Results for 'Gaming Therapy'

977 found
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  1. 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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  2. DeusEx Saved My Life: A Feminist-Autoethnography of Video-Gaming Through Major Depressive Disorder.Nicholas Norman Adams - 2024 - Qualitative Health Research:1-15.
    Autoethnographic accounts of mental illness (MI) are sparse in academic scholarship, despite generating valuable insights into how MI can be experienced and coped with in real-life contexts. First-person accounts from men are especially lacking, possibly linked to historic trend for masculine stoicism stifling male MI discussions. Some scholarships explore video-gaming as a positive, escapist aid benefiting individuals experiencing major depressive disorder (MDD). However, no research exists presenting in-depth perspectives on possible positive effects, self-identified and articulated by actors engaging with (...)
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  3. 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 mindfulness approaches (...)
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  4. Review of 'Wittgenstein and the End of Philosophy-- Neither Theory nor Therapy' by Daniel Hutto 2nd ed. (2006)(review revised 2019).Michael Starks - 2019 - In The Logical Structure of Human Behavior. Las Vegas, NV USA: Reality Press. pp. 364-382.
    One of the leading exponents of W's ideas on the language games of inner and outer (the `Two Selves' operation of our personality or intentionality or EP etc.) is the prolific Daniel Hutto (DH). His approach is called `Radical Enactivism' and is well explained in numerous recent books and papers (see my review of Radicalizing Enactivism) and a new one is appearing as I write (Evolving Enactivism). It is a development of or version of the Embodied Mind ideas now current (...)
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  5. 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 (...)
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  6. 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 that starting (...)
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  7. Content and Psychology.Warren Harold Dow - 1991 - Dissertation, University of California, San Diego
    The theoretical underpinnings and practical worth of content-based, intentional, or "folk" psychology have been challenged by three distinct groups of philosophical critics in the past 15 years or so. The first group, comprised by Hilary Putnam, Tyler Burge, and other advocates of "wide" or "externalist" theories of meaning, claims that traditional psychologists have been mistaken in assuming that our beliefs, desires, and other content-laden states supervene on or inhere in our individual minds or brains. The other two groups are both (...)
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  8. The Moral Dimension of Wittgenstein’s Philosophical Method.Chrysoula Gitsoulis - 2007 - Analysis and Metaphysics (Special Issue on Wittgenstein) 6:452-467.
    Wittgenstein wrote: 'Working in philosophy … is really more a working on oneself. On one's own interpretation. On one's own way of seeing things.' In what sense, for Wittgenstein, is work in philosophy 'work on oneself'? This paper will be devoted to answering this question, and to delineating the moral aspects of this work.
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  9. 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 remarkable about us. (...)
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  10. 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 medium of agency. (...)
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  11. 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. Camp argues that there (...)
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  12. 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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  13. (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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  14. Wittgensteinian 'Therapy', Experimental Philosophy, and Metaphilosophical Naturalism.Eugen Fischer - 2017 - In Kevin M. Cahill & Thomas Raleigh (eds.), Wittgenstein and Naturalism. New York: Routledge. pp. 260-286.
    An important strand of current experimental philosophy promotes a new kind of methodological naturalism. This chapter argues that this new ‘metaphilosophical naturalism’ is fundamentally consistent with key tenets of Wittgenstein’s metaphilosophy, and can provide empirical foundations for therapeutic conceptions of philosophy. Metaphilosophical naturalism invites us to contribute to the resolution of philosophical problems about X by turning to scientific findings about the way we think about X – in general or when doing philosophy. This new naturalism encourages us to use (...)
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  15. Music Therapy and Dementia: Rethinking the Debate Over Advance Directives.Steve Matthews - 2014 - Ethics Education 20:18-35.
    Ronald Dworkin argued that Advance Directives informed by a principle of autonomy ought to guide decisions in relation to the treatment of those in care for dementia. The principle of autonomy in play presupposes a form of competence that is tied to the individual person making the Directive. This paper challenges this individualist assumption. It does so by pointing out that the competence of a patient is inherently relational, and the key illustrative case to make this point is the case (...)
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  16. 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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  17. 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 a (...)
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  18. 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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  19. 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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  20. 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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  21. 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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  22. Game Theory and Demonstratives.J. P. Smit - 2024 - Erkenntnis 89 (8).
    This paper argues, based on Lewis’ claim that communication is a coordination game (Lewis in Minnesota studies in the philosophy of science, University of Minnesota Press, Minneapolis, pp 3–35, 1975), that we can account for the communicative function of demonstratives without assuming that they semantically refer. The appeal of such a game theoretical version of the case for non-referentialism is that the communicative role of demonstratives can be accounted for without entering the cul de sac of trying to construct conventions (...)
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  23. 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 (...)
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  24. 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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  25. 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 the work (...)
