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 intention and finally (c) between continuous intention purchase intention of Dota 2. -/- Design/methodology/approach – The data were gained from 331 users using Google Forms and posted to respondents on social media platforms and forums such as Facebook and Reddit, as these websites have the closest reach to gamers. -/- Findings – The study revealed that enjoyment, skill, challenge and telepresence have a positive effect on flow. Also, the flow was significantly related to purchase intention. The continuous intention has significantly mediated the relationship between flow and purchase intention. Importantly, this study found that the moderating role of buying enjoyment increases the relationship between flow and purchase intention (H7a) and between continuous intention and purchase intention (H7c). In contrast, the moderating role of buying enjoyment on the relationship between flow and continuous intention (H7b) was not supported. Hence, this study sheds new light on the notable Dota 2 in-game and continuous intention purchase intention of the users. -/- Originality/value – In response, this study’s main research question can be highlighted on testing how enjoyment, skills, challenge, telepresence, in-game virtual items influence purchasing intention when the enjoyment of buying moderates the proposed relationship? Therefore, this study aims to examine the significant elements like enjoyment, skills, challenge telepresence toward flow, and subsequently, the effect of flow toward purchase intention of Dota 2 in-game through continuous intention as a key mechanism which is urgently needed to minimize the gap in-game virtual items literature. Significantly, this study also intends to explore the contingent role of enjoyment of buying on the relation of flow and purchase intention of Dota-2 ingame, as well as between flow and continuous intention and finally between continuous intention and purchase intention. (shrink)
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 and its performance. Yet others, from the philosophy of sport, have focused on normative issues of fairness, rule application, and competition. The primary purpose of this article is to provide an overview of several different philosophical approaches to games and, hopefully, demonstrate the relevance and value of the different approaches to each other. Early academic attempts to cope with games tried to treat games as a subtype of narrative and to interpret games exactly as one might interpret a static, linear narrative. A faction of gamestudies, self-described as “ludologists,” argued that games were a substantially novel form and could not be treated with traditional tools for narrative analysis. In traditional narrative, an audience is told and interprets the story, where in a game, the player enacts and creates the story. Since that early debate, theorists have attempted to offer more nuanced accounts of how games might achieve similar ends to more traditional texts. For example, games might be seen as a novel type of fiction, which uses interactive techniques to achieve immersion in a fictional world. Alternately, games might be seen as a new way to represent causal systems, and so a new way to criticize social and political entities. Work from contemporary analytic philosophy of art has, on the other hand, asked questions whether games could be artworks and, if so, what kind. Much of this debate has concerned the precise nature of the artwork, and the relationship between the artist and the audience. Some have claimed that the audience is a cocreator of the artwork, and so games are a uniquely unfinished and cooperative art form. Others have claimed that, instead, the audience does not help create the artwork; rather, interacting with the artwork is how an audience member appreciates the artist's finished production. Other streams of work have focused less on the game as a text or work, and more on game play as a kind of activity. One common view is that game play occurs in a “magic circle.” Inside the magic circle, players take on new roles, follow different rules, and actions have different meanings. Actions inside the magic circle do not have their usual consequences for the rest of life. Enemies of the magic circle view have claimed that the view ignores the deep integration of game life from ordinary life and point to gambling, gold farming, and the status effects of sports. Philosophers of sport, on the other hand, have approached games with an entirely different framework. This has lead into investigations about the normative nature of games—what guides the applications of rules and how those rules might be applied, interpreted, or even changed. Furthermore, they have investigated games as social practices and as forms of life. (shrink)
In this paper, we report on an experiment with The Walking Dead (TWD), which is a narrative-driven adventure game with morally charged decisions set in a post-apocalyptic world filled with zombies. This study aimed to identify physiological markers of moral decisions and non-moral decisions using infrared thermal imaging (ITI). ITI is a non-invasive tool used to capture thermal variations due to blood flow in specific body regions that might be caused by sympathetic activity. Results show that moral decisions seem (...) to elicit a significant decrease in temperature in the chin region 20 seconds after participants are presented with a moral decision. However, given the small sample involved, and the lack of significance in other regions, future studies might be needed to confirm the results obtained in this work. (shrink)
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 (...) rational. Hypothesizing a zero-sum game between Napoleon and Blücher, and computing its solution, we show that it could have been a cautious strategy on the former's part to divide his army, a conclusion which runs counter to the charges of misjudgement commonly heard since Clausewitz. On the other hand, the paper addresses methodological issues. We defend its case study against the objections of irrelevance that have been raised elsewhere against “analytic narratives”, and conclude that military campaigns provide an opportunity for successful application of the formal theories of rational choice. Generalizing the argument, we finally investigate the conflict between narrative accounts – the historians' standard mode of expression – and mathematical modeling. (shrink)
Persons with aphasia suffer from a loss of communication ability as a consequence of a brain injury. A small strand of research indicates effec- tiveness of dialogic interventions for communication development for persons with aphasia, but a vast amount of research studies shows its effectiveness for other target groups. In this paper, we describe the main parts of the hitherto technological development of an application named Dialogica that is (i) aimed at facilitating increased communicative participation in dialogic settings for (...) persons with aphasia and other communication disorders, (ii) based on comput- er game technology as well as on theory in dialogic education and argumenta- tion theory, and (iii) designed for mobile devices with larger screens. (shrink)
Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the availability (...) of Games 2.0 for social life, the concept of leisure as work in the new economy and creative non-material and the characteristics of "Generation C". Work stresses the need for discussion on trends in the development of video games - defined as a choice between the projects’ of "socio-cultural ideology of perpetual motion" and "utopia of universal creativity". These approaches allow to identify the methodological basis for analysis of relations between the operators and users of Games 2.0, taking into account the wider social environment. ** Wzrost popularności gier typu „Second Life” przyczynił siȩ nie tylko do znacznych przemian w rozwoju branży rozrywki elektronicznej. Upowszechnianie Games 2.0, nowego nurtu produkcji gier wideo które z założenia maj¸a} stanowić wirtualne światy zawieraj¸a}ce treści tworzone przez użytkowników sprawia, że mierzymy siȩ zarówno z określon¸a} innowacj¸a} technologiczn¸a}, jak też z poważn¸a} zmian¸a} organizacji życia społeczno-kulturowego. Artykuł przedstawia problematykȩ istniej¸acych trudności terminologicznych, konsekwencje dostȩpności Games 2.0 dla życia społecznego, pojȩcie rozrywki jako pracy w nowej gospodarce niematerialnej i twórczej oraz charakterystykȩ „generacji C”. Praca podkreśla potrzebȩ dyskusji nad kierunkami rozwoju gier wideo - określanymi jako wybór miȩdzy projektami „ideologii społeczno-kulturowego perpetuum mobile” i „utopii powszechnej twórczości”. Podejścia te pozwalaj¸a na wskazanie podstaw metodologicznych do prowadzenia analiz relacji miȩdzy operatorami, a użytkownikami Games 2.0 przy uwzglȩdnieniu szerszego otoczenia społecznego. (shrink)
When game theory was introduced to biology, the components of classic game theory models were replaced with elements more befitting evolutionary phenomena. The actions of intelligent agents are replaced by phenotypic traits; utility is replaced by fitness; rational deliberation is replaced by natural selection. In this paper, I argue that this classic conception of comprehensive reapplication is misleading, for it overemphasizes the discontinuity between human behavior and evolved traits. Explicitly considering the representational roles of evolutionary game theory (...) brings to attention neglected areas of overlap, as well as a range of evolutionary possibilities that are often overlooked. The clarifications this analysis provides are well-illustrated by—and particularly valuable for—game theoretic treatments of the evolution of social behavior. (shrink)
Game Theory.Giacomo Bonanno - 2018 - North Charleston, SC, USA: CreateSpace Independent Publishing Platform.details
This is a two-volume set that provides an introduction to non-cooperative Game Theory. Volume 1 covers the basic concepts, while Volume 2 is devoted to advanced topics. The book is richly illustrated with approximately 400 figures. It is suitable for both self-study and as the basis for an undergraduate course in game theory as well as a first-year graduate-level class. It is written to be accessible to anybody with high-school level knowledge of mathematics. At the end of each (...) chapter there is a collection of exercises accompanied by detailed answers. The book contains approximately 180 exercises. (shrink)
Drawing from narratology and design studies, this article makes use of the notions of the ‘implied designer’ and ‘ludic unreliability’ to understand deceptive game design as a specific sub-set of transgressive game design. More specifically, in this text we present deceptive game design as the deliberate attempt to misguide players’ inferences about the designers’ intentions. Furthermore, we argue that deceptive design should not merely be taken as a set of design choices aimed at misleading players in (...) their efforts to understand the game, but also as decisions devised to give rise to experiential and emotional effects that are in the interest of players. Finally, we propose to introduce a distinction between two varieties of deceptive design approaches based on whether they operate in an overt or a covert fashion in relation to player experience. Our analysis casts light on expressive possibilities that are not customarily part of the dominant paradigm of user-centered design, and can inform game designers in their pursuit of wider and more nuanced creative aspirations. (shrink)
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 (...) class='Hi'>game play is a viable topic also for computer gamestudies 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 gamestudies. 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)
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 significant (...) shortcomings that make them ineffective. This essay argues that video games are defensible from the perspective of Kantian, Aristotelian, and utilitarian moral theories. (shrink)
The game of life is an excellent framework for metaphysical modeling. It can be used to study ontological categories like space, time, causality, persistence, substance, emergence, and supervenience. It is often said that there are many levels of existence in the game of life. Objects like the glider are said to exist on higher levels. Our goal here is to work out a precise formalization of the thesis that there are various levels of existence in the game (...) of life. To formalize this thesis, we develop a set-theoretic construction of the glider. The method of this construction generalizes to other patterns in the game of life. And it can be extended to more realistic physical systems. The result is a highly general method for the set-theoretical construction of substances. (shrink)
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, called the ALL Project (Accelerated Learning of Logic). Following the introduction, the game of VALIDITY is described, first with reference to the propositional calculus, and then in connection with the first-order predicate calculus with identity. Sections in the text are devoted to discussions of the various rules of derivation employed in both calculi. Three appendices follow the main text; these provide a catalogue of sequents and theorems that have been proved for the propositional calculus and for the predicate calculus, and include suggestions for the classroom use of VALIDITY in university-level courses in mathematical logic. (shrink)
