Results for 'game online'

975 found
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  1. Budaya Media Sosial dan Game Online Dalam Pandangan Filsafat Teknologi Don Ihde.Mahendra Wibawa - 2015 - In Anik Juwariyah & Prima Vidya Asteria (eds.), Konstelasi Kebudayaan Indonesia 1. Bintang Surabaya. pp. 298-310.
    Berbagai macam aktifitas manusia tidak bisa dipisahkan dari teknologi sebagai wujud alat bantu untuk melaksanakan tugas-tugasnya dengan lebih efektif dan efisien dan terobosan teknologi di bidang informatika telah menghasilkan bentukan teknologi yang berbasis komunikasi yang selain efektif juga bersifat menyenangkan. Media sosial dan game online adalah dua diantara berbagai macam produk hasil pengembangan teknologi di bidang tersebut. Dalam kedua media ini manusia mengalami sebuah perpindahan realitas dari dunia nyata ke dalam dunia virtual. Filsafat teknologi yang dicetuskan oleh Don (...)
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  2. Qualitative analysis of the reflection of the mathematical dimension of gambling in gaming online content – Technical report no. 1.Catalin Barboianu - 2023 - Philscience.
    The current study evaluates qualitatively how the mathematical dimension of gambling is reflected in the content of gambling websites. A number of gambling websites have been reviewed for their content in that respect. A statistical analysis recorded the presence of the mathematical dimension of gambling and its forms in the content of the participating websites, and a qualitative research study analyzed and assessed the quality of the content with respect to that dimension. The technical reports associated with this study describe (...)
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  3. Qualitative analysis of the reflection of the mathematical dimension of gambling in gaming online content – second technical report.Catalin Barboianu - 2023 - Philscience.
    This second technical report shows some partial results for the variables of the proposed statistical analysis and a discussion about some changes in sampling. In what concerns the qualitative analysis of content, the report presents the general predominant tendencies that get contoured with the first two samples.
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  4. 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 (...)
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  5. Online Footprint -A Serious Game for Reducing Digital Carbon Emission.Sepehr Vaez Afshar, Gülşen Aytaç, Sarvin Eshaghi & Sana Vaez Afshar - 2022 - In Sepehr Vaez Afshar, Gülşen Aytaç, Sarvin Eshaghi & Sana Vaez Afshar (eds.), XXVI International Conference of the Ibero-American Society of Digital Graphics. Universidad Peruana de Ciencias Aplicadas: Ibero-American Society of Digital Graphics. pp. 1043-1052.
    Life is getting digital more than ever as technology improves. While the Internet is responsible for two percent of global greenhouse gas emissions, it is underestimated as a pollutant. Since public awareness is one of the most important preservation methods, it can contribute to protecting the environment from carbon emissions by raising people's understanding. In this regard, serious games, as a type of gamification transmitting educational content besides entertainment, immerse the player in enjoyment while teaching them a specific topic or (...)
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  6. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the availability (...)
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  7. 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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  8. Online Deliberation: Design, Research, and Practice.Todd Davies & Seeta Peña Gangadharan (eds.) - 2009 - CSLI Publications/University of Chicago Press.
    Can new technology enhance purpose-driven, democratic dialogue in groups, governments, and societies? Online Deliberation: Design, Research, and Practice is the first book that attempts to sample the full range of work on online deliberation, forging new connections between academic research, technology designers, and practitioners. Since some of the most exciting innovations have occurred outside of traditional institutions, and those involved have often worked in relative isolation from each other, work in this growing field has often failed to reflect (...)
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  9. GIS-Based Educational Game Through Low-Cost Virtual Tour Experience-Khan Game.Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura - 2022 - In Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura (eds.), 27th International Conference of the Association for Computer-Aided Architectural Design Research in Asia: Post Carbon, CAADRIA 2022. Sydney: The Association for Computer-Aided Architectural Design Research in Asia. pp. 69-78.
