Results for 'game-playing experience'

977 found
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  1.  56
    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 (...)
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  2. 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 (...)
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  3. 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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  4. 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 (...)
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  5. 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 (...)
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  6. 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 (...)
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  7. 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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  8.  66
    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 (...)
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  9. 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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  10. 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 (...)
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  11. Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the (...)
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  12. Playing the Blame Game with Robots.Markus Kneer & Michael T. Stuart - 2021 - In Markus Kneer & Michael T. Stuart (eds.), 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 (...)
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  13. Games: Agency as Art.C. Thi Nguyen - 2020 - New York: Oxford University Press.
    Games occupy a unique and valuable place in our lives. Game designers do not simply create worlds; they design temporary selves. Game designers set what our motivations are in the game and what our abilities will be. Thus: games are the art form of agency. By working in the artistic medium of agency, games can offer a distinctive aesthetic value. They support aesthetic experiences of deciding and doing. -/- And the fact that we play games shows something (...)
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  14. Euthanasia in Video Games – Exemplifying the Importance of Moral Experience in Digital Gameworlds.Luka Perušić - 2022 - Pannoniana 6 (1):53-98.
    The paper classifies euthanasia and discusses its typological presence in storytelling video games. It aims to illustrate the importance of experiencing simulated moral challenges in the context of gameworlds as a significantly influential, exponentially growing form of interactive media. In contrast to older works of art and media, such as film and literature, the difference should be emphasized in light of the player’s ability to make choices in video games. Although the influence of gameworld content depends on the player, the (...)
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  15. Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance.Andrew J. Latham, Lucy L. M. Patston, Christine Westermann, Ian J. Kirk & Lynette J. Tippett - 2013 - PLoS ONE 8 (9).
    Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear. We administered the Poffenberger paradigm with concurrent electroencephalogram (EEG) recording to assess occipital N1 latencies and interhemispheric transfer time (IHTT) in expert VGPs. Participants comprised 15 right-handed male expert VGPs and 16 non-VGP controls matched for age, handedness, IQ and years of education. Expert VGPs began playing before age 10, had a minimum 8 years (...)
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  16.  86
    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 (...)
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  17. 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 (...)
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  18. 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.
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  19. 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 (...)
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  20. Observed Altruism of Dental Students: An Experiment Using the Ultimatum Game.Parker Crutchfield, Justin Jarvis & Terry Olson - 2017 - Journal of Dental Education 81 (11):1301-1308.
    PURPOSE: The conventional wisdom in dental and medical education is that dental and medical students experience "ethical erosion" over the duration of dental and medical school. There is some evidence for this claim, but in the case of dental education this evidence consists entirely of survey research, which doesn't measure behavior. The purpose of this study was to measure the altruistic behavior of dental students, in order to fill the significant gap in knowledge of how students are disposed to (...)
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  21. Simon-Task Reveals Balanced Visuomotor Control in Experienced Video-Game Players.Andrew J. Latham, Christine Westermann, Lucy L. M. Patston, Nathan A. Ryckman & Lynette J. Tippett - 2019 - Journal of Cognitive Enhancement 3 (1):104-110.
    Both short and long-term video-game play may result in superior performance on visual and attentional tasks. To further these findings, we compared the performance of experienced male video-game players (VGPs) and non-VGPs on a Simon-task. Experienced-VGPs began playing before the age of 10, had a minimum of 8 years of experience and a minimum play time of over 20 h per week over the past 6 months. Our results reveal a significantly reduced Simon-effect in experienced-VGPs relative (...)
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  22.  72
    Know Your Game, From in-Real Life Experts to Video Game Experts: Discriminating in-Real Life Experts From Non-Experts Using Blinks and EAR-Derived Features.Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in'T. Veld & Pieter Spronck - 2024 - IEEE Transactions on Games 1:1-12.
    Serious games are an effective method of reproducing aspects of the complex interplay between environments and stakeholders in business situations. In the game we describe here, The Sustainable Port, players experience what it is like to make decisions in such a complex environment. Their aim in the game is to grow the Port of Rotterdam while keeping economic growth in balance with sustainability goals. In this study, we assessed whether experienced Port of Rotterdam employees (PoR employees) show (...)
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  23. Freedom and the value of games.Jonathan Gingerich - 2018 - Canadian Journal of Philosophy 48 (6):831-849.