Real-world economies are open-ended dynamic systems consisting of heterogeneous interacting participants. Human participants are decision-makers who strategically take into account the past actions and potential future actions of other participants. All participants are forced to be locally constructive, meaning their actions at any given time must be based on their local states; and participant actions at any given time affect future local states. Taken together, these essential properties imply real-world economies are locally-constructive sequential games. This paper discusses a modeling approach, (...) Agent-based Computational Economics, that permits researchers to study economic systems from this point of view. ACE modeling principles and objectives are first concisely presented and explained. The remainder of the paper then highlights challenging issues and edgier explorations that ACE researchers are currently pursuing. (shrink)
Games of chance are developed in their physical consumer-ready form on the basis of mathematical models, which stand as the premises of their existence and represent their physical processes. There is a prevalence of statistical and probabilistic models in the interest of all parties involved in the study of gambling – researchers, game producers and operators, and players – while functional models are of interest more to math-inclined players than problem-gambling researchers. In this paper I present a structural analysis (...) of the knowledge attached to mathematical models of games of chance and the act of modeling, arguing that such knowledge holds potential in the prevention and cognitive treatment of excessive gambling, and I propose further research in this direction. (shrink)
On the question of whether gambling behavior can be changed as result of teaching gamblers the mathematics of gambling, past studies have yielded contradictory results, and a clear conclusion has not yet been drawn. In this paper, I bring some criticisms to the empirical studies that tended to answer no to this hypothesis, regarding the sampling and laboratory testing, and I argue that an optimal mathematical scholastic intervention with the objective of preventing problem gambling is possible, by providing (...) the principles that would optimize the structure and content of the teaching module. Given the ethical aspects of the exposure of mathematical facts behind games of chance, and starting from the slots case – where the parametric design is missing, we have to draw a line between ethical and optional information with respect to the mathematical content provided by a scholastic intervention. Arguing for the role of mathematics in problem-gambling prevention and treatment, interdisciplinary research directions are drawn toward implementing an optimal mathematical module in cognitive therapies. (shrink)
The first part of the article examines some recent studies on the early development of social norms that examine young children’s understanding of codified rule games. It is argued that the constitutive rules than define the games cannot be identified with social norms and therefore the studies provide limited evidence about socio-normative development. The second part reviews data on children’s play in natural settings that show that children do not understand norms as codified or rules of obligation, and (...) that the norms that guide social interaction are dynamic, situated, and heterogeneous. It is argued that normativity is intersubjective and negotiable and starts to develop in the first year, emerging as a practical skill that depends on participatory engagement. Three sources of compliance are discussed: emotional engagement, nonverbal agreement, and conversation. (shrink)
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 (...) us how to interpret a game; they merely tell us what the game is. And the point of the rules is not always to foster free and creative play. The point can be, instead, to communicate a sculpted form of activity. And in games, as with any form of communication, we need some shared norms to ground communicative stability. Games have what has been called a “prescriptive ontology.” A game is something more than simply a piece of material. It is some material as approached in a certain specified way. These prescriptions help to fix a common object of attention. Games share this prescriptive ontology with more traditional kinds of works. Novels are more than just a set of words on a page; they are those words read in a certain order. Games are more than just some software or cardboard bits; they are those bits interacted with according to certain rules. Part of a game’s essential nature is the prescriptions for how we are to play it. What’s more, we investigate the prescriptive ontology of games, we will uncover at least distinct prescriptive categories of games. Party games prescribe that we encounter the game once; heavy strategy games prescribe we encounter the game many times; and community evolution games prescribe that we encounter the game while embedded in an ongoing community of play. (shrink)
Orang-utans played a communication game in two studies testing their ability to produce and comprehend requestive pointing. While the ‘communicator’ could see but not obtain hidden food, the ‘donor’ could release the food to the communicator, but could not see its location for herself. They could coordinate successfully if the communicator pointed to the food, and if the donor comprehended his communicative goal and responded pro-socially. In Study 1, one orang-utan pointed regularly and accurately for peers. However, they (...) responded only rarely. In Study 2, a human experimenter played the communicator’s role in three conditions, testing the apes’ comprehension of points of different heights and different degrees of ostension. There was no effect of condition. However, across conditions one donor performed well individually, and as a group orang-utans’ comprehension performance tended towards significance. We explain this on the grounds that comprehension required inferences that they found difficult – but not impossible. The finding has valuable implications for our thinking about the development of pointing in phylogeny. (shrink)
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 maintained playtime of at least 20 hours per week over the last 6 months. Non-VGPs had little-to-no game play experience (maximum 1.5 years). Participants responded to checkerboard stimuli presented to the left and right visual fields while 128-channel EEG was recorded. Expert VGPs responded significantly more quickly than non-VGPs. Expert VGPs also had significantly earlier occipital N1s in direct visual pathways (the hemisphere contralateral to the visual field in which the stimulus was presented). IHTT was calculated by comparing the latencies of occipital N1 components between hemispheres. No significant between-group differences in electrophysiological estimates of IHTT were found. Shorter N1 latencies may enable expert VGPs to discriminate attended visual stimuli significantly earlier than non-VGPs and contribute to faster responding in visual tasks. As successful video-game play requires precise, time pressured, bimanual motor movements in response to complex visual stimuli, which in this sample began during early childhood, these differences may reflect the experience and training involved during the development of video-game expertise, but training studies are needed to test this prediction. (shrink)
