Results for 'game playing'

982 found
Order:
  1. Games, Play and Gamification in the Bucharest Metropolitan Library as Seen Through Facebook Posts.Paula-Gratiela Cernamorit - 2024 - Acta Universitatis Danubius. Communicatio 18 (1):76-119.
    Games, play and gamification, used in organized public library programs, are ways in which libraries can attract a larger audience, especially those who are not yet interested in reading. In this way, contact with the library would enable them to find out about other resources that these cultural institutions offer, thus encouraging them to become regular patrons of non-game services. This paper aims to find out whether these new ways have been used in activities carried out with the public (...)
    Download  
     
    Export citation  
     
    Bookmark  
  2. Tricky Triad: Games, Play, and Sport.Bernard Suits - 1988 - Journal of the Philosophy of Sport 15 (1):1-9.
    Download  
     
    Export citation  
     
    Bookmark   102 citations  
  3. The public's overview on the introduction of games, play, and gamification in Romanian libraries.Paula-Gratiela Cernamorit - 2024 - Eon 5 (3):184-195.
    Games, play and gamification are essential for all ages because they allow players to develop useful 21st century skills such as digital literacy, critical and scientific thinking, problem solving, comprehension and communication skills, storytelling skills, etc. The new generation of digital natives requires a different approach in learning new things and libraries could take advantage of that by using gamification on learning content. In this way, libraries could become more welcoming spaces, more open to the public and much more interested (...)
    Download  
     
    Export citation  
     
    Bookmark  
  4. The virtual brain: 30 years of video-game play and cognitive abilities.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the (...)
    Download  
     
    Export citation  
     
    Bookmark   12 citations  
  5. Detecting Health Problems Related to Addiction of Video Game Playing Using an Expert System.Samy S. Abu Naser & Mohran H. Al-Bayed - 2016 - World Wide Journal of Multidisciplinary Research and Development 2 (9):7-12.
    Today’s everyone normal life can include a normal rate of playing computer games or video games; but what about an excessive or compulsive use of video games that impact on our life? Our kids, who usually spend a lot of time in playing video games will likely have a trouble in paying attention to their school lessons. In this paper, we introduce an expert system to help users in getting the correct diagnosis of the health problem of video (...)
    Download  
     
    Export citation  
     
    Bookmark   36 citations  
  6. An Intelligent Tutoring System for Health Problems Related To Addiction of Video Game Playing.Mohran H. Al-Bayed & Samy S. Abu Naser - 2017 - International Journal of Advanced Scientific Research 2 (1):4-10.
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the health (...)
    Download  
     
    Export citation  
     
    Bookmark   24 citations  
  7. The Forms and Fluidity of Game Play.C. Thi Nguyen - 2019 - In Thomas Hurka, Games, Sports, and Play: Philosophical Essays. Oxford University Press. pp. 54-73.
    Are games essentially a form of make-believe, or essentially an act of struggling against obstacles? There have been several attempts to reduce one of these accounts to the other. Kendall Walton has argued for the primacy of the make-believe account of games. Even when we are struggling against obstacles in games, says Walton, we are engaged in a form of make-believe: we are making believe that these lines are real obstacles, that these points really matter. Bernard Suits has argued for (...)
    Download  
     
    Export citation  
     
    Bookmark   4 citations  
  8. 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.
    Download  
     
    Export citation  
     
    Bookmark  
  9. 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 (...)
    Download  
     
    Export citation  
     
    Bookmark   6 citations  
  10. 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.
    Download  
     
    Export citation  
     
    Bookmark  
  11. Face in the Game: Using Facial Action Units to Track Expertise in Competitive Video Game Play.Gianluca Guglielmo, Paris Mavromoustakos Blom, Michał Klincewicz, Boris Čule & Pieter Spronck - 2022 - In Gianluca Guglielmo, Paris Mavromoustakos Blom, Michał Klincewicz, Boris Čule & Pieter Spronck, IEEE Transactions on Games (Conference on Games 2022, Beijing, China). Acm.
    In this study, we extracted facial action units (AUs) data during a Hearthstone tournament to investigate behavioural differences between expert, intermediate, and novice players. Our aim was to obtain insights into the nature of expertise and how it may be tracked using non-invasive methods such as AUs. These insights may shed light on the endogenous responses in the player and at the same time may provide information to the opponents during a competition. Our results show that player expertise may be (...)
    Download  
     
