Results for 'Game of Chicken'

964 found
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  1. Book note: Danielson, P. artificial morality: virtuous robots for virtual games.Luc Bovens - 1993 - Political Studies 41:719.
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  2. Game-Theoretic Robustness in Cooperation and Prejudice Reduction: A Graphic Measure.Patrick Grim - 2006 - In L. M. Rocha, L. S. Yaeger, M. A. Bedeau, D. Floreano, R. L. Goldstone & Alessandro Vespignani (eds.), Artificial Life X. Mit Press (Cambridge). pp. 445-451.
    Talk of ‘robustness’ remains vague, despite the fact that it is clearly an important parameter in evaluating models in general and game-theoretic results in particular. Here we want to make it a bit less vague by offering a graphic measure for a particular kind of robustness— ‘matrix robustness’— using a three dimensional display of the universe of 2 x 2 game theory. In a display of this form, familiar games such as the Prisoner’s Dilemma, Stag Hunt, Chicken (...)
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  3. We Have Met the Grey Zone and He is Us: How Grey Zone Warfare Exploits Our Undecidedness about What Matters to Us.Duncan MacIntosh - 2024 - In Mitt Regan & Aurel Sari (eds.), Hybrid Threats and Grey Zone Conflict: The Challenge to Liberal Democracies. New York, NY: Oxford University Press. pp. 61-85.
    Grey zone attacks tend to paralyze response for two reasons. First, they present us with choice scenarios of inherently dilemmatic structure, e.g., Prisoners’ Dilemmas and games of chicken, complicated by difficult conditions of choice, such as choice under risk or amid vagueness. Second, they exploit our uncertainty about how much we do or should care about the things under attack¬—each attack is small in effect, but their effects accumulate: how should we decide whether to treat a given attack as (...)
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  4. Classification of Chicken Diseases Using Deep Learning.Mohammed Al Qatrawi & Samy S. Abu-Naser - 2024 - Information Journal of Academic Information Systems Research (Ijaisr) 8 (4):9-17.
    Abstract: In recent years, the outbreak of various poultry diseases has posed a significant threat to the global poultry industry. Therefore, the accurate and timely detection of chicken diseases is critical to reduce economic losses and prevent the spread of diseases. In this study, we propose a method for classifying chicken diseases using a convolutional neural network (CNN). The proposed method involves preprocessing the chicken images, building and training a CNN model, and evaluating the performance of the (...)
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  5. The Game of Belief.Barry Maguire & Jack Woods - 2020 - Philosophical Review 129 (2):211-249.
    It is plausible that there are epistemic reasons bearing on a distinctively epistemic standard of correctness for belief. It is also plausible that there are a range of practical reasons bearing on what to believe. These theses are often thought to be in tension with each other. Most significantly for our purposes, it is obscure how epistemic reasons and practical reasons might interact in the explanation of what one ought to believe. We draw an analogy with a similar distinction between (...)
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  6. 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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  7. Games of Partial Information and Predicates of Personal Taste.Mihai Hîncu - 2016 - Logos and Episteme 7 (1):7-29.
    A predicate of personal taste occurring in a sentence in which the perspectival information is not linguistically articulated by an experiencer phrase may have two different readings. In case the speaker of a bare sentence formed with a predicate of personal taste uses the subjective predicate encoding perspectival information in one way and the hearer interprets it in another way, the agents’ acts are not coordinated. In this paper I offer an answer to the question of how a hearer can (...)
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  8. 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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  9. The game of metaphysics: towards a fictionalist (meta)metaphysics of science.Raoni Arroyo & Matteo Morganti - forthcoming - Revue de Métaphysique et de Morale.
    Metaphysics is traditionally conceived as aiming at the truth — indeed, the most fundamental truths about the most general features of reality. Philosophical naturalists, urging that philosophical claims be grounded on science, have often assumed an eliminativist attitude towards metaphysics, consequently paying little attention to such a definition. In the more recent literature, however, naturalism has instead been taken to entail that the traditional conception of metaphysics can be accepted if and only if one is a scientific realist (and puts (...)
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  10. Simple Games of Information Transmission.Bernd Lahno - 2012 - Analyse & Kritik 34 (2):315-338.
    Communication is an inherently strategic matter. This paper introduces simple game theoretic models of information transmission to identify different forms of uncertainty which may pose a problem of trust in testimony. Strategic analysis suggests discriminating between trust in integrity, trust in competence, trust in (the will to invest) effort and trust in honesty. Whereas uncertainty about the sender's honesty or integrity may directly influence a rational receiver's readiness to rely on sender's statements, neither uncertainty about the competence of a (...)