Abstract: The study aimed to identify the technological games and their relation to the level of student achievement. The data and information were collected through a questionnaire designed specifically for this purpose. The study population consisted of all teachers and teachers of the seventh grade stage. The sample consisted of (30) In the Gaza City, 30 questionnaires were retrieved at a 100% recovery rate and analyzed using the statistical analysis program. The researcher used the analytical descriptive approach to achieve the (...) research objectives. The results indicated that the responses of the basic elementary school teachers in Gaza city towards technological games The percentage of response to the total score was very high in terms of the percentage (76.67%). There were statistically significant differences at the α = 0.05 level between the responses of the tests on the impact of technological games on scholastic achievement. (shrink)
How can we improve business ethics education for the twenty first century? This study evaluates the effectiveness of a visual case exercise in the form of a 3D immersive game given to undergraduate students at two UK Universities as part of a mandatory business ethics module. We propose that due to evolving learning styles, the immersive nature of interactive games lends itself as a vehicle to make the learning of ethics more ‘concrete’ and ‘personal’ and therefore more engaging. To (...) achieve this, we designed and built an immersive 3D simulation game in the style of a visual case. The effectiveness of the game was evaluated using a mixed methods approach measuring recognised and adapted constructs from the technology acceptance model. Results demonstrate that students found the game beneficial to their learning of ethics with the development of knowledge and skills applicable to the real world and that they engaged with the process due to game elements. Findings demonstrate the potential for the development of simulated games to teach ethics at all levels and modes of delivery and the contribution of this type of visual case model as a pedagogic method. (shrink)
Book Review Luck, logic, and white lies: the mathematics of games, second edition by Jörg Bewersdorff, New York, Taylor & Francis, CRC Press, 2021, 568 pp., GBP 42.99 (paperback), ISBN 9780367548414, Number of chapters 51.
This study which utilized the critical analysis, analyzed Wittgenstein’s concept of language-game and its implications in philosophical discipline and contemporary society. To delineate the origin of the problem of language in terms of epistemological dimension, the researcher analyzed the related concepts on classical philosophy. To determine the origin of the concept of language-game, the researcher used the historical method. To constructively criticize the end-goal of language-game, the hermeneutical approach of Hans Georg Gadamer was employed. From the findings (...) and with the aid of the above-mentioned methods, the researcher had come up with these conclusions. Language is inalienable in the sociological nature of man. Man is always related or connected to the other. In this sense, man shares his very subjectivity with the other. Unless he realizes this, he cannot actualize the essential part of his nature. In every aspect of man’s life, it is imperative for him to negotiate, communicate, and collaborate with the members of his household and society. Wittgenstein is the one of the philosophers who gave deeper commitment and emphasis on the concerns of language in man’s life. Mastering our use of language is not just for the sake of conventional understanding, but, more importantly, we use it in its proper context in order to express our thoughts clearly and in the process to understand ourselves. It is because, as we speak or write using language as medium of communication, we are projecting ourselves to the other. If we come up with the c common understanding, then we will be able to create a harmonious society. This study provided the readers with a better understanding of the importance of proper use of words or terminologies in their proper context. It is because this research delved on the conceptual and analytical mechanisms of using language in order to give a systematic pattern of corrective thinking and application for word’s use. Aside from affirming the importance of language in connection with our contemporary activities, this research looked into a deeper realization on the workings of language. This realization originated from Wittgensteinian context of understanding. As affirmation for Wittgenstein, it is appropriate to say that to understand a word in its proper context is to understand the sentence. To understand a sentence is to understand a language. To understand a language means to be master of technique. This signifies that understanding is to know how to do something; in the case of language, understanding language means knowing how to use it. The researcher realized that understanding the meaning of a word is not something private to the mental life of an individual, but something which exist out in the open, in the public domain. This means that understanding the meaning is objectively understandable by people. However, the researcher did not agree with Wittgenstein’s view that philosophy should stop once we clear the way of understanding how our language works. Instead, the researcher adheres to the fact that philosophy as enterprise is an undying process in search for truth. For the researcher, we do not stop philosophizing because our imaginations continue to desire progress in terms of creativity. Thus, he affirmed Gadamer in claiming that we should not hinder our philosophical endeavors by breaking it. Even if we can clear the confusions and misunderstanding of language, still our active minds cling to what is new in the field of learning things. This research led to the formulation of other theories which can be useful tool in understanding the complexities with regards to ourselves and our society as a whole. Henceforth, all the laborious efforts of this research and the regimented time invested in the writing of this work are meaningfully compensated. (shrink)