    The pandemic brought new norms and techniques of pedagogical strategies in formal education. The synchronous/ asynchronous video streaming brought an emphasis on virtual and augmented realities, which are rapidly replacing textbooks as the main medium for learning and teaching. This transformation requires more extensive online and interactive content with simpler user interfaces. The aim of this study is to report on the design, implementation, and testing of a game based on low-cost and user-friendly content for digital cultural heritage. (...)
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  10. 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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  11. Is Virtual Marriage Acceptable? A Psychological Study Investigating The Role of Ambiguity Tolerance and Intimacy Illusion in Online Dating among Adolescents and Early Adults.Juneman Abraham & Annisa Falah - 2017 - Journal of Psychological and Educational Research 24 (2):117-143.
    Marriage is one of the most important topics in the education field since life in this world is structured by interaction among families and between families and other social institutions. Dissatisfaction and unsustainability of marriage have led the urgency of premarital education in various countries. The problem is that the spread of virtual reality has made marriage itself to become more complex and experience reinterpretation and reconfiguration, moreover with the emergence of new kind of marriage in the digital era, i.e. (...)
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  12. Understanding Games as Played:Sketch for a first-person perspective for computer game analysis.Olli Tapio Leino - 2009 - Philosophy of Computer Games 2009 Proceedings.
    Researchers interested in player’s experience would assumedly, across disciplines, agree that the goal behind enquiries into player’s experience is to understand the how games’ features end up affecting the player’s experience. Much of the contemporary interdisciplinary research into player’s experience leans toward the empirical-scientific, in the forms psychology, sociology and cognitive science, to name a few. In such approaches, for example demonstrating correlation between physiological symptoms and an in-game event may amount to ‘understanding’. However, the experience of computer (...) play is a viable topic also for computer game studies within the general tradition of humanities. In such context, the idea of ‘understanding an experience’ invites an approach focusing on the experienced significance of events and objects within computer game play. This focus, in turn, suggests turning to the principles associated with phenomenology, among which is the idea of describing things as they appear, or as they are given, in the experience, from the first-person perspective. From the first-person perspective the challenge lies not in the subjective experience’s inaccessibility but in the inherent personal richness of the experience’s content. Rather than trying to embrace the richness by engaging in direct introspection, it makes sense to focus the search on the conditions of the player’s experience. In this paper, I discuss the idea of “firstperson perspective” in the context of computer game studies. I propose that conditions for player’s experience could be sought from the materiality of the computer game artefact, rather than from the ‘processual’ or ‘ideal game’. I derive the notion of gameplay condition3 from the overlap of the player’s “lusory attitude” and the materiality of the single-player computer game artefact as it appears in the player’s experience. (shrink)
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  13.  99
    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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  14. What Does Success in Online Teaching Look Like?Boaz Faraday Schuman - 2021 - Teaching Philosophy 44 (3):339-67.
    What does success in online teaching look like? There are two ways to answer this question. The first defines success in terms of replacement of educational means: for example, how closely does an online lecture approximate its offline counterpart? The second defines success in terms of educational goals: for example, how well does an online lecture facilitate learning, compared with its offline counterpart? The first is a trap: it commits us to an endless online game (...)
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  15. Pseudo-visibility: A Game Mechanic Involving Willful Ignorance.Samuel Allen Alexander & Arthur Paul Pedersen - 2022 - FLAIRS-35.
    We present a game mechanic called pseudo-visibility for games inhabited by non-player characters (NPCs) driven by reinforcement learning (RL). NPCs are incentivized to pretend they cannot see pseudo-visible players: the training environment simulates an NPC to determine how the NPC would act if the pseudo-visible player were invisible, and penalizes the NPC for acting differently. NPCs are thereby trained to selectively ignore pseudo-visible players, except when they judge that the reaction penalty is an acceptable tradeoff (e.g., a guard might (...)
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  16. Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2016 - Proceedings of 1st International Joint Conference of DiGRA and FDG.
    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how they may be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and describe the (...)
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  17. The Semiotics of Video Games.Christophe Bruchansky - 2011
    What is the difference between a game and life? Is the game really ending when we go back to our everyday activities? Or could The Sims video game not be a good representation of our existence? It is with these questions in mind that I decided to explore the interdependence that exists between our everyday cultural reality and the rhetoric manifesting itself in video games. This paper introduces some of the key concepts used in the semiotics of (...)
