Results for 'Game Studies'

999 found
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  1. A study of player behavior andmotivation to purchase Dota 2virtual in game items.Hussam Al Halbusi - 2022 - Kybernetes 78 (0368-492X):1-25.
    Purpose – The goal of this study is to examine the factors (e.g. enjoyment, skills, challenge, telepresence and flow) that influence players’ purchase intention toward Dota 2 virtual in-game as well as examine the effect of flow toward purchase intention of Dota 2 through the critical mechanism (i.e. continuous intention). Notably, the analysis of the moderating role of enjoyment of buying on the relation of (a) flow and purchase intention of Dota 2 in-game, as well as (b) between (...)
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  2. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of (...)
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  3. A Game-Theoretic Analysis of the Waterloo Campaign and Some Comments on the Analytic Narrative Project.Philippe Mongin - 2018 - Cliometrica 12:451–480.
    The paper has a twofold aim. On the one hand, it provides what appears to be the first game-theoretic modeling of Napoleon’s last campaign, which ended dramatically on 18 June 1815 at Waterloo. It is specifically concerned with the decision Napoleon made on 17 June 1815 to detach part of his army against the Prussians he had defeated, though not destroyed, on 16 June at Ligny. Military historians agree that this decision was crucial but disagree about whether it was (...)
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  4. The Temperature of Morality: A Behavioral Study Concerning the Effect of Moral Decisions on Facial Thermal Variations in Video Games.Gianluca Guglielmo & Michal Klincewicz - 2021 - 16th International Conference on the Foundations of Digital Games (FDG2021) 45.
    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 (...)
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  5. VALIDITY: A Learning Game Approach to Mathematical Logic.Steven James Bartlett - 1973 - Hartford, CT: Lebon Press. Edited by E. J. Lemmon.
    The first learning game to be developed to help students to develop and hone skills in constructing proofs in both the propositional and first-order predicate calculi. It comprises an autotelic (self-motivating) learning approach to assist students in developing skills and strategies of proof in the propositional and predicate calculus. The text of VALIDITY consists of a general introduction that describes earlier studies made of autotelic learning games, paying particular attention to work done at the Law School of Yale (...)
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  6. Game Technologies to Assist Learning of Communication Skills in Dialogic Settings for Persons with Aphasia.Ylva Backman, Viktor Gardelli & Peter Parnes - 2021 - International Journal of Emerging Technologies in Learning 16 (3):190-205.
    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 (...)
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  7. Understanding Games as Played:Sketch for a first-person perspective for computer game analysis.Olli Tapio Leino - 2009 - Philosophy of Computer Games 2009 Proceedings.
    Researchers interested in player’s experience would assumedly, across disciplines, agree that the goal behind enquiries into player’s experience is to understand the how games’ features end up affecting the player’s experience. Much of the contemporary interdisciplinary research into player’s experience leans toward the empirical-scientific, in the forms psychology, sociology and cognitive science, to name a few. In such approaches, for example demonstrating correlation between physiological symptoms and an in-game event may amount to ‘understanding’. However, the experience of computer (...) play is a viable topic also for computer game studies within the general tradition of humanities. In such context, the idea of ‘understanding an experience’ invites an approach focusing on the experienced significance of events and objects within computer game play. This focus, in turn, suggests turning to the principles associated with phenomenology, among which is the idea of describing things as they appear, or as they are given, in the experience, from the first-person perspective. From the first-person perspective the challenge lies not in the subjective experience’s inaccessibility but in the inherent personal richness of the experience’s content. Rather than trying to embrace the richness by engaging in direct introspection, it makes sense to focus the search on the conditions of the player’s experience. In this paper, I discuss the idea of “firstperson perspective” in the context of computer game studies. I propose that conditions for player’s experience could be sought from the materiality of the computer game artefact, rather than from the ‘processual’ or ‘ideal game’. I derive the notion of gameplay condition3 from the overlap of the player’s “lusory attitude” and the materiality of the single-player computer game artefact as it appears in the player’s experience. (shrink)
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  8. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    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 (...)