    Export citation  
     
    Bookmark  
  12. Morality Play: A Model for Developing Games of Moral Expertise.Dan Staines, Paul Formosa & Malcolm Ryan - 2019 - Games and Culture 14 (4):410-429.
    According to cognitive psychologists, moral decision-making is a dual-process phenomenon involving two types of cognitive processes: explicit reasoning and implicit intuition. Moral development involves training and integrating both types of cognitive processes through a mix of instruction, practice, and reflection. Serious games are an ideal platform for this kind of moral training, as they provide safe spaces for exploring difficult moral problems and practicing the skills necessary to resolve them. In this article, we present Morality Play, a model for the (...)
    Download  
     
    Export citation  
     
    Bookmark   7 citations  
  13. ITS for health problems related to addiction of video game playing.Mohran Bayed - 2017 - International Journal of Advanced Scientific Research 1 (2):4-10.
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the health (...)
    Download  
     
    Export citation  
     
    Bookmark  
  14. Playing the Academic Game: Explicit rules to level the playing field.Bryn Williams-Jones - 2025 - Montreal: BrynStorming.
    Playing the Academic Game” is the culmination of two years of weekly posts on the BrynStorming blog by Bryn Williams-Jones, professor of bioethics in the School of Public Health at the Université de Montréal. -/- As an ethicist long interested by questions of justice, an important motivator for this project has been Williams-Jones’ need to respond to the injustices encountered in academia. Many students and researchers fail in their studies or career progression not because they don’t have the (...)
    Download  
     
    Export citation  
     
    Bookmark  
  15. 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)
    Download  
     
    Export citation  
     
    Bookmark  
  16. Why AIs Cannot Play Games.David Koepsell - manuscript
    This paper explores the human experience of game-playing and its implications for artificial intelligence. The author uses phenomenology to examine game-playing from a human-centered perspective and applies it to language games played by artificial intelligences and humans. The paper argues that AI cannot truly play games because it lacks the intentionality, embodied experience, and social interaction that are fundamental to human game-playing. Furthermore, current AI lacks the ability to converse, which is argued to be (...)
    Download  
     
    Export citation  
     
    Bookmark  
  17.  40
    Trees, Games, and Learning: Teaching Urban Nature through Serious Play.Hồng Hạc - 2025 - The Bird Village.
    Urban green spaces offer vital ecosystem services (ES)—including air purification, temperature regulation, and psychological well-being—yet many urban residents remain unaware of these often invisible benefits. To address this knowledge gap among younger generations, Menconi et al. (2025) developed and tested an educational tool called ES-Hunt, a nature-based “serious game” designed to improve children’s understanding of the ecological roles played by urban trees.
    Download  
     
    Export citation  
     
    Bookmark  
  18. Play and Games in Biological Beings and in Artificial Intelligent System.Syed Wajeeh - 2022 - Dissertation, University of Sussex at Brighton
    “Play” in biological beings and AI systems, presented as a dissertation at the University of Sussex, critically examines the concept of play in both natural and artificial entities. He differentiates between how biological organisms like humans and animals engage in play, characterized by spontaneity and exploration, versus AI systems, which are more structured and bound by rules when engaging in "games." His study explores the philosophical, psychological, neuroscientific and ethical dimensions of play, looking into how these activities influence learning, behavior, (...)
    Download  
     
    Export citation  
     
    Bookmark  
  19. Playing the Blame Game with Robots.Markus Kneer & Michael T. Stuart - 2021 - In Markus Kneer & Michael T. Stuart, Companion of the 2021 ACM/IEEE International Conference on Human-Robot Interaction (HRI’21 Companion). New York, NY, USA:
    Recent research shows – somewhat astonishingly – that people are willing to ascribe moral blame to AI-driven systems when they cause harm [1]–[4]. In this paper, we explore the moral- psychological underpinnings of these findings. Our hypothesis was that the reason why people ascribe moral blame to AI systems is that they consider them capable of entertaining inculpating mental states (what is called mens rea in the law). To explore this hypothesis, we created a scenario in which an AI system (...)
    Download  
     