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  18. 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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  19. BMF CP63: Gaming experience, isolation, social distancing, and disconnection from the outside world.A. I. S. D. L. Team - 2024 - Sm3D Portal.
    “[…] To alleviate the boredom, after catching a fish, Kingfisher would press all three buttons before swallowing the fish. Pressing the buttons has gradually become somewhat of a new technological ritual.” -/- —In “Innovation”; The Kingfisher Story Collection [1].
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  20. VR gaming may make the mind a bit confused about reality.Tam-Tri Le - 2022 - SM3D Portal.
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  21. Why is the “blame game” so popular around the globe?Ruining Jin - 2023 - Sm3D Knowledge Management.
    “Don’t measure a gentleman’s heart with a petty man’s scheming” is an old Chinese adage describing the cognitive bias towards others based on one’s egocentric and negative worldview.
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  22. For students, why are video games so tempting?Ruining Jin - 2023 - Sm3D.
    However, people might wonder, did all Chinese students engage in school learning before the creation of electronic games? The answer is definitely no, and apart from gaming, students back in the day would skip classes to attend other activities perceived as “irrelevant” to school learning.
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  23.  55
    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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  24. (2 other versions)Commentary: Amid fears of youth radicalisation via gaming, are we blaming technology for a human problem?Jonathan Y. H. Sim - 2023 - Channel News Asia.
    The drive for human connection and to discover one’s identity is not limited to the online world: It is a universal human need that we all share. It is crucial to understand that problems we typically attribute to gaming platforms (like self-radicalisation) are not special tech problems or gaming problems. They can and do happen offline as well. What we are dealing with is essentially a human problem that so happens to occur on technological platforms.
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  25. Positive youth development attributes, mental disorder, and problematic online behaviors in adolescents: a longitudinal study amidst the COVID-19 pandemic.Xiong Gan, Guo-Xing Xiang, Min Li, Xin Jin & Ke-Nan Qin - 2023 - Frontiers in Public Health 11:1133696.
    Introduction: During the COVID-19 pandemic, adolescents have increasingly suffered from online problem behaviors and mental disorders. But little research has paid attention to the protective factors among adolescents. Therefore, the present study attempted to investigate the role of positive youth development (PYD) attributes in adolescents’ depression, internet gaming disorder (IGD) and cyberbullying/victimization (CBV). -/- Methods: A total of 995 Chinese adolescents (Mage = 15.97 years, SD = 0.77, 325 boys) from two public high schools in Hubei province were recruited (...)
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  26. Learning Places: Building Dwelling Thinking Online.David Kolb - 2000 - Journal of Philosophy of Education 34 (1):121-133.
    Lack of information is hardly our problem. Information comes at us in waves, sloshing out of the magazine rack, lapping at our computer monitors. It repeats and repeats on all-day news shows. It comes neatly packaged as sound bites, or little nuggets ready for trivia games. We have plenty of information, but it is not often the information we need. Even if it is, we need to learn how to deal with it. It is not just the amount, but the (...)
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  27. Reflection of the mathematical dimension of gambling in iGaming online content: A qualitative analysis - Fifth technical report.Catalin Barboianu - 2024 - Philscience.
    The current technical report presents the partial results of the quantitative analysis of the research project, after the review of 247 gambling websites. It is focused on and discusses the usage of the math terms specific to gambling in the reviewed sample. In particular, the fifth technical report discusses the usage of math terms associated with the game of slots, as found in the reviewed sample.
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  28. A Dialogue Concerning ‘Doing Philosophy with and within Computer Games’ – or: Twenty rainy minutes in Krakow.Michelle Westerlaken & Stefano Gualeni - 2017 - Proceedings of the 2017 International Conference of the Philosophy of Computer Games.