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 (...) symbols, which have permeated Akan life and the arts, can be found e.g. on Asante royal staffs and gold weights. They are also loosely connected to Akan proverbs. The game Adinkra aims to enhance its players’ intercultural communicative, and moral philosophical understanding by matching Adinkra symbols with Akan proverbs. It was created for educational and therapeutical purposes. This article focusses on the rules, the making of Adinkra, its aims and objectives. The objective of this article is twofold. First, it focusses on the game itself. It elaborates on what its rules are and the content of the game. It also focusses on how playing the multilinguistic game, Adinkra can enhance intercultural understanding and communication. It, furthermore, concentrates on the results of a pilot reception study of this game in the Netherlands among intercultural groups of players. This study has proven that the Adinkra game stimulates creative thinking, engagement in dialogue and reflective ethical thinking. For this reason, the authors believe that it has a lot to contribute to intercultural educational programs with a focus on intercultural communication, philosophy and arts in both Africa and the global North. Finally, a section is devoted to the question of how the Adinkra game was developed and methodologically grounded in Gadamer’s playful hermeneutics, and the theories of the Wheel of the Intercultural Art of living and (African) Indigenous Religions. Secondly, the article focusses on the game’s oral-literary storytelling context and Akan moral ideas. It then throws the searchlight on the creative, therapeutic value and its potential to serve as a ‘cultural detox’. The authors and game makers think that being introduced to an African communitarian ethos hidden in the Adinkra symbols and Akan proverbs can help its players to develop a critical eye for the highly individualistic ethos of Western culture that, among others, is promoted by neoliberal thinking and praxis. The word praxis is used by the authors in the meaning found in educational contexts. Adinkra’s players are stimulated to reflect upon a different moral idea, which can change their mindset and put them into action to contribute to social awareness and societal change. (shrink)
This paper interrogates Abdul Rasheed Abiodun Adeoye’s ‘neo-alienation’ directorial style’ as a viable directing technique on African theatre stage. The ‘neo-alienation’ style is an offshoot of Bertolt Brecht’s epic theatre that enhances the total theatre aesthetics and encourages actors’-audience’s relationship. It is a directorial style that has been tested severally on the Nigerian stage and proved worthy of exploration. Using the participant-observation and the deductive research methods, the theory shall be examined in relation to its usage in the production of (...) Adeoye’s The Smart Game- (A Neo- Alienation Script) and Wole Soyinka’s The Lion and the Jewel as directed by AbdulRasheed Abiodun Adeoye in 2002 and 2004 respectively. Thus, the study aims to archive and document the ‘neo alienation’ directing theory because of its immense aesthetics values to African plays and theatre directors. The study also showcases Adeoye as a conscientious theatre director, in whose works, other directors can learn from. The study concludes that the ‘neo-alienation’ aesthetics has been found to be a unique style full of theatrical spectacles that are capable of adding aesthetics and enhance African productions if explored. It is, therefore, recommended that Nigerian and African directors should work towards propounding at least a directorial style each which will add value to African theatre; the study also suggests that directors who have evolved their own directorial styles should endeavor to have them documented for posterity. (shrink)
This chapter considers the presence, in digital games, of experiences of dwelling. Starting with an engagement with the philosopher Edward S. Casey's distinction between hestial and hermetic spatial modes, the chapter argues that the player's spatial engagement with digital game worlds has tended to align with the hermetic pole, emphasizing movement, traversal and exploration. By contrast, hestial spatial practices, characterized by centrality, lingering and return, are far less prevalent both in digital games themselves and in discussions on spatiality in (...) the gamestudies discourse. To counter this lack, this chapter draws upon philosophical work on space by Casey, Martin Heidegger, Yi-Fu Tuan and Christian Norberg-Schulz, using these as a conceptual lens to identify spatial structures and practices in digital games that diverge from the hermetic mode. Attention is paid to games that invite pausing and lingering in place, games where the player's relation to place is structured around practices of building, the phenomenology of home and dwelling in games, and familiarity and identity as experiential characteristics of being at home. Minecraft and Animal Crossing: New Leaf are examined in detail as case studies, though the chapter also refers to examples from other games. (shrink)
PURPOSE: The conventional wisdom in dental and medical education is that dental and medical students experience "ethical erosion" over the duration of dental and medical school. There is some evidence for this claim, but in the case of dental education this evidence consists entirely of survey research, which doesn't measure behavior. The purpose of this study was to measure the altruistic behavior of dental students, in order to fill the significant gap in knowledge of how students are disposed to behave, (...) rather than how they are disposed to think. -/- METHODS: To test the altruistic behavior of dental students, we conducted a field experiment using the Ultimatum Game, which is a game commonly used in economics to observe social behavior. Students from each of the four years of dental school played the game in standardized conditions with real money. -/- RESULTS: Students exhibited greater levels of altruism than the general population typically does. Students' altruism peaked in year four. Students' altruism was associated with the socioeconomic status of responder. -/- CONCLUSION: The results suggest that that dental students are more altruistic than the population average and that altruism increases during their education. Thus, if a decreasing ability to behave altruistically is observed during dental school, it is not likely due to a general disposition of students, but rather some factor specific to the educational environment in which the decrease is observed. (shrink)
The main aim of the text is to show how a game of Go (Weiqi, baduk, Igo) can serve as a model representation of the ontological-metaphysical aspect of the actor–network theory (ANT). An additional objective is to demonstrate in return that this ontological-metaphysical aspect of ANT represented on Go/Weiqi game model is able to highlight the key aspect of this theory—onto-methodological praxis.