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  26. (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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  27. (1 other version)Conceptual Therapy: An Introduction to Framework-relative Epistemology.Steven James Bartlett - 1983 - St. Louis, MO: Studies in Theory and Behavior.
    An introductory text describing the author’s approach to epistemology in terms of self-referential argumentation and self-validating proofs. The text emphasizes a skill-based, rather than content-based, approach to the study of epistemology. The book is a simply stated, basic text whose purpose is to introduce students to the technical approach to epistemology developed by the author in other publications. ●●●●● -/- 2022 UPDATE: The approach of this book has been updated and developed further in the author’s 2021 book _Critique of Impure (...)
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  28. 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, and speech (...)
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  29.  10
    The Identity Game.Landen Godwin - manuscript
    THE IDENTITY GAME THE CORE MECHANICS RULE There is only one rule: A thing can only be understood by what it is not. This single rule generates all meaning. FORMULA Intelligence = Awareness × Distinction Understanding emerges when awareness meets distinction. Each new distinction multiplies against awareness, transforming all previous understanding. WEB Because of the rule, every distinction creates connections to everything it is not. This forms an inverse web of meaning - each thing defined by its differences from all (...)
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  30.  51
    Therapy.Phil Hutchinson & Rupert Read - 2010 - In Kelly Dean Jolley (ed.), Wittgenstein: Key Concepts. Routledge. pp. 149-159.
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  31. Therapie statt Theorie. Das Big Typescript als Schluessel zu Wittgensteins spaeter Philosophieauffassung.Eugen Fischer - 2006 - In Stefan Majetschak (ed.), Wittgensteins "Grosse Maschinenschrift". Lang. pp. 31-59.
    The paper clarifies therapeutic ideas about philosophical method which Wittgenstein puts forward in his "Big Typescript". It does so by analysing how Wittgenstein treats the question 'What is meaning?', in that part of the same work from which the opening sections of his "Philosophical Investigations" derive. On this basis, the paper explains why Wittgenstein set himself a therapeutic goal, why this is reasonable, and how he sought to attain that goal without 'pronouncing new truths about the subject of the investigation', (...)
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  32. Psychedelic therapy for body dysmorphic disorder.Shevaugn Johnson & Chris Letheby - 2022 - Journal of Psychedelic Studies 6 (1):23-30.
    In this opinion piece we propose the investigation of psychedelic-assisted psychotherapy for the treatment of body dysmorphic disorder (BDD). BDD is a psychiatric disorder characterised by appearance-based preoccupations and accompanying compulsions. While safe and effective treatments for BDD exist, non-response and relapse rates remain high. Therefore, there is a need to investigate promising new treatment options for this highly debilitating condition. Preliminary evidence suggests safety, feasibility, and potential efficacy of psychedelic treatments in disorders that share similar psychopathological mechanisms with BDD. (...)
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  33. From Therapy and Enhancement to Assistive Technologies: An Attempt to Clarify the Role of the Sports Physician.Patrick Grüneberg - 2012 - Sport, Ethics and Philosophy 6 (4):480-491.
    Sports physicians are continuously confronted with new biotechnological innovations. This applies not only to doping in sports, but to all kinds of so-called enhancement methods. One fundamental problem regarding the sports physician's self-image consists in a blurred distinction between therapeutic treatment and non-therapeutic performance enhancement. After a brief inventory of the sports physician's work environment I reject as insufficient the attempts to resolve the conflict of the sports physician by making it a classificatory problem. Followed by a critical assessment of (...)
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  34. The Therapy of Desire in Times of Crisis: Lessons Learned from Buddhism and Stoicism.Xiaojun Ding, Yueyao Ma, Feng Yu & Lillian Abadal - 2023 - Religions 14 (237):1-24.
    Desire is an important philosophical topic that deeply impacts everyday life. Philosophical practice is an emerging trend that uses philosophical theories and methods as a guide to living a eu‐ daimonic life. In this paper, we define desire philosophically and compare different theories of desire in specific Eastern and Western traditions. Based on the Lacanian conceptual–terminological triad of “Need‐Demand‐Desire”, the research of desire is further divided into three dimensions, namely, the subject of desire, the object of desire, and the desire (...)
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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. Reasoning about causality in games.Lewis Hammond, James Fox, Tom Everitt, Ryan Carey, Alessandro Abate & Michael Wooldridge - 2023 - Artificial Intelligence 320 (C):103919.
    Causal reasoning and game-theoretic reasoning are fundamental topics in artificial intelligence, among many other disciplines: this paper is concerned with their intersection. Despite their importance, a formal framework that supports both these forms of reasoning has, until now, been lacking. We offer a solution in the form of (structural) causal games, which can be seen as extending Pearl's causal hierarchy to the game-theoretic domain, or as extending Koller and Milch's multi-agent influence diagrams to the causal domain. We then consider three (...)
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  37. 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 of (...)
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  38. 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 brings to attention (...)
