Results for 'player experience'

999 found
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  1. 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 of (...)
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  2. 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 between video-games that (...)
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  3. Me and My Avatar: Player-Character as Fictional Proxy.Matt Carlson & Logan Taylor - 2019 - Journal of the Philosophy of Games 1.
    Players of videogames describe their gameplay in the first person, e.g. “I took cover behind a barricade.” Such descriptions of gameplay experiences are commonplace, but also puzzling because players are actually just pushing buttons, not engaging in the activities described by their first-person reports. According to a view defended by Robson and Meskin (2016), which we call the fictional identity view, this puzzle is solved by claiming that the player is fictionally identical with the player character. Hence, on (...)
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  4. A Framework Proposal for Developing Historical Video Games Based on Player Review Data Mining to Support Historic Preservation.Sarvin Eshaghi, Sepehr Vaez Afshar & Mahyar Hadighi - 2023 - In Saif Haq, Adil Sharag-Eldin & Sepideh Niknia (eds.), ARCC 2023 CONFERENCE PROCEEDING: The Research Design Interface. Architectural Research Centers Consortium, Inc.. pp. 297-305.
    Historic preservation, which is a vital act for conveying people’s understanding of the past, such as events, ideas, and places to the future, allows people to preserve history for future generations. Additionally, since the historic properties are currently concentrated in urban areas, an urban-oriented approach will contribute to the issue. Hence, public awareness is a key factor that paves the way for this conservation. Public history, a history with a public audience and special methods of representation, can serve society in (...)
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  5. 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 to non-VGPs. However, (...)
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  6. 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 experience, (...)
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  7.  99
    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 (...), the experiences and knowledge gained from playing storytelling video games may influence the player’s problem-solving orientation in the landscape of difficult moral dilemmas they may encounter throughout their lives. (shrink)
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  8. LEVERAGING LANDSCAPE ARCHITECTURE AND ENVIRONMENTAL STORYTELLING FOR NEXT-GENERATION GAMING EXPERIENCES: A Holistic Approach to Virtual World Design.Sepehr Vaez Afshar, Sarvin Eshaghi, Sana Vaez Afshar & Ikhwan Kim - 2023 - In The 11th International Conference of the Arab Society for Computation in Architecture, Art and Design. USA: Arab Society for Computation in Architecture, Art and Design. 5000 THAYER CTR STE C, OAKLAND MD 21550-1139, USA. pp. 639-651.
    Designing a virtual environment within a digital game occupies a large part of the design procedure, requiring holistic attention and a broad arrangement of the game constituents. Considering other design disciplines, they occupy a unified design methodology; however, a comprehensive literature review reveals the lack of the intended design methodology in the digital game domain's virtual environment development, despite a currently proposed theoretical methodology trying to dissolve the issue. Hence, this research aims to determine the industry's requirements and provide a (...)
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  9. 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 (...)
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  10. Convention, Audience, and Narrative: Which Play is the Thing?Leslie A. Howe - 2011 - Journal of the Philosophy of Sport 38 (2):135-148.
    This paper argues against the conception of sport as theatre. Theatre and sport share the characteristic that play is set in a conventionally-defined hypothetical reality, but they differ fundamentally in the relative importance of audience and the narrative point of view. Both present potential for participants for development of selfhood through play and its personal possibilities. But sport is not essentially tied to audience as is theatre. Moreover, conceptualising sport as a form of theatre valorises the spectator’s narrative as normative (...)
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  11. Ludic Unreliability and Deceptive Game Design.Stefano Gualeni & Nele Van de Mosselaer - 2021 - Journal of the Philosophy of Games 3 (1):1-22.
    Drawing from narratology and design studies, this article makes use of the notions of the ‘implied designer’ and ‘ludic unreliability’ to understand deceptive game design as a specific sub-set of transgressive game design. More specifically, in this text we present deceptive game design as the deliberate attempt to misguide players’ inferences about the designers’ intentions. Furthermore, we argue that deceptive design should not merely be taken as a set of design choices aimed at misleading players in their efforts to understand (...)
