Results for 'Games Industry'

966 found
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  1.  76
    VIRTUAL LANDSCAPE IN SERIOUS GAMES: A FRAMEWORK FOR ENHANCING THE PLAYER INTERACTION FOCUSING ON THE LEARNING RATE.Sepehr Vaez Afshar - 2021 - Dissertation, Istanbul Technical University
    Throughout history, education has always been essential for humanity's justice and fundamental for the creation of a free and satisfying society with the dissemination of knowledge. Hence, in addition to the life occurrences educating people, traditional higher education methods have played an important role for a long period. However, the age of technology has changed the educational system along with the people's lifestyles to meet the continuously changing conditions. During the past twenty years, the Information and Communication Technologies (ICTs) led (...)
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  2. 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 (...)
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  3. LEVERAGING LANDSCAPE ARCHITECTURE AND ENVIRONMENTAL STORYTELLING FOR NEXT-GENERATION GAMING EXPERIENCES: A Holistic Approach to Virtual World Design.Sepehr Vaez Afshar, Sarvin Eshaghi, Sana Vaez Afshar & Ikhwan Kim - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi, Sana Vaez Afshar & Ikhwan Kim (eds.), The 11th International Conference of the Arab Society for Computation in Architecture, Art and Design. USA: Arab Society for Computation in Architecture, Art and Design. 5000 THAYER CTR STE C, OAKLAND MD 21550-1139, USA. pp. 639-651.
    Designing a virtual environment within a digital game occupies a large part of the design procedure, requiring holistic attention and a broad arrangement of the game constituents. Considering other design disciplines, they occupy a unified design methodology; however, a comprehensive literature review reveals the lack of the intended design methodology in the digital game domain's virtual environment development, despite a currently proposed theoretical methodology trying to dissolve the issue. Hence, this research aims to determine the industry's requirements and provide (...)
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  4.  49
    Gaming Google: Some Ethical Issues Involving Online Reputation Management.Jo Ann Oravec - 2013 - Journal of Business Ethics Education 10:61-81.
    Using the search engine Google to locate information linked to individuals and organizations has become part of everyday functioning. This article addresses whether the “gaming” of Internet applications in attempts to modify reputations raises substantial ethical concerns. It analyzes emerging approaches for manipulation of how personally-identifiable information is accessed online as well as critically-important international differences in information handling. Itinvestigates privacy issues involving the data mining of personally-identifiable information with search engines and social media platforms. Notions of “gaming” and “manipulation” (...)
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  5. Zastosowanie koncepcji kapitału społecznego w badaniach ludologicznych. Przykład branży gier komputerowych.Andrzej Klimczuk - 2010 - Homo Ludens 2:51--59.
    More and more people around the world are using computer (video) games. The development of the gaming industry means increasing of its complexity in all aspects. Not only is the content represented in games continuously differentiating, but we also see the increasing diversity among their creators, users, researchers and the public. This article aims to draw attention to the possibility of using the concept of social capital in ludologists’ research as well as in improving the quality of (...)
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  6. Gry komputerowe i branża gier a sztuka komiksowa.Andrzej Klimczuk - 2011 - In Grażyna Gajewska & Rafał Wójcik (eds.), Contextual Mix. Through Graphic Stories to Analyses of Contemporary Culture. Poznańskie Towarzystwo Przyjaciół Nauk. pp. 385--396.
    Growth in popularity of computer games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and aspirations. As a mass media games not only provide entertainment, but they are also an important source of income, knowledge and social problems. Article aims to bring closer look on the common areas of games and comics. On the one hand designers and (...)
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  7. Truthfulness and Business.Lubomira Radoilska - 2008 - Journal of Business Ethics 79 (1-2):21 - 28.
    According to a common assumption, truthfulness cannot have an intrinsic value in business. Instead, it is considered only instrumentally valuable for business, because it contributes to successful trust-building. Some authors deny truthfulness even this limited role by claiming that truth-telling is not an essential part of business, which is a sui generis practice like poker. In this article, I argue that truthfulness has indeed an intrinsic value in business and identify the conceptual confusions underlying the opposite view. My account of (...)