    Export citation  
     
    Bookmark   8 citations  
  20. The right way to play a game.C. Thi Nguyen - 2019 - Game Studies 19 (1).
    Is there a right or wrong way to play a game? Many think not. Some have argued that, when we insist that players obey the rules of a game, we give too much weight to the author’s intent. Others have argued that such obedience to the rules violates the true purpose of games, which is fostering free and creative play. Both of these responses, I argue, misunderstand the nature of games and their rules. The rules do not tell (...)
    Download  
     
    Export citation  
     
    Bookmark   2 citations  
  21. Playing Ozma Games with Kibble Balances: a new Defence of Absolutism about Mass.Julien Tricard - forthcoming - British Journal for the Philosophy of Science.
    This paper engages with the metaphysical debate between Absolutism and Comparativism about mass, addressing the question of whether massive objects possess their masses intrinsically (as absolute magnitudes) or only relationally, through their mass relations to other objects. In the current debate, comparativists argue that the dimensional nature of mass renders absolute magnitudes undetectable and redundant, forcing absolutists to rely on arguments about the dynamic relevance of absolute masses in physical laws. I advance a novel defence of Absolutism by appealing to (...)
    Download  
     
    Export citation  
     
    Bookmark  
  22. 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 (...)
    Download  
     
    Export citation  
     
    Bookmark   46 citations  
  23. HeX and the single anthill: playing games with Aunt Hillary.J. M. Bishop, S. J. Nasuto, T. Tanay, E. B. Roesch & M. C. Spencer - 2016 - In Vincent C. Müller, Fundamental Issues of Artificial Intelligence. Cham: Springer. pp. 367-389.
    In a reflective and richly entertaining piece from 1979, Doug Hofstadter playfully imagined a conversation between ‘Achilles’ and an anthill (the eponymous ‘Aunt Hillary’), in which he famously explored many ideas and themes related to cognition and consciousness. For Hofstadter, the anthill is able to carry on a conversation because the ants that compose it play roughly the same role that neurons play in human languaging; unfortunately, Hofstadter’s work is notably short on detail suggesting how this magic might be achieved1. (...)
    Download  
     
    Export citation  
     
    Bookmark  
  24. Too Much Playing Games – A Response to Kretchmar.Alex Wolf-Root - 2020 - Sport, Ethics and Philosophy 14 (2):264-268.
    Scott Kretchmar recently put forth a new definition of what it is to play a game. Unfortunately, it must be rejected. In this paper, I show that this new definition is far too broad by discussing an activity that is not an instance of playing a game but is wrongfully ruled as one on this new definition.
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  25. Playing the Hobbes Game at Philosophy Camp.Robert K. Garcia - 2021 - In Claire Elise Katz, Philosophy Camps for Youth: Everything You Wanted to Know about Starting, Organizing, and Running a Philosophy Camp. Lanham: Rowman & Littlefield Publishers. pp. 121-126.
    Download  
     
    Export citation  
     
    Bookmark  
  26. 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 (...)
    Download  
     
    Export citation  
     
    Bookmark   2 citations  
  27. 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 (...)
    Download  
     
    Export citation  
     
    Bookmark   24 citations  
  28. Games: Agency as Art.C. Thi Nguyen - 2020 - New York:
    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 (...)
    Download  
     
    Export citation  
     
    Bookmark   79 citations  
  29. Playing The Game After The End Of Art: Comments For Hans Maes.Kalle Puolakka - 2005 - Postgraduate Journal of Aesthetics 2 (1):12-19.
    In his philosophy of art history, Arthur C. Danto claims that in the 1960 ́s the master narrative of art had come to an end, and that we had reached the end of art. This conception has been widely considered, but also misunderstood. Hans Maes has recently discussed Danto's conception of the end of art in his article, where he clears some misconceptions about the thesis, but at the same time challenges Danto's analysis of contemporary art.
    Download  
     
    Export citation  
     
    Bookmark  
  30. Just a game that children play: A Kantian Framework on dignity and the disadvantaged in Philippine game shows.Rodrigo Emil Carreon - 2025 - International Journal of Research Studies in Education 14 (4):119 - 128.
    The existence of game shows in the Philippines is ascertained and examined under the Kantian Deontology. In a more popular view, game shows provide a type of enjoyment that is not only felt by the viewers or spectators, but rather those who are able to be fortunate enough to receive prizes given by such activities. On the onset, the opus presents the conditions of the game shows in the Philippines and that of the other countries in a (...)
    Download  
     