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  12. "Shining Lights, Even in Death": What Metal Gear Can Teach Us About Morality (Master's Thesis).Ryan Wasser - 2019 - Dissertation, West Chester University
    Morality has always been a pressing issue in video game scholarship, but became more contentious after “realistic” violence in games became possible. However, few studies concern themselves with how players experience moral dilemmas in games, choosing instead to focus on the way games affect postplay behavior. In my thesis I discuss the moral choices players encounter in the Metal Gear series of games; then, I analyze and compare the responses of players with and without martial career experiences. My argument (...)
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  13. Telepresence and the Role of the Senses.Ingvar Tjostheim, Wolfgang Leister & J. Waterworth - 2019 - In Matteo Vincenzo D'Alfonso & Don Berkich (eds.), On the Cognitive, Ethical, and Scientific Dimensions of Artificial Intelligence. Springer Verlag. pp. 169-187.
    The telepresence experience can be evoked in a number of ways. A well-known example is a player of videogames who reports about a telepresence experience, a subjective experience of being in one place or environment, even when physically situated in another place. In this paper we set the phenomenon of telepresence into a theoretical framework. As people react subjectively to stimuli from telepresence, empirical studies can give more evidence about the phenomenon. Thus, our contribution is to (...)
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  14. Art, aesthetics, and the medium: comments for Nguyen on the art-status of games.Christopher Bartel - 2021 - Journal of the Philosophy of Sport 48 (3):321-331.
    Nguyen offers a number of profound insights about the nature and value of games. Games are works of art, according to Nguyen, because they offer players aesthetic experiences. Game designers aim to...
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  15. 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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  16. Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the medium (...)
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  17. Expressive Avatars: Vitality in Virtual Worlds.David Ekdahl & Lucy Osler - 2023 - Philosophy and Technology 36 (2):1-28.
    Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, “The Limited Expressivity Claim”: avatars have a more limited expressive range than our physical bodies. Second, “The Inputted Expressivity Claim”: any expressive avatarial behaviour must be deliberately inputted by the user. Third, “The Decoding Claim”: users must infer or (...)
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  18. On Testing the Simulation Theory.Tom Campbell, Houman Owhadi, Joe Savageau & David Watkinson - manuscript
    Can the theory that reality is a simulation be tested? We investigate this question based on the assumption that if the system performing the simulation is nite (i.e. has limited resources), then to achieve low computational complexity, such a system would, as in a video game, render content (reality) only at the moment that information becomes available for observation by a player and not at the moment of detection by a machine (that would be part of the simulation and (...)
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  19. Seeing and understanding epistemic actions.Sholei Croom, Hanbei Zhou & Chaz Firestone - 2023 - Proceedings of the National Academy of Sciences 120:e2303162120.
    Many actions have instrumental aims, in which we move our bodies to achieve a physical outcome in the environment. However, we also perform actions with epistemic aims, in which we move our bodies to acquire information and learn about the world. A large literature on action recognition investigates how observers represent and understand the former class of actions; but what about the latter class? Can one person tell, just by observing another person’s movements, what they are trying to learn? Here, (...)
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  20. Modelling Change in Individual Characteristics: An Axiomatic Framework.Franz Dietrich - 2012 - Games and Economic Behavior 76 (5):471-94.
    Economic models describe individuals in terms of underlying characteristics, such as taste for some good, sympathy level for another player, time discount rate, risk attitude, and so on. In real life, such characteristics change through experiences: taste for Mozart changes through listening to it, sympathy for another player through observing his moves, and so on. Models typically ignore change, not just for simplicity but also because it is unclear how to incorporate change. I introduce a general axiomatic framework (...)
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  21. 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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  22. Ludonarrative dissonance and dominant narratives.Leslie A. Howe - 2017 - Journal of the Philosophy of Sport 44 (1):44-54.
    This paper explores ludonarrative dissonance as it occurs in sport, primarily as the conflict experienced by participants between dominant narratives and self-generated interpretations of embodied experience. Taking self-narrative as a social rather than isolated production, the interaction with three basic categories of dominant narrative is explored: transformative, representing a spectrum from revelatory to distorting, bullying and colonising. These forms of dominant narrative prescribe interpretations of the player’s experience of play and of self that displace their own, with (...)
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  23. Does trait interpersonal fairness moderate situational influence on fairness behavior?Blaine Fowers, Bradford Cokelet & 5 Other Authors in Psychology - 2022 - Personality and Individual Differences 193 (July 2022).