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  8. Zarządzanie zasobami ludzkimi w redakcji internetowego serwisu o grach komputerowych.Andrzej Klimczuk - 2012 - E-Wydawnictwo:1--20.
    Dziennikarstwo branżowe ma istotne znaczenie dla tworzenia i użytkowania gier komputerowych (wideo), które stanowią podstawę jednego z przemysłów kształtującej się na początku XXI wieku gospodarki kreatywnej. Przedstawiciele mediów informują o postępach w pracach nad nowymi grami, testują je przed premierą, wskazują deweloperom wady i zalety ich produkcji. W ten sposób oddziałują na opinie użytkowników oraz opisują wydarzenia i trendy związane ze środowiskami zajmującymi się bezpośrednio grami, jak też z ich otoczeniem. Celem artykułu jest prezentacja studium przypadku modelu zarządzania zasobami ludzkimi (...)
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  9. Beyond Competence: Preparing for Technological Change.William M. Goodman - 1990 - Peter Francis Publishers.
    In response to rapid technological changes in our society, there are calls by governments and industry for increased training of the workforce. But training alone is not sufficient to ensure success, even if talent, discipline and good fortune are all amply provided. When “training” goals require creativity, or decision making, or moral judgment, then adequate preparation must also include “education” in John Dewey’s sense—that is, imparting abilities to solve new problems and grasp novel meanings. Concluding this small monograph is (...)
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  10. International Aspects of Recent Phenomena in Media and Culture.Martin A. M. Gansinger - 2021 - Newcastle: Cambridge Scholars Publishing.
    The volume provides an updated perspective on international aspects of various developments in media and culture. It includes discussions on how the digital environment contributes to the transformation and re-interpretation of existing phenomena, such as violence-on-demand in online movies, the internet appeal of virtual gangsta rappers, or the revived battle rap tradition, which operates outside the commercial limitations of the music industry and generates more views on social media than most recording artists. -/- The book offers a new consideration (...)
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  11. The construction of Electromagnetism.Mario Natiello & H. G. Solari - manuscript
    Abstract We examine the construction of electromagnetism in its current form, and in an alternative form, from a point of view that combines a minimal realism with strict rational demands. We begin by discussing the requests of reason when constructing a theory and next, we follow the historical development as presented in the record of original publications, the underlying epistemology (often explained by the authors) and the mathematical constructions. The historical construction develops along socio-political disputes (mainly, the reunification of Germany (...)
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  12. 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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  13. The Epistemology of the Near Miss and Its Potential Contribution in the Prevention and Treatment of Problem-Gambling.Catalin Barboianu - 2019 - Journal of Gambling Studies 1:1-16.
    The near-miss has been considered an important factor of reinforcement in gambling behavior, and previous research has focused more on its industry-related causes and effects and less on the gaming phenomenon itself. The near-miss has usually been associated with the games of slots and scratch cards, due to the special characteristics of these games, which include the possibility of pre-manipulation of award symbols in order to increase the frequency of these “engineered” near-misses. In this paper, we argue (...)
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  14. Who pays attention to the moral aspects? Role of organizational justice and moral attentiveness in leveraging ethical behavior.Hussam Al Halbusi - 2022 - International Journal of Ethics and Systems 38:1-23.
    Purpose – Although there have been several studies on corporate justice and employee ethical behavior, little is known about the conditions in which this link develops. The purpose of this study is to investigate the direct effect of organizational justice and moral attentiveness toward employee ethical behavior. Importantly, this study also considers the moderating role of moral attentiveness on the links between organizational justice and employee ethical behavior. -/- Design/methodology/approach – The data was collected from 350 employees who were assessed (...)
