Results for ' game playing situations'

977 found
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  1.  21
    Choice behavior in game playing situations as a function of amount and probability of reinforcement.Bernard Pyron - 1964 - Journal of Experimental Psychology 68 (4):420.
  2.  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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  3.  15
    Situational game design.Brian Upton - 2017 - Boca Raton, FL: Taylor & Francis, CRC Press.
    Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for designing player-centric (...)
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  4.  76
    Games People Play: Strategy and Structure in Social Life.Devereaux Kennedy - 2016 - Social Epistemology 30 (1):67-88.
    This paper is presented as a sociological account of social action and as part of the “cognitive and cultural turn” in sociology. It retains Weber’s definition of social action as meaningful behavior directed toward another, but employs concepts developed by Noam Chomsky, Pierre Bourdieu and Ludwig Wittgenstein to refine and amplify Weber’s understanding of meaning and subjectivity. It attempts to ground symbolic interaction in innate properties of mind suggested by Chomsky and others. It attempts to enrich Bourdieu’s concept of the (...)
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  5.  28
    Playing the interdisciplinary game across education-medical education boundaries:sites of knowledge, collaborative identities and methodological innovations.Sue E. Timmis & Jane Williams - unknown
    This paper aims to interrogate the potential and challenges in interdisciplinary working across disciplinary boundaries by examining a longitudinal partnership designed to research student experiences of digital technologies in undergraduate medicine established by the two authors. The paper is situated in current methodological trends including the changing value of replicability and evidence based methods and increases in qualitative and mixed methods studies in Medical Education, whilst education research has seen growing encouragement for randomised controlled trials and large-scale quantitative studies. A (...)
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  6. The Logic of Rational Play in Games of Perfect Information.Giacomo Bonanno - 1991 - Economics and Philosophy 7 (1):37-65.
    For the past 20 years or so the literature on noncooperative games has been centered on the search for an equilibrium concept that expresses the notion of rational behavior in interactive situations. A basic tenet in this literature is that if a “rational solution” exists, it must be a Nash equilibrium. The consensus view, however, is that not all Nash equilibria can be accepted as rational solutions. Consider, for example, the game of Figure 1.
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  7.  64
    How to play the ultimatum game: An engineering approach to metanormativity.Benoit Hardy-Vallée & Paul Thagard - 2008 - Philosophical Psychology 21 (2):173 – 192.
    The ultimatum game is a simple bargaining situation where the behavior of people frequently contradicts the optimal strategy according to classical game theory. Thus, according to many scholars, the commonly observed behavior should be considered irrational. We argue that this putative irrationality stems from a wrong conception of metanormativity (the study of norms about the establishment of norms). After discussing different metanormative conceptions, we defend a Quinean, naturalistic approach to the evaluation of norms. After reviewing empirical literature on (...)
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  8.  29
    Sports Teaching, Traditional Games, and Understanding in Physical Education: A Tale of Two Stories.Raúl Martínez-Santos, María Pilar Founaud, Astrid Aracama & Asier Oiarbide - 2020 - Frontiers in Psychology 11:581721.
    Unlike Dickens’s novel, this is not a tale of light and darkness, order and chaos, good and evil… It is, though, a story worth to be told about two standpoints about games and sports, teaching and research, physical education simply put, that have pursued similar interests on parallel tracks for too long, despite their apparent closeness and expected shared cultural grounds. The objective of this conceptual analysis is to try and reconcile two perspectives, namely motor praxeology and teaching games for (...)
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  9.  42
    Representing and Reasoning about Game Strategies.Dongmo Zhang & Michael Thielscher - 2015 - Journal of Philosophical Logic 44 (2):203-236.
    As a contribution to the challenge of building game-playing AI systems, we develop and analyse a formal language for representing and reasoning about strategies. Our logical language builds on the existing general Game Description Language and extends it by a standard modality for linear time along with two dual connectives to express preferences when combining strategies. The semantics of the language is provided by a standard state-transition model. As such, problems that require reasoning about games can be (...)
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  10.  8
    The Structure of Social Inconsistencies: A contribution to a unified theory of play, game, and social action.Richard Grathoff - 1970 - Springer Verlag.
    Few phenomena have found such divergent descriptions in sociological lit­ erature as have social inconsistencies. They were studied by George Herbert Mead as eruptive "natural" events constituting a social temporality. Alfred SchUtz described them as "explosions" of the individual actor's anticipatory action patterns. Talcott Parsons attempted to grasp social inconsistencies into his frame of "pattern variables," while Erving Goffman dealt with them as disruptions of "fostered impressions of reality" maintained by one or the other dominant team. The present study traces (...)
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  11.  68
    (1 other version)Play as an Affective Field for Activating Subjectivity: Notes on The Machinic Unconscious.F. J. Colman - 2012 - Deleuze and Guatarri Studies 6 (2):250-264.
    How often does an interest or pleasure in your life become something that has to be managed, given a hierarchical position amongst other tasks, and thus becomes a chore alongside other chores? When content and possibility are stripped by scheduling and the demands of capitalist required labour mean that free play or time required for speculative and/or creative thought is removed in the interests of deadlines, what happens to the compassionate, generous and intimate functioning of thought and life? This paper (...)