    Export citation  
     
    Bookmark  
  31. Repetition, experimentation: games of chance and the urban room for play.Nélio Conceição - 2018 - Itinera 14:54-66.
    Walter Benjamin’s texts on Baudelaire put forward a threefold analogy, surprising at first glance, between the experience of the crowd, typical of modern metropolises, mechanized work and games of chance. While exploring gambling and the gambler in Benjamin’s analysis, this article explores the inner ambiguity of the concept of repetition: firstly conceived as belonging to the «time of hell» of the ever-new, it can also be understood as a gateway for understanding the processes of experimentation, which are crucial to modern (...)
    Download  
     
    Export citation  
     
    Bookmark  
  32. 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, (...)
    Download  
     
    Export citation  
     
    Bookmark  
  33. 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. (...)
    Download  
     
    Export citation  
     
    Bookmark   3 citations  
  34. From Huizinga to Wittgenstein: A Philosophical Analysis of the Notions of Play, Games and Language-Games.Annalisa Sassano - 1994 - Dissertation, State University of New York at Buffalo
    The main purpose of this work is presenting a philosophical analysis of the general notion of play. This analysis starts from Huizinga's definition of the "play-concept" and is extended so as to include Wittgenstein's conception of language-games. By supplementing Huizinga's definition with a distinction between "play" and "game", as the two opposite components of that concept, I carry out an investigation of some of the interesting issues raised by his book. I focus especially on the relationship between the play-phenomenon (...)
    Download  
     
    Export citation  
     
    Bookmark  
  35. From the ‘Selva Oscura’ to Paradise Reimagining the Pilgrim's Journey through the Transmedial Realm of Role-Playing Video Games.Serafina Paladino - 2021 - Dissertation, University of St Andrews
    This dissertation was written for the purpose of displacing the negative stereotype of video games being deemed as ‘lowbrow’ entertainment within critical and academic circles, when in actuality the medium has the ability to tell a captivating story through a unique lens unlike the narratives that are traditionally found in a film or a novel. Most of the criticism that games have received in the humanities come from literary scholars who have denounced the medium’s attempts to adapt seminal pieces of (...)
    Download  
     
    Export citation  
     
    Bookmark  
  36. How Much Are Games Like Art?Thomas Hurka - 2021 - Analysis 81 (2):287-296.
    This paper challenges Thi Nguyen's argument, in Games: Agency as Art, a central part of the value of game-play comes from the aesthetic experiences it allows, especially of our own agency, so playing a game is importantly like engaging with art. It challenges three arguments Nguyen makes in support of this view and argues, to the contrary, that the principal value in game-play rests in the achievments it allows.
    Download  
     
    Export citation  
     
    Bookmark   2 citations  
  37. Universal Game Theory.Kevin Nicholas Thomson - 2008 - Proceedings of the Xxii World Congress of Philosophy 34:57-61.
    Universal Game Theory - The theory that all of life is a game played by consciousness’es, (Living Beings). The board is a dream like structure of the universe. The progression is through an active process of intent witnessing, and passive meditation. Which releases the tension in the nerves of the body and leads to selfless actions, moral goodness, and eventually the finish, Enlightenment. Just like a wounded creature only cares about it’s own self. Man in tensionthrough self-centered thought (...)
    Download  
     
    Export citation  
     
    Bookmark  
  38.  44
    Building Bridges or Gates between Game and Play?Gilles Lecocq - 2025 - Filosofiya-Philosophy 34 (1):9-24.
    This essay proposes an exploration of two distinct styles of cultural activities: one centered on individual engagement, exemplified by play, and another emphasizing comparative performance, exemplified by game. The primary aim is to examine how an unexpected creative power facilitates emancipatory somatic education to delineate the relational dynamics between adults and youth, which form the bedrock of well-being education. Additionally, it seeks to elucidate the correlation between the waning influence of stereotypes and two key psychosocial concepts: Compassionate Assertiveness and (...)
    Download  
     
