Results for 'turn-taking game'

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  1. 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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  2. Precis of Games: Agency as Art.C. Thi Nguyen - manuscript
    Games are a distinctive form of art — and very different from many traditional arts. Games work in the medium of agency. Game designers don’t just tell stories or create environments. They tell us what our abilities will be in the game. They set our motivations, by setting the scoring system and specifying the win-conditions. Game de-signers sculpt temporary agencies for us to occupy. And when we play games, we adopt these designed agencies, submerging ourselves in them, (...)
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  3. Turning the Game against the Idealist: Mendelssohn's Refutation of Idealism and Kant's Replies.Corey W. Dyck - 2011 - In R. W. Munk (ed.), Mendelssohn's Aesthetics and Metaphysics.
    While there is good reason to think that Mendelssohn's Morgenstunden targets some of the key claims of Kant’s first Critique, this criticism has yet to be considered in the appropriate context or presented in all of its systematic detail. I show that far from being an isolated assault, Mendelssohn’s attack in the Morgenstunden is a continuation and development of his earlier criticism of Kant’s idealism as presented in the Inaugural Dissertation. I also show that Mendelssohn’s objection was more influential on (...)
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  4. Modeling inference of mental states: As simple as possible, as complex as necessary.Ben Meijering, Niels A. Taatgen, Hedderik van Rijn & Rineke Verbrugge - 2014 - Interaction Studies 15 (3):455-477.
    Behavior oftentimes allows for many possible interpretations in terms of mental states, such as goals, beliefs, desires, and intentions. Reasoning about the relation between behavior and mental states is therefore considered to be an effortful process. We argue that people use simple strategies to deal with high cognitive demands of mental state inference. To test this hypothesis, we developed a computational cognitive model, which was able to simulate previous empirical findings: In two-player games, people apply simple strategies at first. They (...)
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  5. 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’ (...)
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  6. Taking Stances, Contesting Commitments: Political Legitimacy and the Pragmatic Turn.Thomas Fossen - 2013 - Journal of Political Philosophy 21 (1):426-450.
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  7. Should epistemology take the zetetic turn?Arianna Falbo - 2023 - Philosophical Studies 180 (10-11):2977-3002.
    What is the relationship between inquiry and epistemology? Are epistemic norms the norms that guide us as inquirers—as agents in the pursuit of knowledge and understanding? Recently, there has been growing support for what I, following Friedman (Philosophical Review 129(4):501–536, 2020), will call the zetetic turn in epistemology, the view that all epistemic norms are norms of inquiry. This paper investigates the prospects of an inquiry-centered approach to epistemology and develops several motivations for resisting it. First, I argue that (...)
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  8. 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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  9. Game Theory and the Self-Fulfilling Climate Tragedy.Matthew Kopec - 2017 - Environmental Values 26 (2):203-221.
    Game theorists tend to model climate negotiations as a so-called ‘tragedy of the commons’. This is rather worrisome, since the conditions under which such commons problems have historically been solved are almost entirely absent in the case of international greenhouse gas emissions. In this paper, I will argue that the predictive accuracy of the tragedy model might not stem from the model’s inherent match with reality but rather from the model’s ability to make self-fulfilling predictions. I then sketch some (...)
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  10. Games Unlike Life.C. Thi Nguyen - 2023 - Journal of Ethics and Social Philosophy 23 (3).
    This is a reply to Elisabeth Camp's and Elijah Millgram's probing discussions of "Games and the Art of Agency", in a symposium in Journal of Ethics and Social Philosophy. Millgram argues that games cannot function as a guide to life, because they are too different from life. Games are limited in a special way: in life, we deliberate about what goals we want to take on, but in games, the goals are fixed and given to us. Camp argues that there (...)
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  11. The Problem of Evil in Virtual Worlds.Brendan Shea - 2017 - In Mark Silcox (ed.), Experience Machines: The Philosophy of Virtual Worlds. Lanham, MD: Rowman & Littlefield. pp. 137-155.
    In its original form, Nozick’s experience machine serves as a potent counterexample to a simplistic form of hedonism. The pleasurable life offered by the experience machine, its seems safe to say, lacks the requisite depth that many of us find necessary to lead a genuinely worthwhile life. Among other things, the experience machine offers no opportunities to establish meaningful relationships, or to engage in long-term artistic, intellectual, or political projects that survive one’s death. This intuitive objection finds some support in (...)