    Although fairness is a key moral trait, limited research focuses on participants' observed fairness behavior because moral traits are generally measured through self-report. This experiment focused on day-to-day interpersonal fairness rather than impersonal justice, and fairness was assessed as observed behavior. The experiment investigated whether a self-reported fairness trait would moderate a situational influence on observed fairness behavior, such that individuals with a stronger fairness trait would be less affected by a situational influence than those with a weaker fairness trait. (...)
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  24. Can Kant’s Aesthetics Accommodate Conceptual Art? A Reply to Costello.Ioannis Trisokkas - 2020 - Con-Textos Kantianos 12:226-247.
    Diarmuid Costello has recently argued that, contra received opinion, Kant’s aesthetics can accommodate conceptual art, as well as all other art. Costello offers an interpretation of Kant’s art theory that demands from all art a minimal structure involving three basic “players” and three basic “actions” corresponding to those “players.” The article takes issue with the “action” assigned by Costello’s Kant to the artwork’s recipient, namely that her imagination generates a multitude of playful thoughts deriving from or in any other way (...)
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  25. Editorial, Cosmopolis. Spirituality, religion and politics.Paul Ghils - 2015 - Cosmopolis. A Journal of Cosmopolitics 7 (3-4).
    Cosmopolis A Review of Cosmopolitics -/- 2015/3-4 -/- Editorial Dominique de Courcelles & Paul Ghils -/- This issue addresses the general concept of “spirituality” as it appears in various cultural contexts and timeframes, through contrasting ideological views. Without necessarily going back to artistic and religious remains of primitive men, which unquestionably show pursuits beyond the biophysical dimension and illustrate practices seeking to unveil the hidden significance of life and death, the following papers deal with a number of interpretations covering a (...)
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  26. Probability Guide to Gambling: The Mathematics of Dice, Slots, Roulette, Baccarat, Blackjack, Poker, Lottery and Sport Bets.Catalin Barboianu - 2006 - Craiova, Romania: Infarom.
    Over the past two decades, gamblers have begun taking mathematics into account more seriously than ever before. While probability theory is the only rigorous theory modeling the uncertainty, even though in idealized conditions, numerical probabilities are viewed not only as mere mathematical information, but also as a decision-making criterion, especially in gambling. This book presents the mathematics underlying the major games of chance and provides a precise account of the odds associated with all gaming events. It begins by explaining in (...)
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  27. Wendy's Risky Role-Play and the Gory Plot of the Okefenokee Man-Monster.Bo C. Klintberg - 2012 - Philosophical Plays 2 (1-2):1-238.
    CATEGORY: Philosophy play; historical fiction; comedy; social criticism. -/- STORYLINE: Katherine, a neurotic American lawyer, meets Christianus for a philosophy session at The Late Victorian coffee shop in London, where they also meet Wendy the waitress and Baldy the player. Will Katherine be able to overcome her deep depression by adopting some of Christianus’s satisfactionist ideas? Or will she stay unsatisfied and unhappy by stubbornly sticking to her own neti-neti nothingness philosophy? And what roles do Baldy, Wendy, and the (...)
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  28. Understanding Financial Instability: Minsky Versus the Austrians.Ludwig Van Den Hauwe - 2016 - Journal des Economistes Et des Etudes Humaines 22 (1):25-60.
    Although Minsky’s interpretation of Keynes’s macroeconomics and essential message clashes with authoritative alternative interpretations, it has become increasingly influential during the years following the Global Financial Crisis, even in mainstream circles. This paper offers a critical evaluation of Minsky’s Financial Instability Hypothesis from the perspective of the alternative Austro-Wicksellian paradigm. Although some of the similarities and/or analogies between Minsky’s approach and that of the Austrian School suggest a more than merely superficial affinity between the two theoretical frameworks and although some (...)
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  29.  91
    Echoes of Union Depot: A virtual reality educational game for historic preservation and public awareness.Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi - 2023 - In Proceedings of the 9th Regional International Symposium on Education and Research in Computer Aided Architectural Design in Europe. Tallinn: eCAADe Tallinn University of Technology, Department of Civil Engineering and Architecture. pp. 129-138.
    This paper presents the design, development, and potential impact of Echoes of Union Depot, a virtual reality (VR) game aimed at promoting historic preservation and raising public awareness about El Paso's Union Depot, a building listed on the National Register of Historic Places Inventory. The game leverages the immersive capabilities of VR technology and 360° images to engage players in exploring the site's rich history and architectural evolution. Players assume the role of a time-traveling detective, guiding lost spirits to resolve (...)
