Results for ' first-person shooter game'

956 found
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  1.  46
    Being enjoyably challenged is the key to an enjoyable gaming experience: an experimental approach in a first-person shooter game.Anne Corcos - 2018 - Socioaffective Neuroscience and Psychology 8 (1).
    Applied to video games, Csikszentmihalyi’s work on flow evidences that a positive gaming experience is intrinsically self-rewarding and primarily determined by the skill/challenge balance. A multi-layered measure of enjoyment is built to take these components into account. Gamers were asked to report the concentration-enjoyment they experienced during a first-person shooter game, and to better assess the gap between skill and challenge, the challenge enjoyment was also rated. Along with concentration level, concentration enjoyment is used to build (...)
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  2.  52
    First-Person Shooter Videogames.Alberto Oya - 2023 - Leiden: Brill.
    This book offers a comprehensive and accessible characterisation of the first-person shooter videogame genre. After providing an overview of the history of the first-person shooter videogame genre, Alberto Oya comments on the various defining peculiarities of this genre, namely the first-person perspective, the shooting gaming mechanics, the heroic in-game narrative or background story, and multiplayer gaming. Oya also argues that educators can use first-person shooter videogames to encourage their (...)
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  3. Seeing perception in video games: Image studies of" first person shooters.Stephan Gunzel - 2007 - In Karin Leonhard & Silke Horstkotte (eds.), Seeing Perception. Cambridge Scholars Press. pp. 255.
     
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  4. Narrative, agency and observational behaviour in a first person shooter environment.Dan Pinchbeck, Brett Stevens, S. Van Laar, Steve Hand & Ken Newman - forthcoming - Proceedings of Narrative Ai and Games Symposium: Society for the Study of Artificial Intelligence and the Simulation of Behaviour (Aisob'06).
     
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  5. (1 other version)Philosophy through video games.Jon Cogburn - 2009 - New York: Routledge. Edited by Mark Silcox.
    I, player : the puzzle of personal identity (MMORPGS and Virtual Communities) -- The game inside the mind, the mind inside the game (The Nintendo Wii Gaming Console) -- Realistic blood and gore : do violent games make violent gamers? (First-person Shooters) -- Games and God's goodness (World-builder and Tycoon Games) -- The metaphysics of interactive art (Puzzle and Adventure Games) -- Artificial and human intelligence (Single-player RPGS) -- Epilogue: Video games and the meaning of life.
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  6.  37
    (1 other version)Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play.Stuart Reeves, Christian Greiffenhagen & Eric Laurier - 2016 - Topics in Cognitive Science 8 (4).
    Accounts of video game play developed from an ethnomethodological and conversation analytic perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical “work” of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a “tactical zoom.” We start very much “outside” the game, beginning with a wide view of how massive-multiplayer online (...)
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  7.  27
    Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives.Olatz Lopez-Fernandez, A. Jess Williams & Daria J. Kuss - 2019 - Frontiers in Psychology 10.
    Research investigating female gaming is relatively scarce, and past research has demonstrated that men are more likely to be problematic gamers. Few studies have focused on female gamers in community samples, and those that have been published have mainly collected data qualitatively in Europe. There is case study evidence suggesting clinicians are increasingly treating problem female gamers. The aim of this study is threefold: (i) to establish an international female gamer profile, (ii) to determine predictors associated with perceived internet gaming (...)
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  8.  30
    Video Games and the Cerebral Subject: On Playing Call of Duty: Modern Warfare 3.Pasi Väliaho - 2014 - Body and Society 20 (3-4):113-139.
    This article engages with the fabrication of experiences in first-person shooter video games. On one hand, it explores the forms of affective and cognitive engagement this novel type of immersive imagery demands of the player. On the other hand, the article speculates on how video games images resonate and coincide with other key practices and imaginations defining the political reality of life today. What (at least according to some accounts) matters most in the politics of life today (...)
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  9.  34
    Procedural monsters: rhetoric, commonplace and ‘heroic madness’ in video games.Tom Grimwood - 2018 - Journal for Cultural Research 22 (3):310-324.