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  12. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of (...)
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  13. How do Narratives and Brains Mutually Influence each other? Taking both the ‘Neuroscientific Turn’ and the ‘Narrative Turn’ in Explaining Bio-Political Orders.Machiel Keestra - manuscript
    Introduction: the neuroscientific turn in political science The observation that brains and political orders are interdependent is almost trivial. Obviously, political orders require brain processes in order to emerge and to remain in place, as these processes enable action and cognition. Conversely, every since Aristotle coined man as “by nature a political animal” (Aristotle, Pol.: 1252a 3; cf. Eth. Nic.: 1097b 11), this also suggests that the political engagements of this animal has likely consequences for its natural development, including (...)
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  14. 6 Gadamer and the game of understanding.Monica Vilhauer - 2013 - In Emily Ryall (ed.), The philosophy of play. Milton Park, Abingdon, Oxon: Routledge. pp. 75.
    By Focusing on Hans-Georg Gadamer’s magnum opus Truth and Method, this paper aims to show how understanding itself — including the understanding of artworks, texts, tradition, and living speech — can be understood as a kind of game or dialogical play-process which requires crucial ethical conditions to be met if it is going to succeed. Success, in terms of the communication of meaning, requires that the players (or interlocutors) commit to a genuine participation with each other in which they (...)
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  15. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the availability (...)
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  16. Interrogating Healthy Conflict.Ebrahim Moosa - 2020 - Journal of Religious Ethics 48 (2):289-298.
    The need to turn an enemy into an adversary is an ethical obligation. I try to show that this obligation has multiple religious and philosophical resources. The ethical imperative also requires us to not overstate and magnify any problem at hand to the point that it becomes insurmountable and enmity becomes an end in itself. I do ask the question whether Springs thinks of Colin Kaepernick’s peaceful protest by taking the knee at football games as an instance of (...)
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  17. The grand challenge for psychoanalysis – and neuropsychoanalysis: taking on the game.Ariane Bazan - 2011 - Frontiers in Psychology 2:220.
    As Ebbinghaus (1908) tells us in the opening words of his popular textbook of psychology, “psychology has a long past but only a short history.” In my opinion, there are three foundational moments in the history of psychology and, paradoxically, all three are moments of great advancement in biology. First, in the long past of psychology, psychology did not exist as such but was part of philosophy. It is extremely interesting to understand why it has been necessary, at one point (...)
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  18. Reclamation: Taking Back Control of Words.Mihaela Popa-Wyatt - 2020 - Grazer Philosophische Studien (1):159-176.
    Reclamation is the phenomenon of an oppressed group repurposing language to its own ends. A case study is reclamation of slur words. Popa-Wyatt and Wyatt (2018) argued that a slurring utterance is a speech act which performs a discourse role assignment. It assigns a subordinate role to the target, while the speaker assumes a dominant role. This pair of role assignments is used to oppress the target. Here I focus on how reclamation works and under what conditions its benefits can (...)
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  19. a game we can't abstain from!Paul Bali - manuscript
    contents -/- i. a game we can't abstain from ii. a sudden God, a Boltzmann God iii. the Hard Problem & Humean causation iv. Turing gave a recipe for consciousness v. the Honeymoon Algorithm vi. Tech Civ takes Earth in vii. Borges, the Compressor viii. Hollywood, where faeries enter ix. in the age of Macbeth, magic x. from King to this vile politician xi. Medieval blue not our color blue xii. the austerities prioritize braingrowth xiii. taste is tactile xiv. (...)
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  20. The best game in town: The reemergence of the language-of-thought hypothesis across the cognitive sciences.Jake Quilty-Dunn, Nicolas Porot & Eric Mandelbaum - 2023 - Behavioral and Brain Sciences 46:e261.
    Mental representations remain the central posits of psychology after many decades of scrutiny. However, there is no consensus about the representational format(s) of biological cognition. This paper provides a survey of evidence from computational cognitive psychology, perceptual psychology, developmental psychology, comparative psychology, and social psychology, and concludes that one type of format that routinely crops up is the language-of-thought (LoT). We outline six core properties of LoTs: (i) discrete constituents; (ii) role-filler independence; (iii) predicate–argument structure; (iv) logical operators; (v) inferential (...)
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  21. Understanding Games as Played:Sketch for a first-person perspective for computer game analysis.Olli Tapio Leino - 2009 - Philosophy of Computer Games 2009 Proceedings.