    Export citation  
     
    Bookmark  
  39.  39
    BUILDING BRIDGES OR GATES BETWEEN GAME AND PLAY? THE SPORTS VENUES AS A BORDER WHERE RISK OF STIGMATIZATION AND WILL OF OPENNESS FOR ALL FACE EACH OTHER!Gilles Lecocq - 2025 - Philosophy and Culture 34 (1):9-24.
    This essay proposes an exploration of two distinct styles of cultural activities: one centered on individual engagement, exemplified by play, and another emphasizing comparative performance, exemplified by game. The primary aim is to examine how an unexpected creative power facilitates emancipatory somatic education to delineate the relational dynamics between adults and youth, which form the bedrock of well-being education. Additionally, it seeks to elucidate the correlation between the waning influence of stereotypes and two key psychosocial concepts: Compassionate Assertiveness and (...)
    Download  
     
    Export citation  
     
    Bookmark  
  40. Just how expert are “expert” video-game players? Assessing the experience and expertise of video-game players across “action” video-game genres.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Video-game play (particularly “action” video-games) holds exciting promise as an activity that may provide generalized enhancement to a wide range of perceptual and cognitive abilities (for review see Latham et al., 2013a). However, in this article we make the case that to assess accurately the effects of video-game play researchers must better characterize video-game experience and expertise. This requires a more precise and objective assessment of an individual's video-game history and skill level, and making finer distinctions (...)
    Download  
     
    Export citation  
     
    Bookmark   5 citations  
  41. 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 (...)
    Download  
     
    Export citation  
     
    Bookmark  
  42. 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 (...)
    Download  
     
    Export citation  
     
    Bookmark   22 citations  
  43. (1 other version)Vices in Gaming: Virtue Ethics and Endorsement View.Deniz A. Kaya - 2022 - Journal of Value Inquiry:1-17.
    Can video games or the playing of such games be morally objectionable? Many attempts to justify our intuitions about the morality of certain games or game activities are either unsuccessful or fall short. This is mainly due to a normative gap between reality and virtuality that classical approaches to moral philosophy cannot bridge. I am investigating to what extent an accurate action analysis can help us to justify our intuitions that, in some cases, something is ethically wrong with (...)
    Download  
     
    Export citation  
     
    Bookmark  
  44. Play as an Autotelic Activity. A Defense.Robert Reimer - 2024 - Sport, Ethics and Philosophy:1-13.
    In his paper ‘Words on Play’, Bernard Suits famously defines play as an autotelic activity. Some philosophers like Stephen E. Schmid argue against Suits’s position by pointing out that the concept of autotelicity in Suits’s work is too unclear to serve as a defining feature for play. Due to that fact, Schmid dismisses autotelicity in favor of a definition of play in terms of the player’s engagement in an activity for intrinsic reasons. The purpose of this paper is to defend (...)
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  45. (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 (...)
    Download  
     
    Export citation  
     
    Bookmark   18 citations  
  46. The opacity of play: a reply to commentators.C. Thi Nguyen - 2021 - Journal of the Philosophy of Sport 48 (3):448-475.
    This is a reply to commentators in the Journal of the Philosophy of Sport's special issue symposium on GAMES: AGENCY AS ART. I respond to criticisms concerning the value of achievement play and striving play, the transparency and opacity of play, the artistic status of games, and many more.
    Download  
     
    Export citation  
     
    Bookmark   3 citations  
  47. 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.
    Download  
     
    Export citation  
     
    Bookmark  
  48. (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 (...)
    Download  
     
    Export citation  
     
    Bookmark   9 citations  
  49. 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].
    Download  
     
    Export citation  
     
    Bookmark  
  50. Life as a Trust Game: a comment on The Option Value of Life.Gregory Ponthiere - 2022 - Economics and Philosophy 38 (2):300-308.
    According to Burri, a major reason why suicide is often irrational lies in the option value of life. Remaining alive is valuable because this allows for a larger menu of options, and the possibility of committing suicide in the future adds further value to the act of remaining alive now. In this note, I represent life as a trust game played by two selves – the young self and the old self – and I argue that the possibility to (...)
    Download  
     
    Export citation  
     
    Bookmark  
1 — 50 / 982