An emotional deficit in individuals with psychopathy has been regarded as a potential factor in the disinhibition of selfish behaviors, which can be an impediment to a successful life in human society. However, recent studies in the field of economics have made clear that emotional function is associated with irrational decision-making. In the present study, to test whether psychopathy may have a positive aspect in a social setting, we examined the decision-making of college students with high and low tendencies (...) for psychopathy in the ultimatum game, which illustrates conflict between fairness and economic utility. We also investigated electrodermal responses to fair and unfair offers for each group. Compared to low psychopathic controls, individuals with a high tendency toward psychopathy more often choose economic utility by accepting unfair offers. Whereas controls more often exhibited an electrodermal response to unfair offers compared to fair offers, high psychopathic individuals did not show a similar difference between the types of offer. The results suggest that the affective deficit of psychopathy might be associated with insensitivity to unfairness and may contribute to a rational decision to accept unfair offers. Hence, psychopathy can be rational in some social situations. (shrink)
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 of (...) literature such as Dante’s Divine Comedy. To counter this assumption, I will be engaging with a video game that has not been marketed as a direct adaptation of the Comedy, but rather uses Dante’s writing as a source of inspiration to enhance its own ludonarrative experience. The game I will be examining in close proximity to the Comedy is the Japanese role-playing game Shin Megami Tensei III: Nocturne released by the studio Atlus in 2003. Nocturne is an incredibly viable case study for this investigation because it exemplifies how, through the unconventional adaptation process of transmediality, a distant text like an RPG can transform the material of a medieval poem to best fit its digital stage while still referencing its source material. In this context, I intend to establish a methodological basis for the transmedial analysis of literature and video games through the creative insight of the Comedy and Nocturne, so that new meaning can be uncovered from both texts and further research can thus commence on relative instances of ludic adaptation. (shrink)
From the very beginning of ancient Greek philosophy up to the present day a puzzling correlation is found between rationality and reality. In this study this relation is examined with emphasis on the philosophical tradition of Aristotle and Aquinas. A comparison is made with the virtual reality created by computers and actual reality of our universe. The view expressed in the scientific neopositivism of Jordan and Mach is found to be an adequate approach to avoid contradictions in the interpretation of (...) modern physics. A challenging hypothesis is made by updating the Laplacian Demon by a powerful creative intellect in line with Judeo-Christian tradition. With this hypothesis a new light is shed on several fundamental issues in modern science. (shrink)
Mindfulness is a form of meditation that derives from Buddhist practice and is one of the fastest growing areas of psychological research. Studies investigating the role of mindfulness in the treatment of behavioural addictions have – to date – primarily focused on gambling disorder. Recent pilot studies and clinical case studies have demonstrated that weekly mindfulness therapy sessions can lead to clinically significant change among individuals with gambling problems. Although preliminary findings indicate that there are applications for (...) mindfulness approaches in the treatment of gambling disorder, further empirical and clinical research utilizing larger-sample controlled study designs is clearly needed. (shrink)
This article is an effort to understand how the Peirce's Arrow (Logical NOR), as a logical operation, can act within the concept of Ludwig Wittgenstein's language-game, considering that the language game is a satzsystem, i.e., a system of propositions. To accomplish this task, we will cover four steps: (1) understand the possible relationship of the thought of C. S. Peirce with the founding trio of analytic philosophy, namely Frege-RussellWittgenstein, looking for similarities between the logic of Peirce and his (...) students (notably Christine Ladd and O.H. Mitchell) with a New Wittgenstein’s approach, which sees Early Wittgenstein (Tractatus Logico-Philosophicus),Middle Wittgenstein and Last Wittgenstein (Philosophical Investigations) while a coherent way of thinking and not a theoretical break; (2) describe the operation of the Peirce’s Arrow (Logical NOR) as a logical connective; (3)understand the notion of satzsystem (Middle Wittgenstein) and the possibility of applying the concept of language-game (Last Wittgenstein) on it; and (4) understand how the Logical NOR can operate within a satzsystem. The goal here is a search for the logic of the language-game and how the logical ideas of C. S. Peirce can help in this construction. And this construction might be interesting for a better understanding of the analytic philosophy of language. (shrink)
The value of optimality modeling has long been a source of contention amongst population biologists. Here I present a view of the optimality approach as at once playing a crucial explanatory role and yet also depending on external sources of confirmation. Optimality models are not alone in facing this tension between their explanatory value and their dependence on other approaches; I suspect that the scenario is quite common in science. This investigation of the optimality approach thus serves as a case (...) study, on the basis of which I suggest that there is a widely felt tension in science between explanatory independence and broad epistemic interdependence, and that this tension influences scientific methodology. (shrink)
Previous work in GameStudies has centered on several loci of investigation in seeking to understand virtual gameworlds. First, researchers have scrutinized the concept of the virtual world itself and how it relates to the idea of “the magic circle”. Second, the field has outlined various forms of experienced “presence”. Third, scholarship has noted that the boundaries between the world of everyday life and virtual worlds are porous, and that this fosters a multiplicity of identities as players identify (...) both with themselves-offline and themselves-in-game. Despite widespread agreement that these topics are targets for research, so far those working on these topics do not have mutually agreed-upon framework. Here we draw upon the work of Alfred Schutz to take up this call. We provide a phenomenological framework which can be used to describe the phenomena of interest to GameStudies, as well as open new avenues of inquiry, in a way acceptable and useful to all. This helps to distinguish the core of the field from the supplemental theoretical and critical commitments which characterize diverse approaches within the field. (shrink)