    Researchers interested in player’s experience would assumedly, across disciplines, agree that the goal behind enquiries into player’s experience is to understand the how games’ features end up affecting the player’s experience. Much of the contemporary interdisciplinary research into player’s experience leans toward the empirical-scientific, in the forms psychology, sociology and cognitive science, to name a few. In such approaches, for example demonstrating correlation between physiological symptoms and an in-game event may amount to ‘understanding’. However, the experience of computer (...) play is a viable topic also for computer game studies within the general tradition of humanities. In such context, the idea of ‘understanding an experience’ invites an approach focusing on the experienced significance of events and objects within computer game play. This focus, in turn, suggests turning to the principles associated with phenomenology, among which is the idea of describing things as they appear, or as they are given, in the experience, from the first-person perspective. From the first-person perspective the challenge lies not in the subjective experience’s inaccessibility but in the inherent personal richness of the experience’s content. Rather than trying to embrace the richness by engaging in direct introspection, it makes sense to focus the search on the conditions of the player’s experience. In this paper, I discuss the idea of “firstperson perspective” in the context of computer game studies. I propose that conditions for player’s experience could be sought from the materiality of the computer game artefact, rather than from the ‘processual’ or ‘ideal game’. I derive the notion of gameplay condition3 from the overlap of the player’s “lusory attitude” and the materiality of the single-player computer game artefact as it appears in the player’s experience. (shrink)
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  22.  37
    Kant’s Transcendental Turn to the Object.Karin De Boer - 2024 - Studi Kantiani 36:11-353.
    In the Critique of Pure Reason and elsewhere, Kant uses the term ‘object’ in various ways and often without clearly signaling its different meanings. As a result, it is hard to gauge the extent to which Kant’s account of the object of cognition breaks new ground. In this article, I take the Critique to establish what is required to generate an object of cognition per se soleley by examining the various ways in which the human mind can objectify the content (...)
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  23. Interests, evidence and games.Brian Weatherson - 2018 - Episteme 15 (3):329-344.
    Pragmatic encroachment theories have a problem with evidence. On the one hand, the arguments that knowledge is interest-relative look like they will generalise to show that evidence too is interest-relative. On the other hand, our best story of how interests affect knowledge presupposes an interest-invariant notion of evidence. -/- The aim of this paper is to sketch a theory of evidence that is interest-relative, but which allows that ‘best story’ to go through with minimal changes. The core idea is that (...)
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  24. Can we turn people into pain pumps?: On the Rationality of Future Bias and Strong Risk Aversion.David Braddon-Mitchell, Andrew J. Latham & Kristie Miller - 2023 - Journal of Moral Philosophy 1:1-32.
    Future-bias is the preference, all else being equal, for negatively valenced events be located in the past rather than the future, and positively valenced ones to be located in the future rather than the past. Strong risk aversion is the preference to pay some cost to mitigate the badness of the worst outcome. People who are both strongly risk averse and future-biased can face a series of choices that will guarantee them more pain, for no compensating benefit: they will be (...)
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  25. Does Ontology Rest on a Mistake?Stephen Yablo & Andre Gallois - 1998 - Aristotelian Society Supplementary Volume 72:229-283.
    [Stephen Yablo] The usual charge against Carnap's internal/external distinction is one of 'guilt by association with analytic/synthetic'. But it can be freed of this association, to become the distinction between statements made within make-believe games and those made outside them-or, rather, a special case of it with some claim to be called the metaphorical/literal distinction. Not even Quine considers figurative speech committal, so this turns the tables somewhat. To determine our ontological commitments, we have to ferret out all traces of (...)
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  26. A Losing Game.Yvette Drissen - 2023 - Social Theory and Practice 49 (3):413-435.
    This paper takes issue with the widespread claim that positional competitions are zero-sum games. It shows how the notions of ‘positional good’ and ‘positional competition’ have changed in meaning and how this has resulted in conceptual confusion in discussions amongst economists and philosophers. I argue that the Zero-Sum Claim is hardly ever true when it comes to the novel understanding of positionality that currently dominates the philosophical literature. I propose dropping the Zero-Sum Claim and construing positional competitions as win-lose. This (...)