    ABSTRACTThis paper draws on Ian Bogost’s argument that video games constitute a form of ‘procedural rhetoric’, in order to re-examine the representation of heroic madness First-Person-Shooter games. Rejecting the idea that games attempt to recreate the experience of madness to the player through linear representation, the paper instead identifies two persistent commonplace figures which appear within the genre: the monstrous double, and the reaching tentacle. While Bogost’s notion of procedural rhetoric allows analysis to move away from the (...)
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  10.  16
    Conversation dynamics in a multiplayer video game with knowledge asymmetry.James Simpson, Patrick Nalepka, Rachel W. Kallen, Mark Dras, Erik D. Reichle, Simon G. Hosking, Christopher Best, Deborah Richards & Michael J. Richardson - 2022 - Frontiers in Psychology 13.
    Despite the challenges associated with virtually mediated communication, remote collaboration is a defining characteristic of online multiplayer gaming communities. Inspired by the teamwork exhibited by players in first-person shooter games, this study investigated the verbal and behavioral coordination of four-player teams playing a cooperative online video game. The game, Desert Herding, involved teams consisting of three ground players and one drone operator tasked to locate, corral, and contain evasive robot agents scattered across a large desert (...)
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  11. Far Cry 2: Are You Sure about Being a Hero?Alberto Oya - 2022 - Andphilosophy.Com — the Blackwell Philosophy and Pop Culture Series.
    In this article it is argued that the videogame Far Cry 2 manages to take advantage of the heroic formula so characteristic of the first-person shooter videogame genre in a way that potentially prompts players to reflect on the ethical adequacy of their own decision to immerse themselves in a fictional scenario in which they take the role of a fictional character whose behaviour primarily, if not exclusively, consists in shooting.
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  12.  25
    Bioshock and Philosophy: Irrational Game, Rational Book.Luke Cuddy & William Irwin (eds.) - 2015 - Malden, MA: Wiley-Blackwell.
    Considered a sign of the ‘coming of age’ of video games as an artistic medium, the award-winning BioShock franchise covers vast philosophical ground. _BioShock and Philosophy: Irrational Game, Rational Book _presents expert reflections by philosophers on this critically acclaimed and immersive fan-favorite. Reveals the philosophical questions raised through the artistic complexity, compelling characters and absorbing plots of this ground-breaking first-person shooter Explores what _BioShock_ teaches the gamer about gaming, and the aesthetics of video game storytelling (...)
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  13.  22
    A Transcranial Stimulation Intervention to Support Flow State Induction.Joshua Gold & Joseph Ciorciari - 2019 - Frontiers in Human Neuroscience 13:461259.
    Background: Flow states are considered a positive, subjective experience during an optimal balance between skills and task demands. Previously, experimentally induced flow experiences have relied solely on adaptive tasks. Objective: To investigate whether cathodal transcranial direct current stimulation (tDCS) over the left dorsolateral prefrontal cortex (DLPFC) area and anodal tDCS over the right parietal cortex area during video game play will promote an increased experience of flow states. Methods: Two studies had participants play Tetris or first-person (...) (FPS) video games while receiving either real tDCS or sham stimulation. Tetris recruited nineteen untrained players who infrequently played video games while the ten FPS participants played FPS frequently. Flow experience was assessed before and after stimulation. Results: Compared to sham stimulation, real stimulation increased flow experience for both untrained Tetris and trained FPS players. No ceiling effects were noticed between trained and untrained groups. Conclusion: Cathodal and anodal tDCS over the left DLPFC and right parietal areas respectively may encourage flow experiences in complex real-life motor tasks that occur during sports, games and everyday life. (shrink)
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  14.  9
    The Governmentality of Battlefield Space: Efficiency, Proficiency, and Masculine Performativity.Kyle Kontour - 2012 - Bulletin of Science, Technology and Society 32 (5):353-360.
    With the rise of the so-called military-entertainment complex, critical scholars note with alarm the integration of the political economies of entertainment companies and the military, in particular its potential influence on millions of young people who consume its concomitant films, toys and especially video games. Seen from a broad perspective, a potentially productive means of understanding the complexities of this sphere is through the lens of Michel Foucault’s notion of governmentality—a concept that ties together the actions and preferred outcomes of (...)