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  9. Game Theory.Giacomo Bonanno - 2018 - North Charleston, SC, USA: CreateSpace Independent Publishing Platform.
    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 (...)
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  10. Modeling social and evolutionary games.Angela Potochnik - 2012 - Studies in History and Philosophy of Science Part C: Studies in History and Philosophy of Biological and Biomedical Sciences 43 (1):202-208.
    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 (...)
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  11.  90
    Letter Games: A Metamathematical Taster.Alexander Paseau - 2016 - The Mathematical Gazette 100 (549):442-449.
    The aim of this article is to give students a small sense of what metamathematics is—that is, how one might use mathematics to study mathematics itself. School or college teachers could base a classroom exercise on the letter games I shall describe and use them as a springboard for further exploration. Since I shall presuppose no knowledge of formal logic, the games are less an introduction to Gödel's theorems than an introduction to an introduction to them. Nevertheless, they show, in (...)
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  12. Mathematical models of games of chance: Epistemological taxonomy and potential in problem-gambling research.Catalin Barboianu - 2015 - UNLV Gaming Research and Review Journal 19 (1):17-30.
    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 (...)
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  13. A Game-Based Tool for Freshmen Design Students During the Pandemic Distance Learning.Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek - 2021 - In 4th International Symposium on Art and Design Education: Art and design during and after the Covid- 19 Period. Başkent University: pp. 77-83.
    The emergence of the need for orientation since the past times led the universities to invent innovative ways to prepare their students for the activities and courses they will face. Hence, various types of orientation have been provided during history. However, today with the outbreak of the Covid-19 and the closure of the schools, most of the students are continuing their studies as distance learning. While this situation is very disappointing for all freshmen students who do not know the (...)
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  14.  66
    Semiotics, Signaling Games and Meaning.Bartosz Żukowski & Aleksander Gemel - 2015 - In Piotr Łukowski, Aleksander Gemel & Bartosz Żukowski (eds.), Cognition, Meaning and Action: Lodz-Lund Studies in Cognitive Science. Kraków, Polska: Lodz University Press & Jagiellonian University Press. pp. 137-152.
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  15. Ontology in the Game of Life.Eric Steinhart - 2012 - Axiomathes 22 (3):403-416.
    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 (...)
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  16. GIS-Based Educational Game Through Low-Cost Virtual Tour Experience-Khan Game.Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura - 2022 - In 27th International Conference of the Association for Computer-Aided Architectural Design Research in Asia: Post Carbon, CAADRIA 2022. Sydney: The Association for Computer-Aided Architectural Design Research in Asia. pp. 69-78.
    The pandemic brought new norms and techniques of pedagogical strategies in formal education. The synchronous/ asynchronous video streaming brought an emphasis on virtual and augmented realities, which are rapidly replacing textbooks as the main medium for learning and teaching. This transformation requires more extensive online and interactive content with simpler user interfaces. The aim of this study is to report on the design, implementation, and testing of a game based on low-cost and user-friendly content for digital cultural heritage. In (...)
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  17. A Framework Proposal for Developing Historical Video Games Based on Player Review Data Mining to Support Historic Preservation.Sarvin Eshaghi, Sepehr Vaez Afshar & Mahyar Hadighi - 2023 - In Saif Haq, Adil Sharag-Eldin & Sepideh Niknia (eds.), ARCC 2023 CONFERENCE PROCEEDING: The Research Design Interface. Architectural Research Centers Consortium, Inc.. pp. 297-305.
    Historic preservation, which is a vital act for conveying people’s understanding of the past, such as events, ideas, and places to the future, allows people to preserve history for future generations. Additionally, since the historic properties are currently concentrated in urban areas, an urban-oriented approach will contribute to the issue. Hence, public awareness is a key factor that paves the way for this conservation. Public history, a history with a public audience and special methods of representation, can serve society in (...)
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  18. Technological Games and Their Relation to the Level of Academic Achievement among Seventh Graders in the Public Schools in Gaza City.Dr Hashem A. Homead - 2019 - International Journal of Academic Pedagogical Research (IJAPR) 3 (4):21-28.