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  11. The Game of Thinking: A Book for the Free Mind.Stephen Muires - 2018 - London, UK: Flowing Books.
    We exist inside a Game of Thinking. We call it the universe, life, reality. But it is the Game of Thinking, a game not played by us, but by thought. Thinking is a fact; everything else is theory. Thought wants us to think. If that was not true, we would be able to stop thinking. But we are not. Our thinking process runs our lives, yet we do not control it, create it, or guide it. Nor can (...)
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  12. Introspection as a Game of Make‐Believe.Wolfgang Barz - 2014 - Theoria 80 (4):350-367.
    The aim of this article is to provide an account of introspective knowledge concerning visual experiences that is in accordance with the idea of transparent introspection. According to transparent introspection, a person gains knowledge of her own current mental state M solely by paying attention to those aspects of the external world which M is about. In my view, transparent introspection is a promising alternative to inner sense theories. However, it raises the fundamental question why a person who pays attention (...)
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  13. 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 the principles (...)
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  14. 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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  15. Repetition, experimentation: games of chance and the urban room for play.Nélio Conceição - 2018 - Itinera 14:54-66.
    Walter Benjamin’s texts on Baudelaire put forward a threefold analogy, surprising at first glance, between the experience of the crowd, typical of modern metropolises, mechanized work and games of chance. While exploring gambling and the gambler in Benjamin’s analysis, this article explores the inner ambiguity of the concept of repetition: firstly conceived as belonging to the «time of hell» of the ever-new, it can also be understood as a gateway for understanding the processes of experimentation, which are crucial to modern (...)
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  16. 6 Gadamer and the game of understanding.Monica Vilhauer - 2013 - In Emily Ryall (ed.), The philosophy of play. Milton Park, Abingdon, Oxon: Routledge. pp. 75.
    By Focusing on Hans-Georg Gadamer’s magnum opus Truth and Method, this paper aims to show how understanding itself — including the understanding of artworks, texts, tradition, and living speech — can be understood as a kind of game or dialogical play-process which requires crucial ethical conditions to be met if it is going to succeed. Success, in terms of the communication of meaning, requires that the players (or interlocutors) commit to a genuine participation with each other in which they (...)
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  17. Language Games of Philosophy, Psychology, Science and Religion-- Articles and Reviews 2006-2016 by Michael Starks 648p (2016).Michael R. Starks - 2016 - Michael Starks.
    This collection of articles was written over the last 10 years and the most important and longest within the last year. Also I have edited them to bring them up to date (2016). All the articles are about human behavior (as are all articles by anyone about anything), and so about the limitations of having a recent monkey ancestry (8 million years or much less depending on viewpoint) and manifest words and deeds within the framework of our innate psychology as (...)
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  18. Dummett and the Game of Tarots.Carlo Penco - 2013 - Teorema: International Journal of Philosophy (1):141-155.
    In this paper I give a reconstruction of Dummett’s main arguments concerning the theory of the occult origin of the Tarot, and discuss the reasons behind the success of the Tarot pack – in particular the Major Arcana – in the history of card games. I also provide some indication of the links between Dummett’s interest in the history of card games and aspects of his philosophical background. As I am not an expert on card games, this paper is mainly (...)
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  19. Is the secrecy of the parametric configuration of slot machines rationally justified? The exposure of the mathematical facts of games of chance as an ethical obligation.Catalin Barboianu - 2014 - Journal of Gambling Issues 29 (DOI: 10.4309/jgi.2014.29.6):1-23.
    Slot machines gained a high popularity despite a specific element that could limit their appeal: non-transparency with respect to mathematical parameters. The PAR sheets, exposing the parameters of the design of slot machines and probabilities associated with the winning combinations are kept secret by game producers, and the lack of data regarding the configuration of a machine prevents people from computing probabilities and other mathematical indicators. In this article, I argue that there is no rational justification for this secrecy (...)
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  20. Artificial Agency and the Game of Semantic Extension.Fossa Fabio - 2021 - Interdisciplinary Science Reviews 46 (4):440-457.
    Artificial agents are commonly described by using words that traditionally belong to the semantic field of organisms, particularly of animal and human life. I call this phenomenon the game of semantic extension. However, the semantic extension of words as crucial as “autonomous”, “intelligent”, “creative”, “moral”, and so on, is often perceived as unsatisfactory, which is signalled with the extensive use of inverted commas or other syntactical cues. Such practice, in turn, has provoked harsh criticism that usually refers back to (...)