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  15.  24
    Theorising Schmitt’s Friend-Enemy through Deleuzian Folding and First-Person Shooters.Ian Cook - 2009 - Symploke 17 (1-2):215-230.
  16. Bioshock and the art of rapture.Grant Tavinor - 2009 - Philosophy and Literature 33 (1):pp. 91-106.
    In lieu of an abstract, here is a brief excerpt of the content:Bioshock and the Art of RaptureGrant TavinorI am Andrew Ryan, and I am here to ask you a question. Is a man not entitled to the sweat of his brow? "No!" says the man in Washington, "It belongs to the poor." "No!" says the man in the Vatican, "It belongs to God." "No!" says the man in Moscow, "It belongs to everyone." I rejected these answers; instead, I chose (...)
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  17.  17
    The writing on the screen: A meditation on the Virginia Tech shooting spree: Age-appropriate use of violent first-person computer games.Camilla Benolirao Griggers - 2009 - Semiotica 2009 (177):189-196.
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  18. Realistic but humorous": Finnish Army simulator as a first-person video game on Finnish national service [Finland].Rami Mähkä & Haron Walliander - 2025 - In Michal Mochocki, Paweł Schreiber, Jakub Majewski & Yaraslau I. Kot (eds.), Central and Eastern European histories and heritages in video games. New York: Routledge.
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  19. Legg-Hutter universal intelligence implies classical music is better than pop music for intellectual training.Samuel Alexander - 2019 - The Reasoner 13 (11):71-72.
    In their thought-provoking paper, Legg and Hutter consider a certain abstrac- tion of an intelligent agent, and define a universal intelligence measure, which assigns every such agent a numerical intelligence rating. We will briefly summarize Legg and Hutter’s paper, and then give a tongue-in-cheek argument that if one’s goal is to become more intelligent by cultivating music appreciation, then it is bet- ter to use classical music (such as Bach, Mozart, and Beethoven) than to use more recent pop music. The (...)
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  20.  26
    The Relative Influence of Drivers and Empaths on Team Synchronization.Stephen J. Guastello & Anthony F. Peressini - unknown
    To further the understanding of how to build or reduce synchrony in a work team, we examined two principles for defining the optimal condition to produce or limit synchrony: the empath-driver ratio, and the balance between autocorrelated autonomic arousal and the degree of influence that transfers from each group member to other group members. In study 1, we employed a series of computational simulations designed to manipulate the four variables. The results indicated that there is a four-way balance between driver (...)
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  21.  20
    From Pixels to First-Person Experience and Language.Thomas Hainscho - 2023 - Constructivist Foundations 18 (3):397-399.
    Open peer commentary on the article “The World of Screen Creatures” by Bin Liu. Abstract: I examine the premise that Liu’s screen creatures duplicate the images of a first-person shooter. I raise questions about the first-person perspective of screen creatures and their use of language.
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  22.  31
    Assessing Team Effectiveness by How Players Structure Their Search in a FirstPerson Multiplayer Video Game.Patrick Nalepka, Matthew Prants, Hamish Stening, James Simpson, Rachel W. Kallen, Mark Dras, Erik D. Reichle, Simon G. Hosking, Christopher Best & Michael J. Richardson - 2022 - Cognitive Science 46 (10):e13204.
    Cognitive Science, Volume 46, Issue 10, October 2022.
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  23.  39
    Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease.Sofia Balula Dias, José Alves Diniz, Evdokimos Konstantinidis, Theodore Savvidis, Vicky Zilidou, Panagiotis D. Bamidis, Athina Grammatikopoulou, Kosmas Dimitropoulos, Nikos Grammalidis, Hagen Jaeger, Michael Stadtschnitzer, Hugo Silva, Gonçalo Telo, Ioannis Ioakeimidis, George Ntakakis, Fotis Karayiannis, Estelle Huchet, Vera Hoermann, Konstantinos Filis, Elina Theodoropoulou, George Lyberopoulos, Konstantinos Kyritsis, Alexandros Papadopoulos, Anastasios Depoulos, Dhaval Trivedi, Ray K. Chaudhuri, Lisa Klingelhoefer, Heinz Reichmann, Sevasti Bostantzopoulou, Zoe Katsarou, Dimitrios Iakovakis, Stelios Hadjidimitriou, Vasileios Charisis, George Apostolidis & Leontios J. Hadjileontiadis - 2021 - Frontiers in Psychology 11:612835.