    This essay explores the features in virtue of which games are valuable or worthwhile to play. The difficulty view of games holds that the goodness of games lies in their difficulty: by making activities more complex or making them require greater effort, they structure easier activities into more difficult, therefore more worthwhile, activities. I argue that a further source of the value of games is that they provide players with an experience of freedom, which they provide both as paradigmatically (...)
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  24.  27
    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 (...)
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  25. Introducing “The Sustainable Port”: A Serious Game to Study Decision-Making in Port-Related Environments.Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in 'T. Veld & Pieter Spronck - 2024 - 2024 Ieee Gaming, Entertainment, and Media Conference (Gem) 1:1-6.
    In this paper, we report on the development of The Sustainable Port video game, which aims to simulate the complex dynamics and decisions occurring in the present and future development of a port area considering environmental aspects (CO2 emissions) and profit. To evaluate if this game fulfills its purpose, we asked 75 students and 34 employees at the Port of Rotterdam (PoR) to play The Sustainable Port. Our results show that PoR employees score higher than students suggesting a (...)
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  26.  89
    Dreams of Extraction: The Techno-Ecological Imaginary of Bethesda Game Studios' Starfield.Eric Stein - manuscript
    This paper takes up Bethesda Game Studios' Starfield (2023) as an aesthetic artefact, carefully attending to the thematics of the game's narrative in their operation as structuring "thought patterns" for the player's experience of the game, thought patterns that give form to the "sensible fabric" of the game and so constitute an imaginary or "distribution of the sensible" that requires critique (Rancière, 2013). Utilizing the aesthetic and material-economic theories of Nicolas Bourriaud, Jacques Rancière, Jussi Parikka, (...)
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  27. Studying strategies and types of players: experiments, logics and cognitive models.Sujata Ghosh & Rineke Verbrugge - 2018 - Synthese 195 (10):4265-4307.
    How do people reason about their opponent in turn-taking games? Often, people do not make the decisions that game theory would prescribe. We present a logic that can play a key role in understanding how people make their decisions, by delineating all plausible reasoning strategies in a systematic manner. This in turn makes it possible to construct a corresponding set of computational models in a cognitive architecture. These models can be run and fitted to the participants’ data in terms (...)
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  28. Gaming with History: How History of Science can be used as a scientific storytelling tool.Dora Dias & José Ferraz-Caetano - 2021 - Hypothesis Historia Periodical 1 (1):33-44.
    Gamification can be a useful tool when engaging young students with science. When designing a new game, it is pivotal that a featured storytelling element can draw students' attention while providing an enjoyable experience. However, building such an insightful science dissemination narrative from scratch is often challenging. As real-life situations are frequently more appealing to students, adding alternative history elements can be helpful when designing such a game. In this paper, we present a novel educational framework to (...)
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  29. 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 (...) studies and virtual world research largely ignored processes of ‘roling’ and ‘de-roling’ that separate the lived experience of role-play from our everyday sense of the self. The concluding sections argue that de-roling techniques are likely to become more relevant, both academically and in terms of their practical applications, with the growing diffusion of virtual technologies in social practices. The relationships we can establish with ourselves and with our surroundings in digital virtual worlds are, we argue, only partially comparable with similar occurrences in pre-digital practices of subjectification. We propose a perspective according to which the accessibility and immersive phenomenological richness of virtual reality technologies are likely to exacerbate the potentially dissociative effects of virtual reality applications. This text constitutes an initial step towards framing specific socio-technical concerns and starting a timely conversation that binds together dramatherapy, psychodrama, game studies, and the design of digital virtual worlds. (shrink)
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  30.  61
    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 gaming (...)
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  31. 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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  32. The Role of Sound in the Immersive Experience.Volha Saroka - 2023 - Avant: Trends in Interdisciplinary Studies 3.
    To create an immersive experience, it is not important to have a plethora of stimuli for different sensors, but to have their coherence, or in other words, multisensory integration. This coherence becomes the necessary basis for immersing oneself in a story, a game, a movie, or any other experience. Sound plays a key role in creating such an experience, both by accompanying the action and emphasizing the narrative flow, and as an independent actor that takes a (...)