The purpose of this paper is to provide a detailed technical protocol analysis of chess masters' evaluative expertise, paying particular attention to the analysis of the structure of their memory process in evaluating foreseen possibilities in games of dynamic equilibrium. The paper has two purposes. First, to publish a results chapter from my DPhil thesis (in revised journal article form) attending to the measurement of foresight in chess masters' evaluation process, testing alternative theories of cognitive expertise in the domain of (...) chess; and second to provide a subset of the technical graphical analysis that corresponds to that measurement to preserve this protocol analysis for access in the academic domain for future studies of expert memory and foresight (e.g., Ericsson & Simon, 1993). The step-by-step protocol analysis consists of: (i) an introduction to foresight cognition as hypothesis testing, (ii) a theoretical review in the domain of chess masters' expertise according to the theoretical frameworks in that field purporting hypotheses relevant to chess masters' evaluative skill processes, and (iii) summary tables and non-parametric statistical analysis corroborating chunking theory frameworks of expert cognition (e.g., DeGroot, 1965; Newell & Simon, 1972; Gobet, 1998; Gobet et al., 2004), and refuting the alternative search-evaluation models (e.g., Holding & Reynolds, 1982). Moreover, the journal article espouses the preservation of the traditional protocol analysis method core to the field of expert cognition (DeGroot, 1969; Kotov, 1971). The full protocol analysis can be found in monograph form here on my SSRN profile in ‘The role of falsification in hypothesis testing’. It takes the form of a specialist population study (e.g., detailed case study work; Luria, 1987). Thus the outline consists of a short introduction, a theoretical methodological review discussing protocol analysis methods for specialist population studies in cognition (with particular attention to the preservation of protocol analysis methods for chess studies in cognition and expert memory/ with a fresh angle on the foresight process), and the full set of protocol analyses with corresponding problem behaviour graphs. A subset of the main results has been published elsewhere (e.g., Cowley & Byrne, 2004; Cowley 2006), receiving scientific and scientific journalistic acclaim (e.g., Nature Online News 2004). (shrink)
This study examined the determinants of trust in artificial intelligence (AI) in the area of asset management. Many studies of risk perception have found that value similarity determines trust in risk managers. Some studies have demonstrated that value similarity also influences trust in AI. AI is currently employed in a diverse range of domains, including asset management. However, little is known about the factors that influence trust in asset management-related AI. We developed an investment game and examined (...) whether shared investing strategy with an AI advisor increased the participants’ trust in the AI. In this study, questionnaire data were analyzed (n=101), and it was revealed that shared investing strategy had no significant effect on the participants’ trust in AI. In addition, it had no effect on behavioral trust. Perceived ability had significantly positive effects on both subjective and behavioral trust. This paper also discusses the empirical implications of the findings. (shrink)
Marriage is one of the most important topics in the education field since life in this world is structured by interaction among families and between families and other social institutions. Dissatisfaction and unsustainability of marriage have led the urgency of premarital education in various countries. The problem is that the spread of virtual reality has made marriage itself to become more complex and experience reinterpretation and reconfiguration, moreover with the emergence of new kind of marriage in the digital era, i.e. (...) virtual marriage. Everybody who has observed, known, or even tried, certainly asks the question, “Could (or: should) I accept virtual marriage?” . This study was aimed to investigate the role of tolerance of ambiguity and illusion of intimacy in online dating in predicting the acceptance of virtual marriage. There were 420 adolescents and young adults (212 males, 208 females; Mage=21.10 years old, SDage=1.459 years; 338 students, 82 employees or entrepreneurs) in the Greater Jakarta, Indonesia, participated in this study. It was found that the acceptance was not predicted by the ambiguity tolerance, but by the illusion of intimacy in online dating. The psychometric issues, substantive discussion, and recommendation are presented at the end of this article. The trend of virtual marriage should not be allowed to roll away, by autopilot, without loaded by strategies in designing an online game as one of the pivotal educational technologies that needs to shape appropriate character and attitude for it. (shrink)
Each day people are presented with circumstances that may require speculation. Scientists may ponder questions such as why a star is born or how rainbows are made, psychologists may ask social questions such as why people are prejudiced, and military strategists may imagine what the consequences of their actions might be. Speculations may lead to the generation of putative explanations called hypotheses. But it is by checking if hypotheses accurately reflect the encountered facts that lead to sensible behaviour demonstrating a (...) true understanding. If evidence shows a hypothesis to be false, then people should rationally abandon it, especially if there are negative consequences. The aim of this thesis is to examine how effectively people search for evidence in their hypothesis testing to test whether or not their hypotheses are true or false in competitive games. -/- Research findings from six studies of hypothesis testing behaviour in competitive deductive tasks are explored. Chapter by chapter the thesis tests how everyday people, and master chess players, tackle hypothesis testing in mathematical tasks, such as how to solve sequential number sequence puzzles when thinking about an opponent, or how to solve chess problems in a variety of contexts. The implications of the results are discussed in light of aspects of general cognition: such as reasoning, social hypothesis testing and planning. (shrink)