    Human-Computer Interaction (HCI) and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games (HCI-SGs). When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative (...)
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  24.  85
    Game Trees For Decision Analysis.Prakash P. Shenoy - 1998 - Theory and Decision 44 (2):149-171.
    Game trees (or extensive-form games) were first defined by von Neumann and Morgenstern in 1944. In this paper we examine the use of game trees for representing Bayesian decision problems. We propose a method for solving game trees using local computation. This method is a special case of a method due to Wilson for computing equilibria in 2-person games. Game trees differ from decision trees in the representations of information constraints and uncertainty. We compare (...)
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  25. Perspective-Taking and Depth of Theory-of-Mind Reasoning in Sequential-Move Games.Jun Zhang, Trey Hedden & Adrian Chia - 2012 - Cognitive Science 36 (3):560-573.
    Theory-of-mind (ToM) involves modeling an individual’s mental states to plan one’s action and to anticipate others’ actions through recursive reasoning that may be myopic (with limited recursion) or predictive (with full recursion). ToM recursion was examined using a series of two-player, sequential-move matrix games with a maximum of three steps. Participants were assigned the role of Player I, controlling the initial and the last step, or of Player II, controlling the second step. Appropriate for the assigned role, participants either anticipated (...)
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  26.  36
    Language, Persons and Belief. [REVIEW]M. A. - 1968 - Review of Metaphysics 22 (1):144-145.
    As the title indicates, the purpose of this book is twofold. First it offers a brief exposition of the fundamental doctrines of the Philosophical Investigations; secondly, it attempts to use some important concepts of the Investigations to justify religious language. The emphasis in the expository part is on language games as communication media, leading directly to forms of life as agreement situations, which would make indispensable the intervention of agents here conceived as persons. The application of these ideas to (...)
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  27.  89
    Inner Speech Generation in a Video Game Non-Player Character: From Explanation to Self?Raúl Arrabales - 2012 - International Journal of Machine Consciousness 4 (2):367-381.
    The use of human language is a hallmark of human consciousness, even when it is not used publicly. Inner speech is the way humans consciously communicate with themselves and arguably a key factor contributing to the formation of more self-aware selves. From the perspective of cognitive science and artificial cognitive architectures, inner speech can be also seen as a meta-management system that modulates some cognitive processes of the subject. In this paper, we describe a preliminary version of a computational model (...)
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  28.  36
    Game Experiments on Cooperation Through Reward and Punishment.Ross Cressman, Jia-Jia Wu, Cong Li & Yi Tao - 2013 - Biological Theory 8 (2):158-166.
    Game experiments designed to test the effectiveness of reward and/or punishment incentives in promoting cooperative behavior among their participants are quite common. Results from two such recent experiments conducted in Beijing, based on the Prisoner’s Dilemma (PD) game and Public Goods Game respectively, are summarized here. The unexpected empirical outcomes for the repeated PD game, that cooperation actually decreased when the participants had the option of using a costly punishment strategy and that participants who used costly (...)
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  29.  83
    Free will, the self, and video game actions.Andrew Kissel - 2020 - Ethics and Information Technology 23 (3):177-183.
    In this paper, I raise several concerns for what I call the willing endorsement view of moral responsibility in videogames. Briefly, the willing endorsement view holds that players are appropriate targets of moral judgments when their actions reflect their true, real-world selves. In the first section of the paper, I argue that core features of the willing endorsement view are widely implicitly accepted among philosophers engaging in discussions of morality in games. I then focus on a particularly clear recent (...)
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  30.  21
    Archives of the insensible: of war, photopolitics, and dead memory.Allen Feldman - 2015 - Chicago: University of Chicago Press.
    Introduction: enigmatic dispersals -- Before the law at Guantánamo -- The apophatic blur of war -- First-person shooters: the critique of monopoly violence -- The structuring enemy and archival war -- Traumatizing the truth commission -- Turning around scars -- Expiring animality.
