santofimia, Anna Sigríđur Islind, Lacramioara Stoicu-Tivadar, Hilda Tellioglu & Andrej Zgank - 2022 - Alicante: University of Alicante.
    It is a matter of fact that Europe is facing more and more crucial challenges regarding health and social care due to the demographic change and the current economic context. The recent COVID-19 pandemic has stressed this situation even further, thus highlighting the need for taking action. Active and Assisted Living technologies come as a viable approach to help facing these challenges, thanks to the high potential they have in enabling remote care and support. Broadly speaking, AAL can be (...)
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  44. Towards the World: Eugen Fink on the Cosmological Value of Play.Jan Halák - 2015 - Sport, Ethics and Philosophy 9 (4):401-412.
    According to Eugen Fink, a thorough elucidation of the meaning of play has the capacity to lead us towards an understanding of the world as a totality. In order to go beyond Plato’s understanding of play as an inferior copy of serious action, Fink provides an analysis of the cultic game. This form of playing cannot be said to be the origin of all play, but it enables us to demonstrate how the act of playing (...)
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  45. (1 other version)Conceptuality of Unreflective Actions in Flow: McDowell-Dryfus Debate.Ali Far - 2015 - GSTF Journal of General Philosophy 1 (2):1-7.
    The objective of this paper is to supplement Gottlieb’s challenge to Dryfus who claims that concepts are not operative in expert’s unreflective actions. First, concepts that an agent develops over time with practice, starting from the stage of novelty, become deeply rooted and persist through his expertise stage, according to common sense. It is unlikely that such rooted concepts become inoperative just when it is time for the agent to put them to use during the time that he is in (...)
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  46. Universalizing and the we: endogenous game theoretic deontology.Paul Studtmann & Shyam Gouri Suresh - 2020 - Economics and Philosophy 37 (2):244-259.
    The Nash counterfactual considers the question: what would happen were I to change my behaviour assuming no one else does. By contrast, the Kantian counterfactual considers the question: what would happen were everyone to deviate from some behaviour. We present a model that endogenizes the decision to engage in this type of Kantian reasoning. Autonomous agents using this moral framework receive psychic payoffs equivalent to the cooperate-cooperate payoff in Prisoner’s Dilemma regardless of the other player’s action. Moreover, if both (...)
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  47. (1 other version)Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue (...)
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  48. An Analysis of the Interaction Between Intelligent Software Agents and Human Users.Christopher Burr, Nello Cristianini & James Ladyman - 2018 - Minds and Machines 28 (4):735-774.
    Interactions between an intelligent software agent and a human user are ubiquitous in everyday situations such as access to information, entertainment, and purchases. In such interactions, the ISA mediates the user’s access to the content, or controls some other aspect of the user experience, and is not designed to be neutral about outcomes of user choices. Like human users, ISAs are driven by goals, make autonomous decisions, and can learn from experience. Using ideas from bounded rationality, we frame these interactions (...)
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  49. The Aesthetic Self. The Importance of Aesthetic Taste in Music and Art for Our Perceived Identity.Joerg Fingerhut, Javier Gomez-Lavin, Claudia Winklmayr & Jesse J. Prinz - 2021 - Frontiers in Psychology 11:577703.
    To what extent do aesthetic taste and our interest in the arts constitute who we are? In this paper, we present a series of empirical findings that suggest anAesthetic Self Effectsupporting the claim that our aesthetic engagements are a central component of our identity. Counterfactual changes in aesthetic preferences, for example, moving from liking classical music to liking pop, are perceived as altering us as a person. The Aesthetic Self Effect is as strong as the impact of moral changes, such (...)
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  50. Virtual World-Weariness: On Delaying the Experiential Erosion of Digital Environments.Stefano Gualeni - 2019 - In Andri Gerber & Ulrich Götz (eds.), The Architectonics of Game Spaces: The Spatial Logic of the Virtual and its Meaning for the Real. Transcript. pp. 153-165.
    A common understanding of the role of a game developer includes establishing (or at least partially establishing) what is interactively and perceptually available in (video)game environments: what elements and behaviors those worlds include and allow, and what is – instead – left out of their ‘possibility horizon’. The term ‘possibility horizon’ references the Ancient Greek origin of the term ‘horizon’, ὄρος (oros), which denotes a frontier – a spatial limit. On this etymological foundation, ‘horizon’ is used here (...)
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