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  33. Sculpted Agency and the Messiness of the Landscape.Quill Rebecca Kukla - 2021 - Analysis 81 (2):296-306.
    In Games: Agency as Art, Thi Nguyen has given us a deep and compelling picture of agency as much more layered, volatile, environment-dependent and discontinuous than it appears in most philosophical accounts. Games ‘inscribe … forms of agency into artifactual vessels’.1 1 When we play a game, we take up a form of agency, including a set of motivations, values and goals, which has been artificially provided by the game. Our purpose in playing, in the kinds of (...)
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  34. Mathematics as Make-Believe: A Constructive Empiricist Account.Sarah Elizabeth Hoffman - 1999 - Dissertation, University of Alberta (Canada)
    Any philosophy of science ought to have something to say about the nature of mathematics, especially an account like constructive empiricism in which mathematical concepts like model and isomorphism play a central role. This thesis is a contribution to the larger project of formulating a constructive empiricist account of mathematics. The philosophy of mathematics developed is fictionalist, with an anti-realist metaphysics. In the thesis, van Fraassen's constructive empiricism is defended and various accounts of mathematics are considered and rejected. Constructive empiricism (...)
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  35. 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 (...)
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  36. The public's overview on the introduction of games, play, and gamification in Romanian libraries.Paula-Gratiela Cernamorit - 2024 - Eon 5 (3):184-195.
    Games, play and gamification are essential for all ages because they allow players to develop useful 21st century skills such as digital literacy, critical and scientific thinking, problem solving, comprehension and communication skills, storytelling skills, etc. The new generation of digital natives requires a different approach in learning new things and libraries could take advantage of that by using gamification on learning content. In this way, libraries could become more welcoming spaces, more open to the public and much more interested (...)
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  37. Self-reflexive videogames: observations and corollaries on virtual worlds as philosophical artifacts.Stefano Gualeni - 2016 - G.A.M.E. - The Italian Journal of Game Studies 5 (1).
    Self-reflexive videogames are videogames designed to materialize critical and/or satirical perspectives on the ways in which videogames themselves are designed, played, sold, manipulated, experienced, and understood as social objects. This essay focuses on the use of virtual worlds as mediators, and in particular on the use of videogames to guide and encourage reflections on technical, interactive, and thematic conventions in videogame design and development. Structurally, it is composed of two interconnected parts: -/- 1) In the first part of this essay, (...)
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  38. Doesn't everybody jaywalk? On codified rules that are seldom followed and selectively punished.Jordan Wylie & Ana Gantman - 2023 - Cognition 231 (C):105323.
    Rules are meant to apply equally to all within their jurisdiction. However, some rules are frequently broken without consequence for most. These rules are only occasionally enforced, often at the discretion of a third-party observer. We propose that these rules—whose violations are frequent, and enforcement is rare—constitute a unique subclass of explicitly codified rules, which we call ‘phantom rules’ (e.g., proscribing jaywalking). Their apparent punishability is ambiguous and particularly susceptible to third-party motives. Across six experiments, (N = 1440) we validated (...)
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  39. A Philosophy of “Doing” in the Digital.Stefano Gualeni - 2018 - In Alberto Romele & Enrico Terrone (eds.), Towards a Philosophy of Digital Media. Cham: Springer Verlag. pp. 225-255.
    Playing in counterpoint with the general theoretical orientation of the book, this chapter does not focus its attention on the recording and archiving capabilities of the digital medium. Instead, it proposes an understanding of the digital medium that focuses on its disclosing various forms of “doing.” Gualeni’s chapter begins by offering an understanding of “doing in the digital” that methodologically separates “doing as acting” from “doing as making.” After setting its theoretical framework, the chapter discusses an “interactive thought experiment” (...)
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  40. Beyond Competence: Preparing for Technological Change.William M. Goodman - 1990 - Peter Francis Publishers.
    In response to rapid technological changes in our society, there are calls by governments and industry for increased training of the workforce. But training alone is not sufficient to ensure success, even if talent, discipline and good fortune are all amply provided. When “training” goals require creativity, or decision making, or moral judgment, then adequate preparation must also include “education” in John Dewey’s sense—that is, imparting abilities to solve new problems and grasp novel meanings. Concluding this small monograph is a (...)