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  31.  82
    National security games.Steven J. Brams & D. Marc Kilgour - 1988 - Synthese 76 (2):185 - 200.
    Issues that arise in using game theory to model national security problems are discussed, including positing nation-states as players, assuming that their decision makers act rationally and possess complete information, and modeling certain conflicts as two-person games. A generic two-person game called the Conflict Game, which captures strategic features of such variable-sum games as Chicken and Prisoners'' Dilemma, is then analyzed. Unlike these classical games, however, the Conflict Game is a two-stage game in (...)
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  32.  53
    Wittgenstein’s Language Games and García Márquez´ Magical Realism.Bermúdez Barrera - 2008 - Proceedings of the Xxii World Congress of Philosophy 26:21-28.
    “There’s no need for DNA tests to prove that One Hundred Years of Solitude is Don Quixote’s heir.” G. Rabassa This paper is a personal attempt to relate the concept of language games as portrayed by the Austrian Philosopher Ludwig Wittgenstein with the literary magic of Gabriel García Márquez. The topic came up to me after reading an essay of the Colombian writer Carlos Patiño Roselli. His exposition on the language games in Wittgenstein triggered a series ofassociations in me that (...)
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  33.  61
    Belief in God: A game-theoretic paradox. [REVIEW]Steven J. Brams - 1982 - International Journal for Philosophy of Religion 13 (3):121 - 129.
    The Belief Game is a two-person, nonzero-sum game in which both players can do well [e.g., at (3, 4)] or badly [e.g., at (1,1)] simultaneously. The problem that occurs in the play of this game is that its rational outcome of (2, 3) is not only unappealing to both players, especially God, but also, paradoxically, there is an outcome, (3, 4), preferred by both players that is unattainable. Moreover, because God has a dominant strategy, His omniscience (...)
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  34.  15
    Technologies of Captivation: Videogames and the Attunement of Affect.James Ash - 2013 - Body and Society 19 (1):27-51.
    This article analyses the skills and knowledges involved in multiplayer first-person shooting games, specifically Call of Duty 4 for the Xbox 360 games console. In doing so, it argues that the environments of first-person shooting games are designed to be intense spaces that produce captivated subjects – users who play attentively for long periods of time. Developing Heidegger’s concept of attunement and Stiegler’s account of retention, the article unpacks the somatic and sensory skills involved in videogame (...)
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  35.  25
    Game Change.Maximo Cortez - 2015 - Narrative Inquiry in Bioethics 5 (2):5-7.
    In lieu of an abstract, here is a brief excerpt of the content:Game ChangeMaximo CortezOn November 17, 1983, I was born with a condition called mixed gonadal dysgenesis, and ambiguous genitalia. My gender was not of a big concern at that time. The more urgent matter was that I had a heart murmur, which was repaired when I was twelve months old. [End Page E5]It was not until I turned five, and by issue of the Texas Children’s Protective Services (...)
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  36. Banach games.Chris Freiling - 1984 - Journal of Symbolic Logic 49 (2):343-375.
    Banach introduced the following two-person, perfect information, infinite game on the real numbers and asked the question: For which sets $A \subseteq \mathbf{R}$ is the game determined????? Rules: The two players alternate moves starting with player I. Each move a n is legal iff it is a real number and $0 , and for $n > 1, a_n . The first player to make an illegal move loses. Otherwise all moves are legal and I wins iff (...)
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  37.  17
    Pedagogy, Hyperreality, and Agency— To Sound Out Education Effects Ascribed to a Video Game.Anja Kraus - 2022 - The Journal of Aesthetic Education 56 (4):63-78.
    Abstract:Whereas utopia is the vision of an ideal community, dystopias create the image of a cataclysmic decline of society and environment. This article deals with the construction of personal agency and the analysis of digital simulation that is reflected in an online commercial for a first-person survival horror video game. Agency is understood here as the capacity to act in the virtual environment that is ascribed to the actor by the marketing strategy. Applying approaches from phenomenology, simulation (...)
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  38.  35
    The Suitors' Games.Ruth Scodel - 2001 - American Journal of Philology 122 (3):307-327.