    ‘Philosophical dialogue’ indicates both a form of philosophical inquiry and its corresponding literary genre. In its written form, it typically features two or more characters who engage in a discussion concerning morals, knowledge, as well as a variety of topics that can be widely labelled as ‘philosophical’. Our philosophical dialogue takes place in Krakow, Poland. It is a rainy morning and two strangers are waiting at a tram stop. One of them is dressed neatly, and cannot stop fidgeting with his (...)
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  29. Forests of gold: carbon credits could be game-changing for Vietnam.Quan-Hoang Vuong & Minh-Hoang Nguyen - 2024 - Land and Climate Review.
    Vietnam’s forests are at risk - carbon offset schemes could be the best chance of saving them, say Dr. Quan-Hoang Vuong and Minh-Hoang Nguyen. The value of forests is deeply ingrained in Vietnamese culture. Rừng vàng, biển bạc” [“forests of gold and seas of silver”] is both a metaphor for Vietnam, and a description of its natural wealth. The phrase is everywhere, from political speeches to daily conversation, as is Nhất phá sơn lâm, nhì đâm hà bá [“the worst crime (...)
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  30. BMF CP66: Exceptionalism, virtual world behaviors, and game-playing immersiveness.A. I. S. D. L. Team - 2024 - Sm3D Portal.
    “[…] To alleviate the boredom, after catching a fish, Kingfisher would press all three buttons before swallowing the fish. Pressing the buttons has gradually become somewhat of a new technological ritual.” -/- —In “Innovation”; The Kingfisher Story Collection.
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  31. BMF CP67: Anthropocentrism, virtual world behaviors, and game-playing immersiveness.A. I. S. D. L. Team - 2024 - Sm3D Portal.
    “Are humans in a toxic, abusive relationship with nature? Love is strange.” -/- —In “Glands of Love”; Meandering Sobriety.
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  32. Book Review – Alien Information Theory: Psychedelic Drug Technologies and the Cosmic Game.Peter Sjöstedt-H. - 2019 - Psychedelic Press UK: Psychedelic Book Reviews.
    Dr Peter Sjöstedt-H reviews Dr Andrew R. Gallimore's book, Alien Information Theory. -/- This was published on PsyPressUK on 13 June 2019.
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  33. Hunting Girls: Sexual Violence from The Hunger Games to Campus Rape, by Kelly Oliver. [REVIEW]Debra Jackson - 2017 - Hypatia Reviews Online:nd.
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  34. This Friendship has been Digitized.Stephen Asma - 2019 - New York Times.
    We can share experiences with a person online, but the experiences seem thin when compared with face-to-face experiences. Online adventures (social networking, gaming) can certainly strengthen friendship bonds that were forged in more embodied interactions, but can they create those bonds? The kind of presence required for deep friendship does not seem cultivated in many online interactions. Presence in friendship requires “being with” and “doing for” (sacrifice). The forms of “being with” and “doing for” on social networking (...)
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  35. Drugie Życie, czyli problemy z przedłużaniem rzeczywistości.Andrzej Klimczuk - manuscript
    Linden Lab studies massive online game "Second Life" unexpectedly gained worldwide fame after a few years after release. To the surprise of many game has met with great interest, despite the lack of promotional campaigns. It can be assumed that the reason why "second life" reached a wider audience was a special type of offered entertainment. Network game proved to be no longer a game that was known so far, but an example of a mass (...)
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  36. THE USE OF GAMIFICATION TO ENRICH THE PARK EXPERIENCE FOR THE VISITORS: ISTANBUL ATATÜRK URBAN FOREST PARK CASE STUDY.Sarvin Eshaghi - 2022 - Dissertation, Istanbul Technical University
    The excessive population growth leading to urbanization and, subsequent to it, urban sprawl, increases the size and number of urban settlements. Consequently, to fulfill the land needed for this expansion, humans encroach the public open areas, including highly crucial urban green spaces. Generally, any kind of greenness within the city, known as urban green spaces, benefits the ecosystem and the inhabitants. Hence, the green infrastructure, universally, should be preserved. Urban parks, specifically urban forest parks, serving as recreational green public spaces, (...)