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  27. Turn from Sensibility to Rationality: Kant’s Concept of the Sublime.Zhengmi Zhouhuang - 2019 - In Stephen R. Palmquist (ed.), Kant on Intuition. Western and Asian Perspectives on Transcendental Idealism. pp. 179-191.
    Show more ▾ There are various dichotomies in Kant’s philosophy: sensibility vs. rationality, nature vs. freedom, cognition vs. morality, noumenon vs. phenomenon, among others. There are also different ways of mediating these dichotomies, which is the systematic undertaking of Kant’s Critique of the Power of Judgment. One of the most important concepts in this work is the sublime, which exemplifies the connections between the different dichotomies; this fact means the concept’s construction is full of tension. On the one hand, as (...)
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  28. Taking Politics Seriously - but Not Too Seriously.Charles Blattberg - 2019 - Philosophy 94 (2):271-94.
    John Rawls’ gamification of justice leads him – along with many other monist political philosophers, not least Ronald Dworkin – to fail to take politics seriously enough. I begin with why we consider games frivolous and then show how Rawls’ theory of justice is not merely analogous to a game, as he himself seems to claim, but is in fact a kind of game. As such, it is harmful to political practice in two ways: one as regards the (...)
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  29. 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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  30. Ambassadors of the game: do famous athletes have special obligations to act virtuously?Christopher C. Yorke & Alfred Archer - 2020 - Journal of the Philosophy of Sport 47 (2):301-317.
    Do famous athletes have special obligations to act virtuously? A number of philosophers have investigated this question by examining whether famous athletes are subject to special role model obligations (Wellman 2003; Feezel 2005; Spurgin 2012). In this paper we will take a different approach and give a positive response to this question by arguing for the position that sport and gaming celebrities are ‘ambassadors of the game’: moral agents whose vocations as rule-followers have unique implications for their non-lusory lives. (...)
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  31. Playing the Blame Game with Robots.Markus Kneer & Michael T. Stuart - 2021 - In 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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  32. Extracting fictional truth from unreliable sources.Emar Maier & Merel Semeijn - 2021 - In Emar Maier & Andreas Stokke (eds.), The Language of Fiction. Oxford: Oxford University Press.
    A fictional text is commonly viewed as constituting an invitation to play a certain game of make-believe, with the individual sentences written by the author providing the propositions we are to imagine and/or accept as true within the fiction. However, we can’t always take the text at face value. What narratologists call ‘unreliable narrators’ may present a confused or misleading picture of the fictional world. Meanwhile there has been a debate in philosophy about so-called ‘imaginative resistance’ in which we (...)
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  33. Taking War Seriously.Charles Blattberg - 2019 - Philosophy 94 (1):139-60.
    Just war theory − as advanced by Michael Walzer, among others − fails to take war seriously enough. This is because it proposes that we regulate war with systematic rules that are comparable to those of a game. Three types of claims are advanced. The first is phenomenological: that the theory's abstract nature interferes with our judgment of what is, and should be, going on. The second is meta-ethical: that the theory's rules are not, in fact, systematic after all, (...)
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  34. Oxymoron: taking business ethics denial seriously.Hasko von Kriegstein - 2019 - Journal of Business Ethics Education 16:103-134.
    Business ethics denial refers to one of two claims about moral motivation in a business context: that there is no need for it, or that it is impossible. Neither of these radical claims is endorsed by serious theorists in the academic fields that study business ethics. Nevertheless, public commentators, as well as university students, often make claims that seem to imply that they subscribe to some form of business ethics denial. This paper fills a gap by making explicit both the (...)
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  35. Taking a Good look at the norms of gathering and responding to evidence.Richard Pettigrew - manuscript
    In the recent philosophical literature on inquiry, epistemologists point out that their subject has often begun at the point at which you already have your evidence and then focussed on identifying the beliefs for which that evidence provides justification. But we are not mere passive recipients of evidence. While some comes to us unbidden, we often actively collect it. This has long been recognised, but typically epistemologists have taken the norms that govern inquiry to be practical, not epistemic. The recent (...)
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  36. Risk-taking and tie-breaking.Ryan Doody - 2023 - Philosophical Studies 180 (7):2079-2104.
    When you are indifferent between two options, it’s rationally permissible to take either. One way to decide between two such options is to flip a fair coin, taking one option if it lands heads and the other if it lands tails. Is it rationally permissible to employ such a tie-breaking procedure? Intuitively, yes. However, if you are genuinely risk-averse—in particular, if you adhere to risk-weighted expected utility theory (Buchak in Risk and rationality, Oxford University Press, 2013) and have a (...)
