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. 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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  4. 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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  5.  58
    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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  6.  68
    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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  7. 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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  8.  98
    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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  9. 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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  10.  57
    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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  11. 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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  12. 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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  13.  72
    VALIDITY: A Learning Game Approach to Mathematical Logic.Steven James Bartlett - 1973, 1974, 2014 - Hartford, CT: Lebon Press.
    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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  14. 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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  15. 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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  16. 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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  17. 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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  18. 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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  19. 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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  20. 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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  21.  29
    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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  22.  96
    Book Review: Mathematics of Casino Carnival Games. [REVIEW]Catalin Barboianu - 2021 - International Gambling Studies 21.
    Book Review Mathematics of casino carnival games by Mark Bollman, New York: CRC Press 2021, 318 pp., GBP 48.99 (hardback), ISBN 9780367348656.
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  23. 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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  24.  50
    Book Review: Luck, Logic, and White Lies: The Mathematics of Games, Second Edition. [REVIEW]Catalin Barboianu - 2021 - International Gambling Studies 21.
    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.
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  25.  65
    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.  92
    The Adinkra Game: An Intercultural Communicative and Philosophical Praxis.Louise Muller, 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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  27.  28
    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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  28. 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. Bielefeld, Germany: 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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  29. 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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  30.  92
    Book Note: Danielson, P. Artificial Morality: Virtuous Robots for Virtual Games.Luc Bovens - 1993 - Political Studies 41:719.
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  31. 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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  32. 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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  33.  18
    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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  34. 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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  35. Griffiths, M., Shonin, E., & Van Gordon, W. (2015). Mindfulness as a Treatment for Gambling Disorder. Journal of Gambling and Commercial Gaming Research, In Press.Mark Griffiths, Edo Shonin & William Van Gordon - 2015 - Journal of Gambling and Commercial Gaming Research 1:1-6.
    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 (...)
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  36. Peirce's Arrow and Satzsystem: A Logical View for the Language-Game.Rafael Duarte Oliveira Venancio - 2013 - Asian Journal of Humanities and Social Studies 1 (5):265-273.
    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 (...)
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  37. Explanatory Independence and Epistemic Interdependence: A Case Study of the Optimality Approach.Angela Potochnik - 2010 - British Journal for the Philosophy of Science 61 (1):213-233.
    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 (...)
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  38. Being Together, Worlds Apart: A Virtual-Worldly Phenomenology.Rebecca A. Hardesty & Ben Sheredos - 2019 - Human Studies (3):1-28.
    Previous work in Game Studies 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 (...)
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  39. Chess Masters' Hypothesis Testing in Games of Dynamic Equilibrium.Michelle B. Cowley-Cunningham - 2016 - SSRN Econometrics: Econometric and Statistical Methods – General eJournal, Vol. 9, Issue 5: Jan 12, 2016.
    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 (...)
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  40.  44
    Study on Effect of Shared Investing Strategy on Trust in AI.N. YokoiRyosuke & N. Kazuya - 2019 - Japanese Journal of Experimental 59 (1):46-50.
    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 (...)
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  41. Is Virtual Marriage Acceptable? A Psychological Study Investigating The Role of Ambiguity Tolerance and Intimacy Illusion in Online Dating Among Adolescents and Early Adults.Juneman Abraham & Annisa Falah - 2017 - Journal of Psychological and Educational Research 24 (2):117-143.
    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. (...)
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  42. Hypothesis Testing: How We Foresee Falsification in Competitive Games.Michelle B. Cowley-Cunningham - 2017 - Saarbrücken, Germany: Lambert Academic Publishing.
    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 (...)
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  43. 'Who Put That on There … Why Why Why?' Power Games and Participatory Techniques of Visual Data Production.Dawn Mannay - 2013 - Visual Studies 28 (2):136-146.
    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 (...)
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  44. Living-Into, Living-With: A Schutzian Account of the Player/Character Relationship.Rebecca A. Hardesty - 2016 - Glimpse 17:27-34.
    Games Studies reveals the performative nature of playing a character in a virtual-game-world (Nitsche 2008, p.205; Pearce 2006, p.1; Taylor 2002, p.48). Tbe Player/Character relationship is typically understood in terms of the player’s in-game “presence” (Boellstorff 2008, p.89; Schroeder 2002, p.6). This gives the appearance that living-into a game-world is an all-or- nothing affair: either the player is “present” in the game-world, or they are not. I argue that, in fact, a constitutive phenomenology reveals the (...)
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  45. Assessment of Soft Power Strategies: Towards an Aggregative Analytical Model for Country-Focused Case Study Research.Artem Patalakh - 2016 - Croatian International Relations Review 22 (76):85-112.
    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 (...)
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  46. Some Epistemic Benefits of Action-Tetris, a Case Study.David Kirsh & P. Maglio - 1992 - Proceedings of the 14th Annual Conference of the Cognitive Science Society.
    We present data and argument to show that in Tetris—a real-time interactive video game—certain cognitive and perceptual problems are more quickly, easily, and reliably solved by performing actions in the world rather than by performing computational actions in the head alone. We have found that some translations and rotations are best understood as being used to implement a plan, or to implement a reaction. To substantiate our position we have implemented a computational laboratory that lets us record keystrokes and (...)
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  47. Competition as Cooperation.C. Thi Nguyen - 2017 - Journal of the Philosophy of Sport 44 (1):123-137.
    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 (...)
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  48. Existential Ludology and Peter Wessel Zapffe.Stefano Gualeni & Daniel Vella - 2021 - In Victor Navarro-Remesal & Oliver Perez-Latorre (eds.), Perspectives on the European Videogame. Amsterdam (The Netherlands): Amsterdam University Press. pp. 175-192.
    A relatively common approach in game studies 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 game studies which considers our engagement with gameworlds from an existential perspective. In the (...)
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  49. Split-Screen : Videogame History Through Local Multiplayer Design.Veli-Matti Karhulahti & Pawel Grabarczyk - forthcoming - Design Issues.
    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.
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  50. De-Roling from Experiences and Identities in Virtual Worlds.Stefano Gualeni - 2017 - Journal of Virtual Worlds Research 10 (2).
    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 (...) studies 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, game studies, and the design of digital virtual worlds. (shrink)
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