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  21. Does language have a downtown? Wittgenstein, Brandom, and the game of “giving and asking for reasons”.Pietro Salis - 2019 - Disputatio. Philosophical Research Bulletin 8 (9):1-22.
    Wittgenstein’s Investigations proposed an egalitarian view about language games, emphasizing their plurality (“language has no downtown”). Uses of words depend on the game one is playing, and may change when playing another. Furthermore, there is no privileged game dictating the rules for the others: games are as many as purposes. This view is pluralist and egalitarian, but it says little about the connection between meaning and use, and about how a set of rules is responsible for them in (...)
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  22. Morality Play: A Model for Developing Games of Moral Expertise.Dan Staines, Paul Formosa & Malcolm Ryan - 2019 - Games and Culture 14 (4):410-429.
    According to cognitive psychologists, moral decision-making is a dual-process phenomenon involving two types of cognitive processes: explicit reasoning and implicit intuition. Moral development involves training and integrating both types of cognitive processes through a mix of instruction, practice, and reflection. Serious games are an ideal platform for this kind of moral training, as they provide safe spaces for exploring difficult moral problems and practicing the skills necessary to resolve them. In this article, we present Morality Play, a model for the (...)
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  23. Broiler Chickens and a Critique of the Epistemic Foundations of Animal Modification.Samantha Noll - 2013 - Journal of Agricultural and Environmental Ethics 26 (1):273-280.
    Within this paper, I critique the history of the modification of the broiler chicken through selective breeding and possible future genetic modification. I utilize Margaret Atwood’s fictitious depiction of genetically engineered chickens, from her novel Oryx and Crake , in order to forward the argument that modifications that eliminate animal telos either move beyond the range of current ethical frameworks or can be ethically defended by them. I then utilize the work of feminist epistemologists to argue that understanding what (...)
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  24. Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the (...)
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  25. Cheaters Never Prosper? Winning by Deception in Purely Professional Games of Pure Chance.Michael Hemmingsen - 2020 - Sport, Ethics and Philosophy 15 (2):266-284.
    I argue that in purely professional games of pure chance, such as slot machines, roulette, baccarat or pachinko, any instance of cheating that successfully deceives the judge can be ‘part of the game’. I examine, and reject, various proposals for the ‘ethos’ that determines how we ought to interpret the formal rules of games of pure chance, such as being a test of skill, a matter of entertainment, a display of aesthetic beauty, an opportunity for hedonistic pleasure, and a (...)
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  26. Ambassadors of the game: do famous athletes have special obligations to act virtuously?Christopher C. Yorke & Alfred Archer - 2020 - Journal of the Philosophy of Sport 47 (2):301-317.
    Do famous athletes have special obligations to act virtuously? A number of philosophers have investigated this question by examining whether famous athletes are subject to special role model obligations (Wellman 2003; Feezel 2005; Spurgin 2012). In this paper we will take a different approach and give a positive response to this question by arguing for the position that sport and gaming celebrities are ‘ambassadors of the game’: moral agents whose vocations as rule-followers have unique implications for their non-lusory lives. (...)
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  27. 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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  28. 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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  29. Understanding and Calculating the Odds: Probability Theory Basics and Calculus Guide for Beginners, with Applications in Games of Chance and Everyday Life.Catalin Barboianu - 2006 - Craiova, Romania: Infarom.
    This book presents not only the mathematical concept of probability, but also its philosophical aspects, the relativity of probability and its applications and even the psychology of probability. All explanations are made in a comprehensible manner and are supported with suggestive examples from nature and daily life, and even with challenging math paradoxes.
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  30. 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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  31. 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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  32. Prisoners of Reason: Game Theory and Neoliberal Political Economy.S. M. Amadae (ed.) - 2015 - New York: Cambridge University Press.
    Is capitalism inherently predatory? Must there be winners and losers? Is public interest outdated and free-riding rational? Is consumer choice the same as self-determination? Must bargainers abandon the no-harm principle? Prisoners of Reason recalls that classical liberal capitalism exalted the no-harm principle. Although imperfect and exclusionary, modern liberalism recognized individual human dignity alongside individuals' responsibility to respect others. Neoliberalism, by contrast, views life as ceaseless struggle. Agents vie for scarce resources in antagonistic competition in which every individual seeks dominance. This (...)
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  33. the philosophical interpretation of language game theory.Nick Zangwill - 2021 - Journal of Language Evolution 6 (2):136–153.