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  37.  24
    Beauty and Aesthetic Properties: Taking Inspiration from Kant.Sonia Sedivy - 2019 - In Wolfgang Huemer & Íngrid Vendrell Ferran (eds.), Beauty: New Essays in Aesthetics and the Philosophy of Art. München, Deutschland: Philosophia. pp. 25 - 41.
    This paper examines the relationship between beauty and aesthetic properties to argue that aesthetic properties are connected to a work’s content, to what a work conveys or expresses. I turn to Kant’s Critique of Judgement to make the case. My argument highlights two parts of Kant’s approach. Kant argues that pure aesthetic judgements of beauty are grounded in a harmonious yet free play of the imagination and understanding. Such free play is pleasurable and intimates that the power or capacity (...)
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  38. A mug's game? Solving the problem of induction with metaphysical presuppositions.Nicholas Maxwell - 2004 - In John Earman & John Norton (eds.), PhilSci Archive.
    This paper argues that a view of science, expounded and defended elsewhere, solves the problem of induction. The view holds that we need to see science as accepting a hierarchy of metaphysical theses concerning the comprehensibility and knowability of the universe, these theses asserting less and less as we go up the hierarchy. It may seem that this view must suffer from vicious circularity, in so far as accepting physical theories is justified by an appeal to metaphysical theses in (...) justified by the success of science. But this is rebutted. A thesis high up in the hierarchy asserts that the universe is such that the element of circularity, just indicated, is legitimate and justified, and not vicious. Acceptance of the thesis is in turn justified without appeal to the success of science. It may seem that the practical problem of induction can only be solved along these lines if there is a justification of the truth of the metaphysical theses in question. It is argued that this demand must be rejected as it stems from an irrational conception of science. (shrink)
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  39. African Numbers Games and Gambler Motivation: 'Fahfee' in Contemporary South African.Stephen Louw - 2018 - African Affairs 117 (466):109-129.
    Since independence, at least 28 African countries have legalized some form of gambling. Yet a range of informal gambling activities have also flourished, often provoking widespread public concern about the negative social and economic impact of unregulated gambling on poor communities. This article addresses an illegal South African numbers game called fahfee. Drawing on interviews with players, operators, and regulatory officials, this article explores two aspects of this game. First, it explores the lives of both players and runners, (...)
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  40. Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning.Michael Hemmingsen - 2020 - Sport, Ethics and Philosophy 15 (3):435-460.
    Speedrunning is a kind of ‘metagame’ involving video games. Though it does not yet have the kind of profile of multiplayer e-sports, speedrunning is fast approaching e-sports in popularity. Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, particularly due to the incorporation of “glitches”. For many outside the speedrunning community, the (...)
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  41. Taking Interdependence Seriously: Trade, Essential Supplies, and the International Division of Labour in COVID-19.Tadhg Ó Laoghaire - 2020 - Revista de Filosofie Aplicata 3 (Summer 2020):100-117.
    COVID-19 knows no boundaries, but political responses to it certainly do. Much has been made about how the pandemic has revealed the Hobbesian nature of political power, but this picture of politics occludes from vision the interdependent nature of our current international order. In particular, it overlooks the fact that much of the goods, services, capital, and people that societies rely on in order to function are sourced from outside the domestic state. And, conversely, it overlooks the extent to which (...)
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  42. Modeling economic systems as locally-constructive sequential games.Leigh Tesfatsion - 2017 - Journal of Economic Methodology 24 (4):1-26.
    Real-world economies are open-ended dynamic systems consisting of heterogeneous interacting participants. Human participants are decision-makers who strategically take into account the past actions and potential future actions of other participants. All participants are forced to be locally constructive, meaning their actions at any given time must be based on their local states; and participant actions at any given time affect future local states. Taken together, these essential properties imply real-world economies are locally-constructive sequential games. This paper discusses a modeling approach, (...)
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  43. The Tragedy of the Risk Averse.H. Orri Stefánsson - 2020 - Erkenntnis 88 (1):351-364.
    Those who are risk averse with respect to money, and thus turn down some gambles with positive monetary expectations, are nevertheless often willing to accept bundles involving multiple such gambles. Therefore, it might seem that such people should become more willing to accept a risky but favourable gamble if they put it in context with the collection of gambles that they predict they will be faced with in the future. However, it turns out that when a risk averse person (...)