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  12.  22
    Situated Language Understanding as Filtering Perceived Affordances.Peter Gorniak & Deb Roy - 2007 - Cognitive Science 31 (2):197-231.
    We introduce a computational theory of situated language understanding in which the meaning of words and utterances depends on the physical environment and the goals and plans of communication partners. According to the theory, concepts that ground linguistic meaning are neither internal nor external to language users, but instead span the objective‐subjective boundary. To model the possible interactions between subject and object, the theory relies on the notion of perceived affordances: structured units of interaction that can be used for prediction (...)
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  13.  64
    Game ethics-Homo Ludens as a computer game designer and consumer.Gordana Dodig-Crnkovic & Thomas Larsson - 2005 - International Review of Information Ethics 4 (12):19-23.
    Play and games are among the basic means of expression in intelligent communication, influenced by the relevant cultural environment. Games have found a natural expression in the contemporary computer era in which communications are increasingly mediated by computing technology. The widespread use of e-games results in conceptual and policy vacuums that must be examined and understood. Humans involved in design-ing, administering, selling, playing etc. computer games encounter new situations in which good and bad, right and wrong, are not (...)
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  14.  49
    An experiential, game-theoretic pedagogy for sustainability ethics.Jathan Sadowski, Thomas P. Seager, Evan Selinger, Susan G. Spierre & Kyle P. Whyte - 2013 - Science and Engineering Ethics 19 (3):1323-1339.
    The wicked problems that constitute sustainability require students to learn a different set of ethical skills than is ordinarily required by professional ethics. The focus for sustainability ethics must be redirected towards: (1) reasoning rather than rules, and (2) groups rather than individuals. This need for a different skill set presents several pedagogical challenges to traditional programs of ethics education that emphasize abstraction and reflection at the expense of experimentation and experience. This paper describes a novel pedagogy of sustainability ethics (...)
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  15.  20
    Consensus and Power in Tabletop Role-playing Games.M. A. Podvalnyi - 2020 - Sociology of Power 32 (3):53-73.
    This article is dedicated to the issue of achieving consensus in tabletop role-playing games and also addresses the question of how exactly play­ers gain power over the interpretation of events within a tabletop RPG. A tabletop role-playing game presupposes that its participants constantly articulate statements which shift the current configuration of in-game elements and also play the role of being artistic descriptions of said shifts. The alternation and interplay of performative and descriptive statements, their convolution and (...)
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  16.  85
    Musical Ecologies in Video Games.Michiel Kamp - 2014 - Philosophy and Technology 27 (2):235-249.
    What makes video games unique as an audiovisual medium is not just that they are interactive, but that this interactivity is rule bound and goal oriented. This means that player experience, including experience of the music, is somehow shaped or structured by these characteristics. Because of its emphasis on action in perception, James Gibson’s ecological approach to psychology—particularly his concept of affordances—is well suited to theorise the role of music in player experience. In a game, players perceive the environment (...)
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  17.  44
    Playing with the Ancients: The Cosmology of Gilles Personne de Roberval.Ovidiu Babeş - 2022 - Perspectives on Science 30 (6):950-981.
    This contribution explores Gilles Personne de Roberval’s 1644 Aristarchi Samii de mundi systemate, partibus, & motibus eiusdem, libellus. I focus on the complex circumstances of publication, the intellectual context of the polemics of Copernicanism within the scientific community, as well as the natural philosophy of the treatise. Roberval’s strategy of publication provides a very sophisticated example of authorship in early modern natural philosophy. The strategy lies at the conflux of certain specific motivations. I contextualize these motivations by accounting for the (...)
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  18.  44
    Logical-Epistemic Foundations of General Game Descriptions.Ji Ruan & Michael Thielscher - 2014 - Studia Logica 102 (2):321-338.
    A general game player automatically learns to play arbitrary new games solely by being told their rules. For this purpose games are specified in the general Game Description Language (GDL), a variant of Datalog with function symbols that uses a few game-specific keywords. A recent extension of basic GDL allows the description of nondeterministic games with any number of players who may have incomplete, asymmetric information. In this paper, we analyse the epistemic structure and expressiveness of this (...)
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  19.  49
    Fictional Games and Utopia: The Case of Azad.Stefano Gualeni - 2021 - Science Fiction Film and Television 14 (2):187-207.
    ‘Fictional games’ are playful activities and ludic artefacts that were conceptualised to be part of fictional worlds. These games cannot – or at least were not originally meant to – be actually played. This interdisciplinary article discusses fictional games, focusing on those appearing in works of sf. Its objective is that of exploring how fictional games can function as utopian devices. Drawing on game studies, utopian studies, and sf studies, the first half of the article introduces the notion of (...)
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  20.  36
    The Goal Triad in Games. A Conceptual Map and Case Studies.Filip Kobiela - 2016 - Recerca.Revista de Pensament I Anàlisi 18:13-27.