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  15. Wireheading as a Possible Contributor to Civilizational Decline.Alexey Turchin - manuscript
    Abstract: Advances in new technologies create new ways to stimulate the pleasure center of the human brain via new chemicals, direct application of electricity, electromagnetic fields, “reward hacking” in games and social networks, and in the future, possibly via genetic manipulation, nanorobots and AI systems. This may have two consequences: a) human life may become more interesting, b) humans may stop participating in any external activities, including work, maintenance, reproduction, and even caring for their own health, which could slowly (...)
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  16. ONT.Paul Bali - manuscript
    contents -/- ONT vol 1 i. short review: Beyond the Black Rainbow ii. as you die, hold one thought iii. short review: LA JETÉE -/- ONT vol 2 i. maya means ii. short review: SANS SOLEIL iii. vocab iv. eros has an underside v. short review: In the Mood for Love -/- ONT vol 3 i. weed weakens / compels me ii. an Ender's Game after-party iii. playroom is a realm of the dead iv. a precise german History v. short (...)
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  17. Remarks on the Biology, Psychology and Politics of Religion.Michael Richard Starks - 2019 - Las Vegas, NV USA: Reality Press.
    In my view all behavior is an expression of our evolved psychology and so intimately connected to religion, morals and ethics, if one knows how to look at them. -/- Many will find it strange that I spend little time discussing the topics common to most discussions of religion, but in my view it is essential to first understand the generalities of behavior and this necessitates a good understanding of biology and psychology which are mostly noticeable by their absence in (...)
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  18. (1 other version)Talking Monkeys: Philosophy, Psychology, Science, Religion and Politics on a Doomed Planet - Articles and Reviews 2006-2017.Michael Starks - 2017 - Las Vegas, NV USA: Reality Press.
    This collection of articles was written over the last 10 years and edited to bring them up to date (2017). The copyright page has the date of the edition and new editions will be noted there as I edit old articles or add new ones. 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 (...)
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  19. An Evidence-driven Research to the Transgressions of Geneva Conventions by the Communist Party of China Led Autocratic Regime.Yang Immanuel Pachankis - 2022 - International Journal of Scientific and Engineering Research 13 (10):249-266.
    The "second-generation indigenization" hypothesis of Huntington's phenomenological observations on totalitarianism in Cold War regime collapse subtly portrayed the realpolitik interest groups' political influences with autocracy disbandment processes. The research puts democratization as the premise and globalization as purpose for the analysis, with the cultural anthropological psychopathology & criminological elements of genocide and crime against humanity explained, underlying some of the Communist Party of China (CPC)’s organizational behaviors. With the regionalism purposes & approaches to multilateralism by People's Republic of China (PRC), (...)
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  20. (1 other version)Will Hominoids or Androids Destroy the Earth? —A Review of How to Create a Mind by Ray Kurzweil (2012).Michael Starks - 2016 - In Suicidal Utopian Delusions in the 21st Century: Philosophy, Human Nature and the Collapse of Civilization-- Articles and Reviews 2006-2017 2nd Edition Feb 2018. Las Vegas, USA: Reality Press. pp. 675.
    Some years ago I reached the point where I can usually tell from the title of a book, or at least from the chapter titles, what kinds of philosophical mistakes will be made and how frequently. In the case of nominally scientific works these may be largely restricted to certain chapters which wax philosophical or try to draw general conclusions about the meaning or long term significance of the work. Normally however the scientific matters of fact are generously interlarded with (...)
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  21. Selamat Datang di Neraka di Bumi: Bayi, Perubahan Iklim, Bitcoin, Kartel, Tiongkok, Demokrasi, Keragaman, Disgenik, Kesetaraan, Peretas, Hak Asasi Manusia, Islam, Liberalisme, Kemakmuran, Web, Kekacauan, Kelaparan, Penyakit, Kekerasan, Kecerdasan Buatan, Perang.Michael Richard Starks - 2020 - Las Vegas, NV USA: Reality Press.