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  44. Rorty’s Linguistic Turn: Why (More Than) Language Matters to Philosophy.Colin Koopman - 2011 - Contemporary Pragmatism 8 (1):61-84.
    The linguistic turn is a central aspect of Richard Rorty’s philosophy, informing his early critiques of foundationalism in Philosophy and the Mirror of Nature and subsequent critiques of authoritarianism in Contingency, Irony, and Solidarity. It is argued that we should interpret the linguistic turn as a methodological suggestion for how philosophy can take a non-foundational perspective on normativity. It is then argued that although Rorty did not succeed in explicating normativity without foundations (or authority without authoritarianism), we should (...)
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  45. Online Footprint -A Serious Game for Reducing Digital Carbon Emission.Sepehr Vaez Afshar, Gülşen Aytaç, Sarvin Eshaghi & Sana Vaez Afshar - 2022 - In XXVI International Conference of the Ibero-American Society of Digital Graphics. Universidad Peruana de Ciencias Aplicadas: Ibero-American Society of Digital Graphics. pp. 1043-1052.
    Life is getting digital more than ever as technology improves. While the Internet is responsible for two percent of global greenhouse gas emissions, it is underestimated as a pollutant. Since public awareness is one of the most important preservation methods, it can contribute to protecting the environment from carbon emissions by raising people's understanding. In this regard, serious games, as a type of gamification transmitting educational content besides entertainment, immerse the player in enjoyment while teaching them a specific topic or (...)
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  46. Taking the concepts of others seriously.Terence Rajivan Edward - 2016 - Meta: Research in Hermeneutics, Phenomenology, and Practical Philosophy 8 (1):143-153.
    This paper assesses an argument against the representationalist tradition in anthropology: the tradition of reporting how a cultural group represents the world. According to the argument, anthropologists working within this tradition cannot take the concepts of those they study seriously. I defend the representationalist tradition against this argument.
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  47. Taking ‘the leap of faith’. How religious views affect people’s’ way of living?Tudor Cosmin Ciocan & Pratibha Gramann - 2020 - Dialogo 7 (1):91-102.
    There is consistent evidence that everything coming out from the religious/spiritual phenomenon bends us most harshly. And that occurs regardless of the form religiousness or spirituality takes in practice or theory, despite the broad range of embracing religious concepts and creeds from atheism to fanatism, or moreover disregarding the impossibility of labeling as good or wrong these creeds from another perspective than the one that produced it. Many people adhere to religion for the sake of their souls, but it turns (...)
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  48. Fundamentals of Order Ethics: Law, Business Ethics and the Financial Crisis.Christoph Luetge - 2012 - Archiv für Rechts- Und Sozialphilosophie Beihefte 130:11-21.
    During the current financial crisis, the need for an alternative to a laissez-faire ethics of capitalism (the Milton Friedman view) becomes clear. I argue that we need an order ethics which employs economics as a key theoretical resource and which focuses on institutions for implementing moral norms. -/- I will point to some aspects of order ethics which highlight the importance of rules, e.g. global rules for the financial markets. In this regard, order ethics (“Ordnungsethik”) is the complement of the (...)
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  49. The Matrix, or When the Natural World Is Scary.Piotr J. Janik - 2021 - In Piotr J. Janik & Carla Canullo (eds.), Intentionnalité comme idée. Phenomenon, between efficacy and analogy. Kraków, Poland: pp. 163-179.
    Husserl’s commitment to reality is marked by the urgency to return, or rather to a repeated return each time the objective is achieved . He explains this explicitly in The Crisis of European Sciences and Transcendental Phenomenology, taking his cue from Descartes’ Meditations . Reduction, which is the exact name for re- turn, means change of attitude, abandonment of the natural position as naive . Jan Patočka notes in this regard, that today people who have experienced modern sci- (...)
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  50. "Self-Made Person: The Reality and the Myth".Hugh LaFollette - manuscript
    To varying degrees, many of us think we are “self-made.” Some explicitly state—while others imply—that our accomplishments resulted (almost) entirely from our intelligence, ingenuity, and hard work There is qualified truth in this supposition, even although it is commonly overstated. Others think they are pawns in the chess game of life. However, although some have less control than those more privileged, few are devoid of control. This tandem of judgments is akin to our propensity to make asymmetrical judgments about (...)
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