    In lieu of an abstract, here is a brief excerpt of the content:The Suitors' GamesRuth ScodelScholars disagree about the goals of Penelope's suitors in the Odyssey-do they seek kingship, Odysseus' property, Penelope herself, or some combination? This disagreement is unsurprising: different passages imply different goals. Twice the suitors speak of dividing Odysseus' property (2.335-36, 16.384-86). In other passages, however, the kingship seems to be at issue; so Telemachus says that Eurymachus "is most eager to marry my mother and possess the (...)
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  39.  52
    WADA’s Concept of the ’Protected Person’ – and Why it is No Protection for Minors.Marcus Campos, Jim Parry & Irena Martínková - 2022 - Sport, Ethics and Philosophy 17 (1):58-69.
    The recent alleged doping case of the figure skater Kamila Valieva at the Winter Olympic Games in Beijing 2022 dramatically raised the issue of the protection of minors in anti-doping policy. We firstly present the literature on doping in relation to minors. Secondly, we present WADA’s Protected Person (PP) concept and its implications. Thirdly, we analyse the WADA Code’s purpose and the vulnerability of minors under the Code, and fourthly, we identify the real threats from which minors should be (...)
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  40. Autism, Dilogic and Persons.Donald Peterson - unknown
    The syndrome of autism was first systematically identified in the 1940's, and has been the focus of a broad range of work since that time. Its symptomatology is seemingly diverse, and involves a rough division between 'personal' and 'nonpersonal' tendencies. In the personal category are difficulties in understanding and interacting with other persons, socialisation, empathy and communication. In the non-personal category are difficulties in adaptability, occasional special abilities, and a wide range of peculiarities in learning, generalisation, pursuit of narrow (...)
     
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  41.  11
    Children at Play: Thoughts about the impact of networked toys in the game of life and the role of law.Ulrich Gaspar - 2018 - International Review of Information Ethics 27.
    Information communication technology is spreading fast and wide. Driven by convenience, it enables people to undertake personal tasks and make decisions more easily and efficiently. Convenience enjoys an air of liberation as well as self-expression affecting all areas of life. The industry for children's toys is a major economic market becoming ever more tech-related and drawn into the battle for convenience. Like any other tech-related industry, this battle is about industry dominance and, currently, that involves networked toys. Networked toys aim (...)
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  42.  5
    Ego: the game of life.Frank Schirrmacher - 2015 - Malden, MA: Polity Press.
    Twenty-five years after the end of the Cold War, a new Cold War is being waged in our societies. During the Cold War a theoretical model of man was developed by economists and the military, an egotistical being interested only in his own benefit and in duping his opponents to achieve his ends: a modern homo oeconomicus. After his career in the Cold War ended, he was not scrapped but adapted to the needs of the twenty-first century. He became (...)
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  43.  14
    An Exploration of Mental Health Discussions in Live Streaming Gaming Communities.Reesha Gandhi, Christine L. Cook, Nina LaMastra, Jirassaya Uttarapong & Donghee Yvette Wohn - 2021 - Frontiers in Psychology 12.
    Live streaming is a unique form of media that creates a direct line of interaction between streamers and viewers. While previous research has explored the social motivations of those who stream and watch streams in the gaming community, there is a lack of research that investigates intimate self-disclosure in this context, such as discussing sensitive topics like mental health on platforms such as Twitch.tv. This study aims to explore discussions about mental health in gaming live streams to better understand how (...)
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  44.  31
    (1 other version)Reason and Solidarity with Persons against White Supremacy and Irresponsibility.Shyam Ranganathan - 2024 - Feminist Philosophy Quarterly 10 (1).
    White supremacy dominates the academy and political discussions. It first consists of conflating the geography of the West (where Black, Indigenous, and People of Color—BIPOC—are to be found) with a specific colonizing tradition originating in ancient Greek thought—call this tradition the West. Secondly, and more profoundly, it consists in treating this tradition as the frame for the study of every other intellectual tradition, which since the Romans it brands as religion. The political function of this marginalization of BIPOC philosophy (...)
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  45.  24
    Consequentialism and Bayesian Rationality in Normal Form Games.Peter Hammond - 1998 - Vienna Circle Institute Yearbook 5:187-196.