    America and the world are in the process of collapse from excessive population growth, most of it for the last century and now all of it due to 3rd world people. Consumption of resources and the addition of one or two billion more ca. 2100 will collapse industrial civilization and bring about starvation, disease, violence and war on a staggering scale. Billions will die and nuclear war is all but certain. In America this is being hugely accelerated by massive immigration (...)
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  22. Welcome to Hell on Earth - Artificial Intelligence, Babies, Bitcoin, Cartels, China, Democracy, Diversity, Dysgenics, Equality, Hackers, Human Rights, Islam, Liberalism, Prosperity, The Web.Michael Starks - 2020 - Las Vegas, NV USA: Reality Press.
    America and the world are in the process of collapse from excessive population growth, most of it for the last century and now all of it due to 3rd world people. Consumption of resources and the addition of one or two billion more ca. 2100 will collapse industrial civilization and bring about starvation, disease, violence and war on a staggering scale. Billions will die and nuclear war is all but certain. In America this is being hugely accelerated by massive immigration (...)
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  23.  64
    Pupils’ reading comprehension: Basis for the development of reading instructional material.Kendra Tabanera & Rebecca Barrios - 2024 - Industry and Academic Research Review 5 (1):212-217.
    This study was conducted to assess the reading comprehension among the grade 4 pupils in an integrated school in the District of Tangalan, Philippines. The result of the study was the basis on the development of an instructional reading material during the School Year 2023-2024. The design based research was used in this study using IPO model. The participants were the 66 grade 4 pupils and 10 teacher experts. Reading Comprehension Test and Learning Material Evaluation Tool were the data gathering (...)
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  24. 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 (...)
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  25. 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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  26. 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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  27. The Industrial Ontologies Foundry proof-of-concept project.Evan Wallace, Dimitris Kiritsis, Barry Smith & Chris Will - 2018 - In Ilkyeong Moon, Gyu M. Lee, Jinwoo Park, Dimitris Kiritsis & Gregor von Cieminski (eds.), Advances in Production Management Systems. Smart Manufacturing for Industry 4.0. Springer. pp. 402-409.
    The current industrial revolution is said to be driven by the digitization that exploits connected information across all aspects of manufacturing. Standards have been recognized as an important enabler. Ontology-based information standard may provide benefits not offered by current information standards. Although there have been ontologies developed in the industrial manufacturing domain, they have been fragmented and inconsistent, and little has received a standard status. With successes in developing coherent ontologies in the biological, biomedical, and financial domains, an effort called (...)
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  28. Games Unlike Life.C. Thi Nguyen - 2023 - Journal of Ethics and Social Philosophy 23 (3).
    This is a reply to Elisabeth Camp's and Elijah Millgram's probing discussions of "Games and the Art of Agency", in a symposium in Journal of Ethics and Social Philosophy. Millgram argues that games cannot function as a guide to life, because they are too different from life. Games are limited in a special way: in life, we deliberate about what goals we want to take on, but in games, the goals are fixed and given to us. (...)
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  29. Game Theory and the Self-Fulfilling Climate Tragedy.Matthew Kopec - 2017 - Environmental Values 26 (2):203-221.
    Game theorists tend to model climate negotiations as a so-called ‘tragedy of the commons’. This is rather worrisome, since the conditions under which such commons problems have historically been solved are almost entirely absent in the case of international greenhouse gas emissions. In this paper, I will argue that the predictive accuracy of the tragedy model might not stem from the model’s inherent match with reality but rather from the model’s ability to make self-fulfilling predictions. I then sketch some possible (...)
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  30. (1 other version)Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that appreciating (...)
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  31. Morality Games.Steve Brewer - 2020 - Philosophy Now 137:58-58.
    A dialogue arguing that morality has an objective basis in the mathematical object describing the "tit for tat" game theory. To play the game, a contractual obligation is freely made to cooperate and to fairly distribute the gains. Failure to meet these obligations results in social punishment.
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  32. Pre-Game Cheating and Playing the Game.Alex Wolf-Root - 2018 - Sport, Ethics and Philosophy 13 (3-4):334-347.