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  41. The Forms and Fluidity of Game Play.C. Thi Nguyen - 2019 - In Thomas Hurka (ed.), Games, Sports, and Play: Philosophical Essays. Oxford University Press. pp. 54-73.
    Are games essentially a form of make-believe, or essentially an act of struggling against obstacles? There have been several attempts to reduce one of these accounts to the other. Kendall Walton has argued for the primacy of the make-believe account of games. Even when we are struggling against obstacles in games, says Walton, we are engaged in a form of make-believe: we are making believe that these lines are real obstacles, that these points really matter. Bernard Suits has argued for (...)
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  42. 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 (...)
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  43. Preparing for Success: What Makes People Succeed.William M. Goodman - 1990 - Peter Francis Publishers.
    This mini-monograph supplements the author’s “Beyond Competence,” which is also posted on this site. The latter asks how training is accomplished. But training success is ultimately judged by one’s success at the trained-for tasks. This leads to asking: “What makes people succeed at their tasks?” If this could be known, then preparation could be more effective. Such influences as training, talent, chance, and discipline are considered. Yet, for goals requiring creativity, decision making, or moral judgment, we find that training alone (...)
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  44. 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 (...)
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  45. Logic.Sebastian Sunday Grève - 2017 - In Anat Matar (ed.), Understanding Wittgenstein, Understanding Modernism. New York: Bloomsbury. pp. 205-216.
    Logic played an important role in Wittgenstein’s work over the entire period of his philosophizing, from both the point of view of the philosopher of logic and that of the logician. Besides logical analysis, there is another kind of logical activity that characterizes Wittgenstein’s philosophical work after a certain point during his experience as a soldier and, later, as an officer in the First World War – if not earlier. This other kind of logical activity has to do with (...)
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  46. Filosofia Analitica e Filosofia Continentale.Sergio Cremaschi (ed.) - 1997 - 50018 Scandicci, Metropolitan City of Florence, Italy: La Nuova Italia.
    ● Sergio Cremaschi, The non-existing Island. The chapter discusses how the cleavage between the Continental and the Anglo-American philosophies originated, the (self-)images of both philosophical worlds, the converging rediscoveries from the Seventies, and recent ecumenic or anti-ecumenic strategies. I argue that pragmatism provides an important counter-instance to the familiar self-images and the fashionable ecumenic or anti-ecumenic strategies. The conclusions are: (i) the only place where Continental philosophy exists (as Euro-Communism one decade ago) is America; (ii) less obviously, also analytic philosophy (...)
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  47. Morality Play: A Model for Developing Games of Moral Expertise.Dan Staines, Paul Formosa & Malcolm Ryan - 2019 - Games and Culture 14 (4):410-429.
    According to cognitive psychologists, moral decision-making is a dual-process phenomenon involving two types of cognitive processes: explicit reasoning and implicit intuition. Moral development involves training and integrating both types of cognitive processes through a mix of instruction, practice, and reflection. Serious games are an ideal platform for this kind of moral training, as they provide safe spaces for exploring difficult moral problems and practicing the skills necessary to resolve them. In this article, we present Morality Play, a model for the (...)
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  48. After Qbism, Contextual Quantum Realism (Response to C. Fuchs’s Question).Francois-Igor Pris - 2023 - ФИЛОСОФИЯ НАУКИ 3 (98):143-165.
    In his recent paper, C. Fuchs formulates QBism in the form of eight postulates. We criticise QBism as an anti-realist position and propose an alternative – contextual quantum realism (QCR). 1. A quantum state is not “an agent’s personal judgement” (QBism), nor is it subjective (QBism), but objective (QCR). It describes not the current experience (QBism), but a state of a physical system in context (QCR). 2. A quantum measurement is a (literally) measurement of quantum reality (QCR), rather than (...)
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  49. 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 (eds.), 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 (...)
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  50. Immersion is Attention / Becoming Immersed.Shen-yi Liao - manuscript
    Children sometimes lose themselves in make-believe games. Actors sometimes lose themselves in their roles. Readers sometimes lose themselves in their books. From people's introspective self-reports and phenomenological experiences, these immersive experiences appear to differ from ordinary experiences of simply playing a game, simply acting out a role, and simply reading a book. What explains the difference? My answer: attention. -/- [Unpublishable 2007-2017. This paper was referenced in Liao and Doggett (2014).].
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