    I give an informal presentation of the evolutionary game theoretic approach to the conventions that constitute linguistic meaning. The aim is to give a philosophical interpretation of the project, which accounts for the role of game theoretic mathematics in explaining linguistic phenomena. I articulate the main virtue of this sort of account, which is its psychological economy, and I point to the casual mechanisms that are the ground of the application of evolutionary game theory to linguistic phenomena. (...)
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  34. 16 The logic of lockdowns: a game of modeling and evidence.Wesley J. Park - 2022 - BMJ Evidence-Based Medicine 27 (Suppl 1):A59.
    Lockdowns, or modern quarantines, involve the use of novel restrictive non-pharmaceutical interventions (NPIs) to suppress the transmission of COVID-19. In this paper, I aim to critically analyze the emerging history and philosophy of lockdowns, with an emphasis on the communication of health evidence and risk for informing policy decisions. I draw a distinction between evidence-based and modeling-based decision-making. I argue that using the normative framework of evidence-based medicine would have recommended against the use of lockdowns. I first review the World (...)
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  35. 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 persons (...)
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  36. On being part of a game.Alex Wolf-Root - 2019 - Journal of the Philosophy of Sport 47 (1):75-88.
    What is it for someone to be part of a game? While significant work has been done on the concept of playing a game, less has been done on the concept of being part of a game. This paper looks at how someone’s status of being part of a game can be distinguished from their status of playing a game, and then introduces a new taxonomy for the different ways in which someone can be part (...)
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  37. "Indirect Information": the Debate on Testimony in Social Epistemology and Its Role in the Game of Giving and Asking for Reasons.Raffaela Giovagnoli - 2019 - Information 10:1-10.
    We’ll sketch the debate on testimony in social epistemology by reference to the contemporary debate on reductionism/anti-reductionism, communitarian epistemology and inferentialism. Testimony is a fundamental source of knowledge we share and it is worthy to be considered in the ambit of a dialogical perspective, which requires a description of a formal structure which entails deontic statuses and deontic attitudes. In particular, we’ll argue for a social reformulation of the “space of reasons”, which establishes a fruitful relationship with the epistemological view (...)
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  38. Spectating games can be a form of gameplay.A. Declos - forthcoming - British Journal of Aesthetics.
    Watching other people play videogames —a.k.a. ‘spectator gaming’— is a widespread practice. Yet, it is considered by some as an inadequate form of engagement with games. In this paper, I show that the strongest objection to spectator gaming relies on the claim that some properties of videogames are better, if not exclusively, accessible to the player. After that, I propose two replies to this challenge. The first is that ‘secondary players’, i.e., individuals who indirectly take part in the game, (...)
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  39.  44
    Welcome to the discourse of the real: Constituting the boundaries of games and players.Mia Consalvo & Christopher A. Paul - 2013 - Foundations of Digital Games.
    Discourse shapes the way we see the world. In game design and game studies, discourse also shapes the games we make, the games we play, and how we think about games in general. One key discursive construction in contemporary game culture is to portray some games as ‘real’ or ‘authentic,’ rendering others as fake or lesser. In this essay we analyze the discourse of real games by focusing on four key discursive constructions that prop up notions of (...)
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  40. Games and the fluidity of layered agency.Luca Ferrero - 2021 - Journal of the Philosophy of Sport 48 (3):344-355.
    What can the philosophy of agency learn from Nguyen’s book on games? The most important lesson concerns, to use Nguyen’s terms, the ‘layered’ structure of our agency and the ‘fluidity’ requ...
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  41. Keep the chickens cooped: the epistemic inadequacy of free range metaphysics.Amanda Bryant - 2020 - Synthese 197 (5):1867-1887.
    This paper aims to better motivate the naturalization of metaphysics by identifying and criticizing a class of theories I call ’free range metaphysics’. I argue that free range metaphysics is epistemically inadequate because the constraints on its content—consistency, simplicity, intuitive plausibility, and explanatory power—are insufficiently robust and justificatory. However, since free range metaphysics yields clarity-conducive techniques, incubates science, and produces conceptual and formal tools useful for scientifically engaged philosophy, I do not recommend its discontinuation. I do recommend, however, ending the (...)
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  42. Precis of Games: Agency as Art.C. Thi Nguyen - manuscript
    Games are a distinctive form of art — and very different from many traditional arts. Games work in the medium of agency. Game designers don’t just tell stories or create environments. They tell us what our abilities will be in the game. They set our motivations, by setting the scoring system and specifying the win-conditions. Game de-signers sculpt temporary agencies for us to occupy. And when we play games, we adopt these designed agencies, submerging ourselves in them, (...)