    There are well-known problems for formalist accounts of game-play with regards to cheating. Such accounts seem to be committed to cheaters being unable to win–or even play–the game, yet it seems that there are instances of cheaters winning games. In this paper, I expand the discussion of such problems by introducing cases of pre-game cheating, and see how a formalist–specifically a Suitsian–account can accommodate such problems. Specifically, I look at two (fictional) examples where the alleged game-players cheat prior to (...)
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  33. The Industrial Ontologies Foundry (IOF) Core Ontology.Milos Drobnjakovic, Boonserm Kulvatunyou, Farhad Ameri, Chris Will, Barry Smith & Albert Jones - 2022 - FOMI 2022: 12th International Workshop on Formal Ontologies Meet Industry, September 12-15, 2022, Tarbes, France.
    The Industrial Ontologies Foundry (IOF) was formed to create a suite of interoperable ontologies. Ontologies that would serve as a foundation for data and information interoperability in all areas of manufacturing. To ensure that each ontology is developed in a structured and mutually coherent manner, the IOF has committed to the tiered architecture of ontology building based on the Basic Formal Ontology (BFO) as top level. One of the critical elements of a successful tiered architecture build is the domain mid-level (...)
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  34. Defending Games: Reply to Hurka, Kukla and Noë.C. Thi Nguyen - 2021 - Analysis 81 (2):317-337.
    This is my reply to commentators in the symposium on my book, GAMES: AGENCY AS ART. The symposium features commentary by Thomas Hurka, Quill Kukla, and Alva Noe, and originally appeared in Analysis 81 (2).
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  35. Industrial Nostalgia and Working-Class Identity.Alfred Archer & Leonie Smith - 2024 - In Tobias Becker & Dylan Trigg (eds.), The Routledge Handbook of Nostalgia. Routledge. pp. 341-353.
    This chapter brings together important contributions from geographers, historians, sociologists and media theorists, and looks at these through the lens of social philosophy on the nature of resistance and oppression, to articulate and understand both the positive and negative ways in which industrial nostalgia shapes present-day working-class identities. Celebrations of abandoned industrial sites have been criticised by some as inflicting a form of violence on working-class people (High and Lewis 2007), transforming sites of working-class loss into objects of nostalgic appreciation (...)
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  36. A Game-Theoretic Approach to Peer Disagreement.Remco Heesen & Pieter van der Kolk - 2016 - Erkenntnis 81 (6):1345-1368.
    In this paper we propose and analyze a game-theoretic model of the epistemology of peer disagreement. In this model, the peers' rationality is evaluated in terms of their probability of ending the disagreement with a true belief. We find that different strategies---in particular, one based on the Steadfast View and one based on the Conciliatory View---are rational depending on the truth-sensitivity of the individuals involved in the disagreement. Interestingly, the Steadfast and the Conciliatory Views can even be rational simultaneously in (...)
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  37. 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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  38. Philosophical Games.Stefano Gualeni - 2022 - The Encyclopedia of Ludic Terms.
    Philosophical games are games designed to invite players to think philosophically within (and about) their gameworlds. They are interactive fictions allowing players to engage with philosophical themes in ways that often set them apart from non-interactive kinds of speculative fictions (such as philosophical novels or thought experiments). To better understand philosophical games, this entry proposes to distinguish two primary ways in which a philosophical game can approach its themes: dialectically or rhetorically.
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  39. The beauty industry and biodiversity: “The Story of Kindness”.Minh-Hoang Nguyen, Thi Quynh-Yen Nguyen & Quan-Hoang Vuong - manuscript
    Today, many people have realized that the climate change and biodiversity loss issues lie in how and to what extent humans consume products for their lives in the Anthropocene era. Consumerism has pushed natural resource exploitation to its peak, and the depletion of resources is becoming increasingly prevalent. The beauty and personal care industry has a large market and high profits, especially in the high-income segment. However, this advantage also carries the risk of facing scrutiny, investigations, and criticism from (...)