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  39. A Game-Based Tool for Freshmen Design Students During the Pandemic Distance Learning.Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek - 2021 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek (eds.), 4th International Symposium on Art and Design Education: Art and design during and after the Covid- 19 Period. Başkent University: pp. 77-83.
    The emergence of the need for orientation since the past times led the universities to invent innovative ways to prepare their students for the activities and courses they will face. Hence, various types of orientation have been provided during history. However, today with the outbreak of the Covid-19 and the closure of the schools, most of the students are continuing their studies as distance learning. While this situation is very disappointing for all freshmen students who do not know the university's (...)
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  40. 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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  41. Moral distance in dictators games.Fernando Aguiar, Pablo Brañas-Garza & Luis Miller - 2008 - Judgment and Decision Making 3 (4):344-354.
    We perform an experimental investigation using a dictator game in which individuals must make a moral decision —to give or not to give an amount of money to poor people in the Third World. A questionnaire in which the subjects are asked about the reasons for their decision shows that, at least in this case, moral motivations carry a heavy weight in the decision: the majority of dictators give the money for reasons of a consequentialist nature. Based on the results (...)
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  42. Games, goals, and bounded rationality.Leigh Tesfatsion - 1984 - Theory and Decision 17 (2):149-175.
    A generalization of the standard n-person game is presented, with flexible information requirements suitable for players constrained by bounded rationality. Strategies (complete contingency plans) are replaced by "policies," i. e., end-mean pairs of candidate goals and "controls" (partial contingency plans). The existence of individual objective functions over the joint policy choice set is axiomatized in terms of primitive preference and probability orders. Conditions are given for the existence of pure policy Nash equilibrium points in n-person games, and pure policy Nash (...)
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  43. 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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  44. Therapie als philosophisches Projekt.Eugen Fischer - 2009 - In Gunther Gebauer, Fabian Goppelsroeder & Joerg Volbers (eds.), Wittgenstein - Philosophie Als "Arbeit and Einem Selbst". Fink. pp. 167-194.
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  45. (1 other version)Explanatory Games.C. Mantzavinos - 2013 - Journal of Philosophy 110 (11):606-632.
    A philosophical theory of explanation should provide solutions to a series of problems, both descriptive and normative. The aim of this essay is to establish the claim that this can be best done if one theorizes in terms of explanatory games rather than focusing on the explication of the concept of explanation. The position that is adopted is that of an explanatory pluralism and it is elaborated in terms of the rules that incorporate the normative standards that guide the processes (...)
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  46. Philosophy as Therapy - A Review of Konrad Banicki's Conceptual Model.Bruno Contestabile & Michael Hampe - manuscript
    In his article Banicki proposes a universal model for all forms of philosophical therapy. He is guided by works of Martha Nussbaum, who in turn makes recourse to Aristotle. As compared to Nussbaum’s approach, Banicki’s model is more medical and less based on ethical argument. He mentions Foucault’s vision to apply the same theoretical analysis for the ailments of the body and the soul and to use the same kind of approach in treating and curing them. In his interpretation (...)
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  47. Game theory, cheap talk and post‐truth politics: David Lewis vs. John Searle on reasons for truth‐telling.S. M. Amadae - 2018 - Journal for the Theory of Social Behaviour 48 (3):306-329.
    I offer two potential diagnoses of the behavioral norms governing post‐truth politics by comparing the view of language, communication, and truth‐telling put forward by David Lewis (extended by game theorists), and John Searle. My first goal is to specify the different ways in which Lewis, and game theorists more generally, in contrast to Searle (in the company of Paul Grice and Jurgen Habermas), go about explaining the normativity of truthfulness within a linguistic community. The main difference is that for Lewis (...)
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  48. (1 other version)The Irrational Game: why there’s no perfect system.Robert Northcott - 2006 - In Eric Bronson (ed.), Poker and Philosophy: Pocket Rockets and Philosopher Kings. Open Court Press. pp. 105-115.
    This is a chapter written for a popular audience, in which I use poker as a convenient illustration of probability, determinism and counterfactuals. More originally, I also discuss the roles of rationality versus psychological hunches, and explain why even in principle game theory cannot provide us the panacea of a perfect winning srategy. (N.B. The document I have uploaded here is slightly longer than the abbreviated version that appears in the book, and also differs in a few other minor details.) (...)
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  49. Squid games and the lusory attitude.Indrek Reiland - 2022 - Analysis 82 (4):638-646.
    On Bernard Suits’s celebrated analysis, to play a game is to engage in a ‘voluntary attempt to overcome unnecessary obstacles’. Voluntariness is understood in terms of the players having the ‘lusory attitude’ of accepting the constitutive rules of the game just because they make possible playing it. In this paper I suggest that the players in Netflix’s hit show Squid Game play the ‘squid games’, but they do not do so voluntarily; they are forced to play. I argue that this (...)
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  50. 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 chapter there (...)
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