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  37. Advantageous comparison: using Twitter responses to understand similarities between cybercriminals (“Yahoo Boys”) and politicians (“Yahoo men”).Suleman Lazarus, Mark Button & Afe Adogame - 2022 - Heliyon Journal 8 (11):1-10.
    This article is about the manifestations of similarities between two seemingly distinct groups of Nigerians: cybercriminals and politicians. Which linguistic strategies do Twitter users use to express their opinions on cybercriminals and politicians? The study undertakes a qualitative analysis of ‘engaged’ tweets of an elite law enforcement agency in West Africa. We analyzed and coded over 100,000 ‘engaged’ tweets based on a component of mechanisms of moral disengagement (i.e., advantageous comparison), a linguistic device. The results reveal how respondents defend the (...)
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  38. From boredom to excitement: unleashing motivation with Kahoot in English language learning.Abdullah Noori & Asadullah Azimi - 2023 - Erudita: Journal of English Language Teaching 3 (2):191-203.
    The advent of digital games in language classrooms has ushered in a new era of interactive and dynamic learning experiences. Among these platforms, Kahoot stands out as an engaging and entertaining gaming platform, capturing the attention of both instructors and students. Despite the previous studies on the impact of Kahoot on language learning motivation, they have predominantly focused on assessing the effects of Kahoot before and after instruction overlooking direct comparisons with traditional instructional methods. Consequently, the present study utilized a (...)
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  39. Sharing (mis) information on social networking sites. An exploration of the norms for distributing content authored by others.Lavinia Marin - 2021 - Ethics and Information Technology 23 (3):363-372.
    This article explores the norms that govern regular users’ acts of sharing content on social networking sites. Many debates on how to counteract misinformation on Social Networking Sites focus on the epistemic norms of testimony, implicitly assuming that the users’ acts of sharing should fall under the same norms as those for posting original content. I challenge this assumption by proposing a non-epistemic interpretation of (mis) information sharing on social networking sites which I construe as infrastructures for forms of life (...)
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  40. Are there any Good Arguments Against Goal-Line Technology?Emily Ryall - 2012 - Sport, Ethics and Philosophy 6 (4):439-450.
    Despite frequent calls by players, managers and fans, FIFA's resistance to the implementation of goal-line technology (GLT) has been well documented in national print and online media as well as FIFA's own website. In 2010, FIFA president Sepp Blatter outlined eight reasons why GLT should not be used in football. The reasons given by FIFA can be broadly separated into three categories; those dealing with the nature and value of the game of football, those related to issues of (...)
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  41. Give What You Can, Take What You Need – The Effect of Framing on Rule-Breaking Behavior in Social Dilemmas.Marc Wyszynski & Alexander Max Bauer - manuscript
    To investigate the impact of framing on rule-breaking behavior in social dilemmas, we incorporated a rule in a one-shot resource game with two framing-treatments: One frame was a give-some dilemma (i.e., a variant of a public goods game) and the other frame a take-some dilemma (i.e., a variant of a commons dilemma game). In each frame, all participants were part of one single collective sharing a common good. Each participant was initially equipped with one of five different (...)
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  42. Guerrilla Warrior-Mages: Tiqqun and Magic: The Gathering.Joshua M. Hall - 2023 - Philosophy Today 67 (2):405-425.
    If, as asserted by the French collective Tiqqun, we are essentially living in a global colony, where the 1% control the 99%, then it follows that the revolutionary struggle should strategically reorient itself as guerrilla warfare. The agents of this war, Tiqqun characterize, in part, by drawing on ethnologists Pierre de Clastres and Ernesto de Martino, specifically their figures of the Indigenous American warrior and the Southern Italian sorcerer, respectively. Hybridizing these two figures into that of the “warrior-mage,” the present (...)
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  43. Real Heroes Don't Wear Capes: The Lived Experience and Challenges Faced by Preschool Teachers Amidst the Blended Learning.Timy Joy Juliano, Caryl Joy Barandino, Regelyn Curam, Kaycee Khyle Pasco, Ken Andrei Torrero & Jhoselle Tus - 2023 - Psychology and Education: A Multidisciplinary Journal 7 (1):166-173.