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  30. There's No Place Like Home: Dwelling and Being at Home in Digital Games.Daniel Vella - 2019 - In Espen Aarseth & Stephan Günzel (eds.), Ludotopia: Spaces, Places, and Territories in Computer Games. Transcript Verlag, Roswitha Gost, Sigrid Nokel U. Dr. Karin Werner. pp. 141-166.
    This chapter considers the presence, in digital games, of experiences of dwelling. Starting with an engagement with the philosopher Edward S. Casey's distinction between hestial and hermetic spatial modes, the chapter argues that the player's spatial engagement with digital game worlds has tended to align with the hermetic pole, emphasizing movement, traversal and exploration. By contrast, hestial spatial practices, characterized by centrality, lingering and return, are far less prevalent both in digital games themselves and in discussions on spatiality in (...)
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  31. A Game-Based Tool for Freshmen Design Students During the Pandemic Distance Learning.Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek - 2021 - In 4th International Symposium on Art and Design Education: Art and design during and after the Covid- 19 Period. Başkent University: pp. 77-83.
    The emergence of the need for orientation since the past times led the universities to invent innovative ways to prepare their students for the activities and courses they will face. Hence, various types of orientation have been provided during history. However, today with the outbreak of the Covid-19 and the closure of the schools, most of the students are continuing their studies as distance learning. While this situation is very disappointing for all freshmen students who do not know the university's (...)
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  32. Sweden: A City-Centric Sharing Economy Built on Trust.Katie Berns - 2021 - In Andrzej Klimczuk, Vida Česnuitytė & Gabriela Avram (eds.), The Collaborative Economy in Action: European Perspectives. Limerick: University of Limerick. pp. 323-329.
    This chapter reports on Sweden as an active and critical player within the European sharing economy. With a key focus on cities, Sweden has launched a national program, “Sharing Cities Sweden”—a strategic innovation program for smart and sustainable cities with an allocated budget of 12 million EUR over four years. The objectives of the program are to develop world-leading test-beds for the sharing economy in Stockholm, Gothenburg, Malmö, and Umeå, as well as develop a national node to significantly improve (...)
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  33. The Sharing Economy in Practice in the Czech Republic: A Small Post-Communist Economy.Libena Tetrevova - 2021 - In Andrzej Klimczuk, Vida Česnuitytė & Gabriela Avram (eds.), The Collaborative Economy in Action: European Perspectives. University of Limerick. pp. 100-112.
    The sharing economy represents a new business model which has been experiencing an unprecedented and increasing boom. However, differences are evident in the development of the sharing economy between individual continents and even countries, this being to the detriment of less developed countries such as post-communist countries. The aim of the study is to present a model of the sharing economy from the point of view of the practical experience of a small post-communist economy: the Czech Republic. An explanation (...)
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  34. Cognitive Architectures for Serious Games.Manuel Gentile - 2023 - Dissertation, Università di Torino
    This dissertation summarises a research path aimed at fostering the use of Cognitive Architectures in Serious Games research field. Cognitive Architectures are an embodiment of scientific hypotheses and theories aimed at capturing the mechanisms of cognition that are considered consistent over time and independent of specific tasks or domains. The theoretical approaches provided by the research in computational cognitive modelling have been used to formalise a methodological framework to guide researchers and experts in the game-based education sector in designing, implementing, (...)
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  35. Investment in the space industry: a comparative analysis of Ukraine and the EU.Svitlana Koshova, Igor Britchenko & Maksym Bezpartochnyi - 2022 - Baltic Journal of Economic Studies 8 (3):92 – 100.
    The identity and institutional capabilities of the European Union (EU) have changed over the years. As a global player in international politics, the EU has recognized the need to develop a comprehensive space policy perspective. This perspective is shaped by changes in the dynamics of the space ecosystem, the "New Space", and this phenomenon consists of new business models, new technologies, new markets, new value chains and new actors. New space actors (private investors) have fundamentally changed the dynamics of (...)
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  36. Predicting Player Power In Fortnite Using Just Nueral Network.Al Fleet Muhannad Jamal Farhan & Samy S. Abu-Naser - 2023 - International Journal of Engineering and Information Systems (IJEAIS) 7 (9):29-37.