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  43. The Forms and Fluidity of Game Play.C. Thi Nguyen - 2019 - In Thomas Hurka (ed.), Games, Sports, and Play: Philosophical Essays. Oxford University Press. pp. 54-73.
    Are games essentially a form of make-believe, or essentially an act of struggling against obstacles? There have been several attempts to reduce one of these accounts to the other. Kendall Walton has argued for the primacy of the make-believe account of games. Even when we are struggling against obstacles in games, says Walton, we are engaged in a form of make-believe: we are making believe that these lines are real obstacles, that these points really matter. Bernard Suits has argued for (...)
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  44. Roleplaying Game–Based Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - 2024 - Proceedings of the 2024 American Society for Engineering Education St. Lawrence Section Annual Conference.
    How do we prepare engineering students to make ethical and responsible decisions in their professional work? This paper presents an approach that enhances engineering students’ engagement with ethical reasoning by simulating decision-making in a complex scenario. The approach has two principal inspirations. The first is Anthony Weston’s scenario-based teaching. Weston’s concept of a scenario is a situation that changes in response to choices made by participants, according to an inner logic. Scenarios can dynamically explore open-ended complex problems without imposing predetermined (...)
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  45. Merciless justice: the dialectic of the universal and the particular in Kantian ethics, competitive games, and Bhagavad Gītā.Michael Yudanin - 2013 - Journal of Indian Philosophy and Religion 18:124-143.
    Morality is traditionally understood as comprised of two components: justice and mercy. The first component, justice, the universal component of the form, is frequently seen as foundational for any moral system – which poses a challenge of explaining the second component, mercy, the particular component of content. Kantian ethics provides an example of this approach. After formulating his universalist theory of ethics in the Groundwork of the metaphysics of morals and further developing it in the Critique of practical reason, he (...)
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  46. Games: Agency as Art.C. Thi Nguyen - 2020 - New York: Oxford University Press.
    Games occupy a unique and valuable place in our lives. Game designers do not simply create worlds; they design temporary selves. Game designers set what our motivations are in the game and what our abilities will be. Thus: games are the art form of agency. By working in the artistic medium of agency, games can offer a distinctive aesthetic value. They support aesthetic experiences of deciding and doing. -/- And the fact that we play games shows something (...)
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  47.  72
    The public's overview on the introduction of games, play, and gamification in Romanian libraries.Paula-Gratiela Cernamorit - 2024 - Eon 5 (3):184-195.
    Games, play and gamification are essential for all ages because they allow players to develop useful 21st century skills such as digital literacy, critical and scientific thinking, problem solving, comprehension and communication skills, storytelling skills, etc. The new generation of digital natives requires a different approach in learning new things and libraries could take advantage of that by using gamification on learning content. In this way, libraries could become more welcoming spaces, more open to the public and much more interested (...)
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  48. Machining Behaviour of Aluminium 6063 with Strengthen Aluminium Oxide and Chicken Bone Ash Produced by Modern Technique.R. Ramamoorthi & K. Sriram - 2021 - Journal of Science Technology and Research (JSTAR) 2 (1):11-23.
    In this experimental investigation the Aluminium 6063 is treated with Aluminium Oxide (Al2O3) and Chicken Bone Ash (CBA). This Aluminium metal matrix composite is mixed at certain compositions and observed with the mechanical properties. Two main mechanical properties which includes Surface roughness and corrosion behavior is mainly focused in this research work. In this Research work aluminium hybrid metal matrix composite (AHMMC) is fabricated through stir casting process. Al6063 shows good mechanical properties and corrosion behavior changes, when combined with (...)
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  49. Effects of Game-Based Activities on Student's Social Skills and Attitudes toward Learning Science.Nestor Lasala Jr - 2024 - Recoletos Multidisciplinary Research Journal 12 (1):181-194.
    This study evaluated the effectiveness of four game-based activities (GBAs) in teaching ecosystems to Grade 7 Biology students. Involving 69 students (34 control, 35 experimental), the quasi-experimental study used a mixed-methods approach. The researcher utilized a static-group comparison design for the quantitative phase and a thematic analysis for the qualitative phase. Quantitative analysis revealed significant improvements in the experimental group's social skills (p<0.05; Cohen’s d = 0.63) and conceptual understanding (p<0.05; Cohen’s d = 0.86). Descriptive statistical analysis also suggests (...)
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  50. Echoes of Union Depot: A virtual reality educational game for historic preservation and public awareness.Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi (eds.), 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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