    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 (...)
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  19. 'Yedikule Bostans': A Serious Game For Cultural Heritage.Sarvin Eshaghi & Muhammed Ali ÖRNEK - 2020 - In IDU SPAD’20 International Spatial Planning and Design Symposium PROCEEDINGS BOOK. Izmir: IZMIR DEMOCRACY UNIVERSITY. pp. 370-378.
    Serious games with their educational or skill development purposes besides entertainment, have been used in various fields such as architecture, landscape architecture, urban planning, cultural heritage, and learning of language and culture, easing the data absorption process of the specific topic for the user. The use of serious games in the cultural heritage or cultural landscape, as a subtopic, can have a role in its preservation in addition to the information transition ability. Yedikule Bostans is a serious game designed (...)
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  20. RULE OF THE GAME OF ORGANIZING YOUTH FOOTBALL PLAYER COMPETITIONS: CAN IMPROVE LEVEL OF ENJOYMENT IN COACHING INTERACTIONS?Louie Gula, Sulistiyono, Sumaryanto & Sigit Nugroho - 2022 - MEDIKORA 21 (2):111-120.
    The level of enjoyment in participating in sports activities is one component that causes young athletes to decide to stop or become more motivated to pursue sports activities. Practicing and participating in competitions are the main activities in sports coaching interactions towards optimal performance. This study aims to determine the effect of modifying the match rules implemented in youth soccer competitions on the level of enjoyment of players. Using an experimental method with 20 soccer schools participating in a competition with (...)
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  21. Ludic Unreliability and Deceptive Game Design.Stefano Gualeni & Nele Van de Mosselaer - 2021 - Journal of the Philosophy of Games 3 (1):1-22.
    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 (...)
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  22. Physics Quest: Digital Game-Based Lessons for Seventh Grade.Maricel Gaviño & John Vincent Aliazas - 2024 - International Journal for Science and Advance Research in Technology 10 (2):82-93.
    This study sought to create a digital game-based physics lesson for seventh-grade students. It sought answers to respondents' least mastered competencies in physics by identifying their preferred game-based learning activity and determining their level of critical thinking, creative thinking, and problem-solving. A descriptive-developmental design was used in the study of selected learners from 129 grade 7 students, carried out at Bukal Sur National High School in Candelaria, Quezon, during the academic year 2022-2023. The study's findings revealed that the (...)
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  23. The Burden of Choice, the Complexity of the World and Its Reduction: The Game of Go/Weiqi as a Practice of "Empirical Metaphysics.Andrzej Nowak - 2018 - Avant: Trends in Interdisciplinary Studies 9 (3):101-125.
    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.
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  24.  84
    Just a game? Sport and psychoanalytic theory.Jack Black & Joseph S. Reynoso - 2024 - Psychoanalysis, Culture and Society (xx):xx-xx.
    Sport poses a number of important and no less significant questions, which, on the face of it, may not necessarily seem very important or significant to begin with – a peculiarity that we believe to be integral to sport itself. This article introduces, explores and outlines the psychoanalytic significance of this peculiarity. It explores how the emotions stirred by sport are intertwined with a realm of fiction and fantasy. Despite its lack of practical utility, sport carries an undeniable gravity, encapsulating (...)
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  25. Analogy of the Game as a Response to the Problems of Language: A Critical Analysis of Ludwig Wittgenstein’s Concept of Language-Games.Leo Andrew Diego - manuscript
    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 (...)
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  26. 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 significant (...)
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  27. The Mathematical Facts Of Games Of Chance Between Exposure, Teaching, And Contribution To Cognitive Therapies: Principles Of An Optimal Mathematical Intervention For Responsible Gambling.Catalin Barboianu - 2013 - Romanian Journal of Experimental Applied Psychology 4 (3):25-40.
    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 (...)
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  28. Modeling economic systems as locally-constructive sequential games.Leigh Tesfatsion - 2017 - Journal of Economic Methodology 24 (4):1-26.
    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, (...)