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  40. 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 (...)
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  41. 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 rational. (...)
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  42. 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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  43. The beauty industry, climate change, and biodiversity loss.Minh-Hoang Nguyen, Quynh-Yen Thi Nguyen & Quan-Hoang Vuong - 2024 - Visions for Sustainability 22:1-17.
    Many people now recognize that the challenges of climate change and biodiversity loss are rooted in how and to what extent humans consume goods in the Anthropocene era. Consumerism has driven natural resource exploitation to its peak, and resource depletion is becoming more common. The beauty and personal care industry has an enormous market and substantial profitability, particularly in the high-income category. However, this benefit comes with the risk of being scrutinized, investigated, and criticized by civil society groups, environmental (...)
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  44. 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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  45. A Game-Theoretic Solution to the Inconsistency Between Thrasymachus and Glaucon in Plato’s Republic.Hun Chung - 2016 - Ethical Perspectives 23 (2):383-410.
    In Book 1 of Plato’s Republic, Thrasymachus contends two major claims: (1) justice is the advantage of the stronger, and (2) justice is the good of the other, while injustice is to one’s own profit and advantage. In the beginning of Book II, Glaucon self-proclaims that he will be representing Thrasymachus’ claims in a better way, and provides a story of how justice has originated from a state of nature situation. However, Glaucon’s story of the origin of justice has an (...)
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  46. 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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  47. Adaptive Reuse of Industrial Heritage in the era of Radical Climate Change Related Urban Transitions.Asma Mehan & Jessica Stuckemeyer - 2023 - Geographies of the Anthropocene, Il Sileno Edizioni 6 (2):169-192.
    The adaptive reuse of industrial heritage, a critical component in addressing radical climate change-related urban transitions, is increasingly pertinent. This paper distinguishes ‘urban transitions’ from ‘urban transformation,’ emphasizing a more gradual, adaptive approach to urban development under the pressures of climate change. It explores the repurposing of industrial buildings and spaces, maintaining their cultural and historical value while meeting current urban needs. Through a mixed-methods approach, the paper analyses how adaptive reuse contributes to sustainable urban development, examines the scale and (...)
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  48. Culture Industry 2.0: Africa, Global South, World.Ewa Maria Latecka, Jean Du Toit, Mark Amiradakis & Gregory Morgan Swer - 2023 - Acta Academica 55 (2):1-8.
    It has been the better part of a century since the appearance of Dialectic of Enlightenment, and the technologies of mass communication that Adorno and Horkheimer placed at the centre of their analysis of mass culture have altered beyond recognition, and with them the culture itself. And this in turn raises the question of the continuing relevance of the ‘culture industry’ concept. Does the contemporary culture industry still operate along the same lines that Adorno and Horkheimer charted or (...)
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  49. Constitutive Rules: Games, Language, and Assertion.Indrek Reiland - 2018 - Philosophy and Phenomenological Research 100 (1):136-159.
    Many philosophers think that games like chess, languages like English, and speech acts like assertion are constituted by rules. Lots of others disagree. To argue over this productively, it would be first useful to know what it would be for these things to be rule-constituted. Searle famously claimed in Speech Acts that rules constitute things in the sense that they make possible the performance of actions related to those things (Searle 1969). On this view, rules constitute games, languages, (...)
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  50. (2 other versions)The explanation game: a formal framework for interpretable machine learning.David S. Watson & Luciano Floridi - 2020 - Synthese 198 (10):1–⁠32.
    We propose a formal framework for interpretable machine learning. Combining elements from statistical learning, causal interventionism, and decision theory, we design an idealised explanation game in which players collaborate to find the best explanation for a given algorithmic prediction. Through an iterative procedure of questions and answers, the players establish a three-dimensional Pareto frontier that describes the optimal trade-offs between explanatory accuracy, simplicity, and relevance. Multiple rounds are played at different levels of abstraction, allowing the players to explore overlapping causal (...)
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