    Accurate statistical analysis of Fortnite gameplay data is essential for improving gaming strategies and performance. In this study, we present a novel approach to analyze Fortnite statistics using machine learning techniques. Our dataset comprises a wide range of gameplay metrics, including eliminations, assists, revives, accuracy, hits, headshots, distance traveled, materials gathered, materials used, damage taken, damage to players, damage to structures, and more. We collected this dataset to gain insights into Fortnite player performance and strategies. The proposed model employs (...)
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  37. Role-Player Realism.Paul Teller - manuscript
    In practice theoretical terms are open-ended in not being attached to anything completely specific. This raises a problem for scientific realism: If there is no one completely specific kind of thing that might be in the extension of “atom”, what is it to claim that atoms exist? A realist’s solution is to say that in theoretical contexts of mature atom-theories there are things that play the role of atoms as characterized in that theory-context. The paper closes with a laundry list (...)
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  38. Experience, Seemings, and Evidence.Indrek Reiland - 2015 - Pacific Philosophical Quarterly 96 (4):510-534.
    Many people have recently argued that we need to distinguish between experiences and seemings and that this has consequences for views about how perception provides evidence. In this article I spell out my take on these issues by doing three things. First, I distinguish between mere sensations like seeing pitch black all around you and perceptual experiences like seeing a red apple. Both have sensory phenomenology in presenting us with sensory qualities like colors, being analog in Dretske's sense, and being (...)
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  39. Experiences are Representations: An Empirical Argument (forthcoming Routledge).Adam Pautz - 2016 - In Bence Nanay (ed.), Current Controversies in Philosophy of Perception. New York: Routledge.
    In this paper, I do a few things. I develop a (largely) empirical argument against naïve realism (Campbell, Martin, others) and for representationalism. I answer Papineau’s recent paper “Against Representationalism (about Experience)”. And I develop a new puzzle for representationalists.
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  40. Imaginative Experience.Amy Kind - 2020 - In Uriah Kriegel (ed.), The Oxford Handbook of the Philosophy of Consciousness. Oxford: Oxford University Press.
    In this essay, the focus is not on what imagination is but rather on what it is like. Rather than exploring the various accounts of imagination on offer in the philosophical literature, we will instead be exploring the various accounts of imaginative experience on offer in that literature. In particular, our focus in what follows will be on three different sorts of accounts that have played an especially prominent role in philosophical thinking about these issues: the impoverishment view (often (...)
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  41. Experience as evidence.Chris Tucker - 2019 - In Maria Lasonen-Aarnio & Clayton Littlejohn (eds.), The Routledge Handbook of the Philosophy of Evidence. Routledge.
    This chapter explores whether and when experience can be evidence. It argues that experiences can be evidence, and that this claim is compatible with just about any epistemological theory. It evaluates the most promising argument for the conclusion that certain experiences (e.g., seeming to see) are always evidence for believing what the experiences represent. While the argument is very promising, one premise needs further defense. The argument also depends on a certain connection between reasonable belief and the first person (...)
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  42. The Epistemology of Thought Experiments: First Person versus Third Person Approaches.Kirk Ludwig - 2007 - Midwest Studies in Philosophy 31 (1):128-159.
    Recent third person approaches to thought experiments and conceptual analysis through the method of surveys are motivated by and motivate skepticism about the traditional first person method. I argue that such surveys give no good ground for skepticism, that they have some utility, but that they do not represent a fundamentally new way of doing philosophy, that they are liable to considerable methodological difficulties, and that they cannot be substituted for the first person method, since the a priori knowledge which (...)
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  43. Player Engagement with Games: Formal Reliefs and Representation Checks.Karl Egerton - 2022 - Journal of Aesthetics and Art Criticism 80 (1):95-104.
    Alongside the direct parallels and contrasts between traditional narrative fiction and games, there lie certain partial analogies that provide their own insights. This article begins by examining a direct parallel between narrative fiction and games—the role of fictional reliefs and reality checks in shaping aesthetic engagement—before arguing that from this a partial analogy can be developed stemming from a feature that distinguishes most games from most traditional fictions: the presence of rules. The relation between rules and fiction in games has (...)
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  44. Experience and Introspection.Fabian Dorsch - 2013 - In Fiona Macpherson & Dimitris Platchias (eds.), Hallucination: Philosophy and Psychology. Cambridge, MA: MIT Press. pp. 175-220.