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  29.  73
    Questions as Dialogue Games. The Pragmatic Dimensions of “Authentic” Questions.Fabrizio Macagno - 2023 - Studies in Philosophy and Education 42 (5):519-539.
    Questions, and more specifically authentic questions, are at the core of dialogue-based learning and teaching. However, what is a question, and how can it be authentic? This paper addresses this problem by analyzing the distinct dimensions of questions, showing how their pragmatic nature is interwoven with the syntactic and semantic one, and how it can be grasped only by considering their dialogical functions. Questions are maintained to be proposals of different dialogue games (or types), pursuing specific interactional purposes, and potentially (...)
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  30. Online Footprint -A Serious Game for Reducing Digital Carbon Emission.Sepehr Vaez Afshar, Gülşen Aytaç, Sarvin Eshaghi & Sana Vaez Afshar - 2022 - In XXVI International Conference of the Ibero-American Society of Digital Graphics. Universidad Peruana de Ciencias Aplicadas: Ibero-American Society of Digital Graphics. pp. 1043-1052.
    Life is getting digital more than ever as technology improves. While the Internet is responsible for two percent of global greenhouse gas emissions, it is underestimated as a pollutant. Since public awareness is one of the most important preservation methods, it can contribute to protecting the environment from carbon emissions by raising people's understanding. In this regard, serious games, as a type of gamification transmitting educational content besides entertainment, immerse the player in enjoyment while teaching them a specific topic or (...)
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  31. Understanding Wittgenstein's positive philosophy through language‐games: Giving philosophy peace.Andrey Pukhaev - 2023 - Philosophical Investigations 46 (3):376-394.
    A significant discrepancy in Wittgenstein's studies is whether Philosophical Investigations contains any trace of positive philosophy, notwithstanding the author's apparent anti-theoretic position. This study argues that the so-called ‘Chapter on philosophy’ in the Investigations §§89–133 contains negative and positive vocabulary and the use of various voices through which Wittgenstein employs his primary method of language-games, thus providing a surveyable understanding of several philosophical concepts, such as knowledge and time. His positive philosophy aims to reorient our attention from understanding the (...)
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  32. The right way to play a game.C. Thi Nguyen - 2019 - Game Studies 19 (1).
    Is there a right or wrong way to play a game? Many think not. Some have argued that, when we insist that players obey the rules of a game, we give too much weight to the author’s intent. Others have argued that such obedience to the rules violates the true purpose of games, which is fostering free and creative play. Both of these responses, I argue, misunderstand the nature of games and their rules. The rules do not tell (...)
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  33. 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 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 be (...)
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  34. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance.Andrew J. Latham, Lucy L. M. Patston, Christine Westermann, Ian J. Kirk & Lynette J. Tippett - 2013 - PLoS ONE 8 (9).
    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years experience, (...)
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  35. Appropriate Self-Perceived Behaviors in Primary Education Pupils During Sports Games.Pedro Gil-Madrona, José Luis Gómez, Miguel Ángel Aguilar-Jurado & Eva Cristina Gutiérrez-Marín - 2020 - Frontiers in Psychology 11.
    Based on the results obtained from primary education students—fifth and sixth graders—the aim of this work is to check the appropriate self-perceived behaviors during and at the end of the game. The study population was made up of 698 students from fifth and sixth grade in the Autonomous Region of Castilla–La Mancha (Spain). Data were collected through a questionnaire (scale) on the social skills of primary school students linked to the adequate skills when losing, the adequate skills when winning, (...)
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  36. There's No Place Like Home: Dwelling and Being at Home in Digital Games.Daniel Vella - 2019 - In Espen Aarseth & Stephan Günzel (eds.), Ludotopia: Spaces, Places, and Territories in Computer Games. Transcript Verlag, Roswitha Gost, Sigrid Nokel U. Dr. Karin Werner. pp. 141-166.
    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 (...)
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  37. The Adinkra Game: An Intercultural Communicative and Philosophical Praxis.Kofi Dorvlo & A. S. C. A. Muijen - 2021 - In 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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  38. Developing an understanding of social norms and games : Emotional engagement, nonverbal agreement, and conversation.Ingar Brinck - 2014 - Theory and Psychology 24 (6):737–754.