    Due to the COVID-19 pandemic, preschool teachers must quickly adjust to online education. During COVID-19, teachers have been forced to embrace technology. This study investigates the lived experiences and challenges of preschool teachers. Employing the Interpretative Phenomenological Analysis, the findings of this study were: It was found that managing parent expectations and dealing with challenging parent behavior were among the sources of stress for preschool teachers. This fear of being judged or criticized by parents could influence their teaching practices (...)
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  44. Review of 'Wittgenstein and the End of Philosophy-by Daniel Hutto 2nd ed. (2006).Starks Michael - 2016 - In Michael Starks (ed.), 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. 259-270.
    Probably the leading exponent of Wittgenstein’s ideas on the language games of inner and outer (the ‘Two Selves’ operation of our personality or intentionality or EP etc.) the prolific Daniel Hutto’s (DH) approach is called ‘Radical Enactivism’ and is well explained in numerous recent books and papers. It is a development of or version of the Embodied Mind ideas now current and, cleansed of its jargon, it is a straightforward extension of W’s 2nd and 3rd period writings (though Hutto seems (...)
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  45. 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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  46. The Homo Rationalis in the Digital Society: an Announced Tragedy.Tommaso Ostillio - 2023 - Dissertation, University of Warsaw
    This dissertation compares the notions of homo rationalis in Philosophy and homo oeconomicus in Economics. Particularly, in Part I, we claim that both notions are close methodological substitutes. Accordingly, we show that the constraints involved in the notion of economic rationality apply to the philosophical notion of rationality. On these premises, we explore the links between the notions of Kantian and Humean rationality in Philosophy and the constructivist and ecological approaches to rationality in economics, respectively. Particularly, we show that the (...)
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  47. Do attitudes about and behaviors towards people who enhance their cognition depend on their looks?Charles Siegel, Clifford Ian Workman, Stacey Humphries & Anjan Chatterjee - forthcoming - PsyArXiv Preprint:1-29.
    Public attitudes towards cognitive enhancement––e.g., using stimulants like Adderall and Ritalin to improve mental functioning––are mixed. Attitudes vary by context and prompt ethical concerns about fairness, obligation, and authenticity/character. While people may have strong views about the morality of cognitive enhancement, how these views are affected by the physical characteristics of enhancers is unknown. Visible facial anomalies (e.g., scars) bear negatively on perceptions of moral character. This pre-registered study (osf[dot]io/uaw6c/) tested the hypothesis that such negative biases against people with facial (...)
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  48. Modifications to Aristotle's Poetics.E. Garrett Ennis - manuscript
    Aristotle's Poetics has been the basis for theories of entertainment for over 2,000 years. But the general approach it uses has led to a number of gaps, contradictions, and difficulties in predicting the success of books, plays, movies, and entertainment as a whole, so much so that sayings like "there are no rules, but you break them at your peril," and "in Hollywood, nobody knows anything" have become widespread and accepted. -/- However, it turns out that a model of entertainment (...)
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  49. Fostering Islamic Morality through Tahfidz Learning: Islamic Law.Yudi Saputra, Moatti Dylan & Frances Alon - 2023 - International Journal of Educational Narratives 1 (2):49-62.
    Background. Tahfidz learning is a learning that can change the behavior of santriwan and santriwati and develop a potential that they have such as improving the reading of the Qur'an, increasing the memorization of the Qur'an. The tahfidz house is a place where students learn, foster and develop and apply the values contained in the Qur'an in everyday life such as at home, in the community and at school. Purpose. This tahfidz activity begins with prayer, then murojaah, memorizing the recitation (...)
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  50. Towards a Computational Account of Inferentialist Meaning.Paul Piwek - 2014
    Both in formal and computational natural language semantics, the classical correspondence view of meaning – and, more specifically, the view that the meaning of a declarative sentence coincides with its truth conditions – is widely held. Truth (in the world or a situation) plays the role of the given, and meaning is analysed in terms of it. Both language and the world feature in this perspective on meaning, but language users are conspicuously absent. In contrast, the inferentialist semantics that Robert (...)
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