The use of participant-led visual data production is often seen as advantageous because data can be directed, constructed and created away from the influence of the researcher. The case for employing the visual to engender participatory research, and specifically to limit the intrusive presence of the researcher, is well versed and in vogue within the field of social science; however, although participatory techniques offer an opportunity to disrupt power relations, they are unable to transcend familial practices. Drawing from a study (...) in which mother/daughter dyads produced photographs, collages, maps and stories to communicate their everyday lives and ideas of the future, this paper examines the wider role of ‘intrusive presence’. The paper documents incidents of external physical interference where visual data was amended, the influence of outside suggestion in the creative process, and the restrictions placed by the imagined reactions of the viewer. The paper argues that when the ‘intrusive presence’ of the researcher steps out of the site of visual data production this leaves a space that is often filled by the ‘intrusive presence’ of significant others. (shrink)
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 relationship to be a multi-dimensional matter of empathy. I advance a broadly Schutzian framework, drawing on his 1932 discussions of “face-to-face encounters” and ”historical predecessors,” showing how at- tention to empathy reveals a variety of “presences” that different kinds of Player/Character relationships afford. The central determinants of empathetic affordances which I focus on here are (i) how much players know about a character (especially the character’s past) and (ii) how players learn this information.The purpose of this discussion will be to show that a phenomenological analysis reveals that the relationship between a player and their character is complex, highly variable, and inherently social. Furthermore, it will add to the growing body of scholarship that demonstrates that video games are rich social objects deserving of study. (shrink)
The paper advances a realist analytical model for case studies of national soft power policies. First, it argues that for the purposes of realist analysis, a soft power policy must be considered as a rational strategy pursued under the conditions of competition. Furthermore, it emphasises the importance of taking into account the specificities of the recipient state as well as the fact that a soft power strategy is targeted at both its elite and its public. In addition, the article (...) substantiates the necessity to draw a clear-cut distinction between soft power sources and instruments and shows possible shortcomings that research can have should this distinction fail to be made. Finally, the paper discusses the impact of a competitor’s presence on a soft power strategy and specifies the terms under which disregarding this impact may engender a wrong conclusion. (shrink)
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 and (...)game situations, as well as allows us to dynamically create situations. Using the data of over 30 subjects playing 6 games, tachistoscopic tests of some of these subjects, and results from our own successful efforts at building expert systems to play Tetris, we show why knowing how to use one’s environment to enhance speed and robustness are important components in skilled play. (shrink)
Games have a complex, and seemingly paradoxical structure: they are both competitive and cooperative, and the competitive element is required for the cooperative element to work out. They are mechanisms for transforming competition into cooperation. Several contemporary philosophers of sport have located the primary mechanism of conversion in the mental attitudes of the players. I argue that these views cannot capture the phenomenological complexity of game-play, nor the difficulty and moral complexity of achieving cooperation through game-play. In this (...) paper, I present a different account of the relationship between competition and cooperation. My view is a distributed view of the conversion: success depends on a large number of features. First, the players must achieve the right motivational state: playing for the sake of the struggle, rather than to win. Second, successful transformation depends on a large number of extra-mental features, including good game design, and social and institutional features. (shrink)
A relatively common approach in gamestudies understands gameworlds as constituting an existential situation for the player. Taking that stance, which is rooted in the European philosophical tradition of Existentialism, in this chapter we investigate the relationships and similarities between our existence within and without gameworlds. To do so, we first provide a review of existing literature in ‘existential ludology’ - work in gamestudies which considers our engagement with gameworlds from an existential perspective. In the (...) second part of the chapter, we then engage with some of the most notable ideas of the Norwegian philosopher Peter Wessel Zapffe. Zapffe understood human life as inherently meaningless and identified four ways in which human beings typically protect themselves from the existential panic that accompanies the awareness of that meaninglessness: isolation, anchoring, distraction, and sublimation. These four categories are used as the foundation for an examination of gameworlds as technologies for repressing existential panic. (shrink)
By looking at videogame production through a two-vector model of design – a practice determined by the interplay between economic and technological evolution – we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but has since become problematic due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary loss of a design pattern’s contextual function due to techno-economical evolution.
Within dramatherapy and psychodrama, the term ‘de-roling’ indicates a set of activities that assist the subjects of therapy in ‘disrobing’ themselves from their fictional characters. Starting from the psychological needs and the therapeutic goals that ‘de-roling’ techniques address in dramatherapy and psychodrama, this text provides a broader understanding of procedures and exercises that define and ease transitional experiences across cultural practices such as religious rituals and spatial design. After this introductory section, we propose a tentative answer as to why (...) class='Hi'>gamestudies and virtual world research largely ignored processes of ‘roling’ and ‘de-roling’ that separate the lived experience of role-play from our everyday sense of the self. The concluding sections argue that de-roling techniques are likely to become more relevant, both academically and in terms of their practical applications, with the growing diffusion of virtual technologies in social practices. The relationships we can establish with ourselves and with our surroundings in digital virtual worlds are, we argue, only partially comparable with similar occurrences in pre-digital practices of subjectification. We propose a perspective according to which the accessibility and immersive phenomenological richness of virtual reality technologies are likely to exacerbate the potentially dissociative effects of virtual reality applications. This text constitutes an initial step towards framing specific socio-technical concerns and starting a timely conversation that binds together dramatherapy, psychodrama, gamestudies, and the design of digital virtual worlds. (shrink)
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