    One central fact about hallucinations is that they may be subjectively indistinguishable from perceptions. Indeed, it has been argued that the hallucinatory experiences concerned cannot— and need not—be characterized in any more positive general terms. This epistemic conception of hallucinations has been advocated as the best choice for proponents of experiential (or “naive realist”) disjunctivism—the view that perceptions and hallucinations differ essentially in their introspectible subjective characters. In this chapter, I aim to formulate and defend an intentional alternative to experiential (...)
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  45. Singular Experiences (With and Without Objects).Angela Mendelovici - forthcoming - In Robert French & Berit Brogaard (eds.), The Roles of Representations in Visual Perception. Springer.
    Perceptual experiences seem to in some sense have singular contents. For example, a perceptual experience of a dog as fluffy seems to represent some particular dog as being fluffy. There are important phenomenological, intuitive, and semantic considerations for thinking that perceptual experiences represent singular contents, but there are also important phenomenological, epistemic, and metaphysical considerations for thinking that they do not. This paper proposes a two-tier picture of the content of singular perceptual experiences that is based on phenomenal intentionality (...)
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  46. Experience and Epistemic Structure: Can Cognitive Penetration Result in Epistemic Downgrade?Elijah Chudnoff - 2019 - In Anders Nes & Timothy Hoo Wai Chan (eds.), Inference and Consciousness. London: Routledge.
    Reflection on the possibility of cases in which experience is cognitively penetrated has suggested to many that an experience's etiology can reduce its capacity to provide prima facie justification for believing its content below a baseline. This is epistemic downgrade due to etiology, and its possibility is incompatible with phenomenal conservatism. I develop a view that explains the epistemic deficiency in certain possible cases of cognitive penetration but on which there is no epistemic downgrading below a baseline and (...)
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  47. Moral Experience: Its Existence, Describability, and Significance.Uriah Kriegel - 2020 - In Keiling C. Erhard and T. (ed.), Routledge Handbook of Phenomenology of Agency. Routledge. pp. 396-411.
    One of the newest research areas in moral philosophy is moral phenomenology: the dedicated study of the experiential dimension of moral mental life. The idea has been to bring phenomenological evidence to bear on some central issues in metaethics and moral psychology, such as cognitivism and noncognitivism about moral judgment, motivational internalism and externalism, and so on. However, moral phenomenology faces certain foundational challenges, pertaining especially to the existence, describability, and importance of its subject matter. This paper addresses these foundational (...)
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  48. Visual experience.Pär Sundström - 2020 - In Uriah Kriegel (ed.), The Oxford Handbook of the Philosophy of Consciousness. Oxford: Oxford University Press. pp. 39-65.
    A visual experience, as understood here, is a sensory event that is conscious, or like something to undergo. This chapter focuses on three issues concerning such experiences. The first issue is the so-called ‘transparency’ of experiences. The chapter distinguishes a number of different interpretations of the suggestion that visual experiences are ‘transparent’. It then discusses in what sense, if any, visual experiences are ‘transparent’, and what further conclusions one can draw from that. The second issue is which properties we (...)
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  49. Thought Experiments as Tools of Theory Clarification.Grace Helton - 2023 - In Kevin McCain, Scott Stapleford & Matthias Steup (eds.), Seemings: New Arguments, New Angles. New York, NY: Routledge.
    It is widely presumed that intuitions about thought experiments can help overturn philosophical theories. It is also widely presumed, albeit implicitly, that if thought experiments play any epistemic role in overturning philosophical theories, it is via intuition. In this paper, I argue for a different, neglected epistemic role of philosophical thought experiments, that of improving some reasoner’s appreciation both of what a theory’s predictions consist in and of how those predictions tie to elements of the theory. I call this role (...)
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  50. The Most Valuable Player.Stephen Kershnar & Neil Feit - 2001 - Journal of the Philosophy of Sport 28 (2):193-206.
    The most valuable player (MVP) of an athletic league is the single best individual player in the league. The MVP award is the institutional recognition of this person, and it is the highest annual award that a player can receive. Despite its widespread consideration and importance, we argue that the concept of the MVP is a fundamentally vague concept. In the context of professional sports, however, such a vague category is valuable in that it promotes the active (...)
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