    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 (...)
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  39.  54
    Short- and Long-Term Social Interactions from the Game Theoretical Perspective: A Cognitive Approach.Bartosz Żukowski & Magdalena Grothe - 2015 - In Piotr Łukowski, Aleksander Gemel & Bartosz Żukowski (eds.), Cognition, Meaning and Action: Lodz-Lund Studies in Cognitive Science. Kraków, Polska: Lodz University Press & Jagiellonian University Press. pp. 181-191.
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  40. Production and comprehension of gestures between orang-utans (Pongo pygmaeus) in a referential communication game.Richard Moore, Josep Call & Michael Tomasello - 2015 - PLoS ONE:pone.0129726.
    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 (...)
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  41. Cognitive Architectures for Serious Games.Manuel Gentile - 2023 - Dissertation, Università di Torino
    This dissertation summarises a research path aimed at fostering the use of Cognitive Architectures in Serious Games research field. Cognitive Architectures are an embodiment of scientific hypotheses and theories aimed at capturing the mechanisms of cognition that are considered consistent over time and independent of specific tasks or domains. The theoretical approaches provided by the research in computational cognitive modelling have been used to formalise a methodological framework to guide researchers and experts in the game-based education sector in designing, (...)
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  42. 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 of (...)
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  43. Interrogating Abdulrasheed Abiodun Adeoye’s ‘Neo-Alienation’ Directorial Style in the Productions of The Smart Game and The Lion and the Jewel.Olubunmi Fasoranti Abiola - 2018 - International Journal of Humanitatis Theoreticus 1 (1):39-46.
    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 (...)
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  44. It's All in the Game: A 3D Learning Model for Business Ethics.Suzy Jagger, Haytham Siala & Diane Sloan - 2016 - Journal of Business Ethics 137 (2):383-403.
    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 (...)
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  45.  90
    Echoes of Union Depot: A virtual reality educational game for historic preservation and public awareness.Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi - 2023 - In Proceedings of the 9th Regional International Symposium on Education and Research in Computer Aided Architectural Design in Europe. Tallinn: eCAADe Tallinn University of Technology, Department of Civil Engineering and Architecture. pp. 129-138.
    This paper presents the design, development, and potential impact of Echoes of Union Depot, a virtual reality (VR) game aimed at promoting historic preservation and raising public awareness about El Paso's Union Depot, a building listed on the National Register of Historic Places Inventory. The game leverages the immersive capabilities of VR technology and 360° images to engage players in exploring the site's rich history and architectural evolution. Players assume the role of a time-traveling detective, guiding lost spirits (...)
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  46. Observed Altruism of Dental Students: An Experiment Using the Ultimatum Game.Parker Crutchfield, Justin Jarvis & Terry Olson - 2017 - Journal of Dental Education 81 (11):1301-1308.
    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, (...)
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  47. Qualitative analysis of the reflection of the mathematical dimension of gambling in gaming online content – Technical report no. 1.Catalin Barboianu - 2023 - Philscience.
    The current study evaluates qualitatively how the mathematical dimension of gambling is reflected in the content of gambling websites. A number of gambling websites have been reviewed for their content in that respect. A statistical analysis recorded the presence of the mathematical dimension of gambling and its forms in the content of the participating websites, and a qualitative research study analyzed and assessed the quality of the content with respect to that dimension. The technical reports associated with this study describe (...)
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  48. Book note: Danielson, P. artificial morality: virtuous robots for virtual games.Luc Bovens - 1993 - Political Studies 41:719.
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  49. The positive side of psychopathy: Emotional detachment in psychopathy and rational decision-making in the ultimatum game.Takahiro Osumi & Hideki Ohira - 2010 - Personality and Individual Differences 49:451–456.
    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 (...)
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  50. The Universe as a Computer Game, from Virtual to Actual Reality.Alfred Driessen - 2018 - Scientia et Fides 6 (1):31-52.
    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 (...)
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