    In single-person decision theory, Bayesian rationality requires the agent first to attach subjective probabilities to each uncertain event, and then to maximize the expected value of a von Neumann—Morgenstern utility function that is unique up to a cardinal equivalence class. When the agent receives new information, it also requires subjective probabilities to be revised according to Bayes’ rule.
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  46.  13
    The Sportification of Amateur-level Competitive Computer Gaming: The Case of a Student Esports Club.N. S. Aleinikov - 2020 - Sociology of Power 32 (3):91-113.
    This article presents the results of an empirical study of the “sportification” of amateur-level competitive computer gaming. How do amateur players, who are unlikely to become professional esports players, turn what is considered to be enjoyable entertainment into a collective activity that demonstrates traits traditionally associated with professional sports, such as self-discipline, a focus on achieving results and overcoming personal limitations? Ethnographic research, consisting of in-depth interviews and participant observations, was conducted in the last quarter of 2019 based on a (...)
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  47.  43
    From self-regarding to other-regarding agents in strategic games: a logical analysis.Emiliano Lorini - 2011 - Journal of Applied Non-Classical Logics 21 (3-4):443-475.
    I propose a modal logic that enables to reason about self-regarding and otherregarding motivations in strategic games. This logic integrates the concepts of joint action, belief, individual and group payoff. The first part of the article is focused on self-regarding agents. A self-regarding agent decides to perform a certain action only if he believes that this action maximizes his own personal benefit. The second part of the article explores different kinds of other-regarding motivations such as fairness and reciprocity. Differently (...)
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  48.  46
    Exclusion-Proneness in Borderline Personality Disorder Inpatients Impairs Alliance in Mentalization-Based Group Therapy.Sebastian Euler, Johannes Wrege, Mareike Busmann, Hannah J. Lindenmeyer, Daniel Sollberger, Undine E. Lang, Jens Gaab & Marc Walter - 2018 - Frontiers in Psychology 9:319991.
    Interpersonal sensitivity, particularly threat of potential exclusion, is a critical condition in borderline personality disorder (BPD) which impairs patients’ social adjustment. Current evidence-based treatments include group components, such as mentalization-based group therapy (MBT-G), in order to improve interpersonal functioning. These treatments additionally focus on the therapeutic alliance since it was discovered to be a robust predictor of treatment outcome. However, alliance is a multidimensional factor of group therapy, which includes the fellow patients, and may thus be negatively affected by the (...)
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  49. It's All in the Game: A 3D Learning Model for Business Ethics.Suzy Jagger, Haytham Siala & Diane Sloan - 2016 - Journal of Business Ethics 137 (2):383-403.
    How can we improve business ethics education for the twenty first century? This study evaluates the effectiveness of a visual case exercise in the form of a 3D immersive game given to undergraduate students at two UK Universities as part of a mandatory business ethics module. We propose that due to evolving learning styles, the immersive nature of interactive games lends itself as a vehicle to make the learning of ethics more ‘concrete’ and ‘personal’ and therefore more engaging. (...)
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  50.  23
    Measuring Cognitive Abilities in the Wild: Validating a Population‐Scale Game‐Based Cognitive Assessment.Mads Kock Pedersen, Carlos Mauricio Castaño Díaz, Qian Janice Wang, Mario Alejandro Alba-Marrugo, Ali Amidi, Rajiv V. Basaiawmoit, Carsten Bergenholtz, Morten H. Christiansen, Miroslav Gajdacz, Ralph Hertwig, Byurakn Ishkhanyan, Kim Klyver, Nicolai Ladegaard, Kim Mathiasen, Christine Parsons, Janet Rafner, Anders R. Villadsen, Mikkel Wallentin, Blanka Zana & Jacob F. Sherson - 2023 - Cognitive Science 47 (6):e13308.
    Rapid individual cognitive phenotyping holds the potential to revolutionize domains as wide‐ranging as personalized learning, employment practices, and precision psychiatry. Going beyond limitations imposed by traditional lab‐based experiments, new efforts have been underway toward greater ecological validity and participant diversity to capture the full range of individual differences in cognitive abilities and behaviors across the general population. Building on this, we developed Skill Lab, a novel game‐based tool that simultaneously assesses a broad suite of cognitive abilities while providing an (...)
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