    The paper is devoted to detailed analysis of the notion of goal in games. It is argued that Suits’ analysis which provides a distinction between prelusory goal and lusory goal is insufficient, and thus introduction of a third kind of goal is necessary. I suggest to call this third kind of goal institutional goal. The paper discusses the definition of this kind of goal as well as its relations to other kinds of goals in games and other elements of (...)-playing. These three goals create the goal triad, a conceptual map of all possible goal-related situations. Both Venn diagrams and Euler diagrams are used to represent this triad. Various fields of these diagrams, which represent a spectrum of specific situations that occur in games, are illustrated by case-studies, taken mainly (although not exclusively) from the history of association football (soccer).El artículo plantea un análisis detallado de la noción de objetivo de los juegos. Se argumenta que el análisis de los juegos de Suits, que ofrece una distinción entre objetivo lúdico y meta pre-lúdica, es insuficiente, por lo que es necesaria la introducción de un tercer objetivo. A este tercer objetivo sugiero llamarlo meta institucional. El artículo analiza la definición de este tipo de objetivo, así como sus relaciones con los otros tipos de objetivos y elementos del juego. Estos tres objetivos constituyen la tríada de objetivos, un mapa conceptual de todas las relaciones posibles entre objetivos. Para representar la tríada se emplean los diagramas de Venn y de Euler. Varios campos de estos diagramas, que representan un espectro de situaciones específicas que suceden en los juegos, se ilustran con estudios de casos, tomados principalmente (aunque no exclusivamente) de la historia del fútbol. (shrink)
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  21. The Game of Skittles on the Northern Route of the Camino de Santiago.José E. Rodríguez-Fernández, Mar Lorenzo-Moledo, Jesús García-Álvarez & Gabriela Míguez-Salina - 2020 - Frontiers in Psychology 11.
    The main purpose of this study was to analyze the presence and current situation of the game of skittles throughout the northern route of the Camino de Santiago. Thus, we considered its current practice, modalities, where it is played, and its different manifestations as an informal and formal game, comparing it with other traditional games on this pilgrimage route. To do this, a mixed qualitative-quantitative study was designed with 89 participants, constituting an informant for each municipality through which (...)
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  22.  29
    Behavioral capital: gaming and monetization in post-marxist perspective.Václav Janoščík - 2023 - Semiotica 2023 (254):137-156.
    The most successful games today do not use a pay-for-product model, but involve complex and aggressive modes of monetizing their content (downloadable content, skins, in game currencies and markets, seasonal passes, etc.). While this has already been scrutinized, there are further consequences for games themselves and the economization of play. In my paper, I show how this strategy creates a conceptually novel situation, where playing can be considered to constitute reproductive labor-power and behavioral capital. In other words, (...) here represents not only consumption but also the very production of such consumption, insofar as the main reason behind the massive success of these games is precisely their massive pool of players and data concerning their activity. Firstly, I analyse PUBG: Battlegrounds as an example of the most successful model of monetizing games and maintaining a large number of players and interaction. I focus both on the economic incentives as well as on the gameplay that is generated or tailored towards aggressive monetization. Later, I set a theoretical context for my analysis stemming from ludocapitalist discourse (itself combining Marx with poststructuralism) and the concept of surveillance capitalism. I conclude my text with a systematization and definition of my original concept of behavioral capital and an attempt to formulate art critique and usage of games as a form of cultural production exposing several examples from contemporary art. (shrink)
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  23.  14
    Voluntary play increases cooperation in the presence of punishment: a lab in the field experiment.Francesca Pancotto, Simone Righi & Károly Takács - 2023 - Theory and Decision 95 (3):405-428.
    Problems of cooperation have often been simplified as the choice between defection and cooperation, although in many empirical situations it is also possible to walk away from the interaction. We present the results of two lab-in-the-field experiments with a diverse pool of subjects who play optional and compulsory public goods games both with and without punishment. We find that the most important institution to foster cooperation is punishment, which is more effective in a compulsory game. In contrast to (...)
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  24.  50
    Play Orbit: a play on the history of play.Michael Punt - 2008 - Technoetic Arts 6 (2):135-148.
    In 1969 Jasia Reichardt curated an exhibition at the Institute of Contemporary Art in London called Play Orbit. Although it has not achieved the landmark status of Reichardt's Cybernetic Serendipity, which was presented in London a year earlier, it caught the intellectual and artistic mood of a newly emergent constituency of (largely British) artists who had benefited from a post-war revision of art education and a de-centring of intellectual energy away from the economic capitals. It may be that Play Orbit (...)
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  25. Roleplaying Game–Based Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - 2024 - Proceedings of the 2024 American Society for Engineering Education St. Lawrence Section Annual Conference.
    How do we prepare engineering students to make ethical and responsible decisions in their professional work? This paper presents an approach that enhances engineering students’ engagement with ethical reasoning by simulating decision-making in a complex scenario. The approach has two principal inspirations. The first is Anthony Weston’s scenario-based teaching. Weston’s concept of a scenario is a situation that changes in response to choices made by participants, according to an inner logic. Scenarios can dynamically explore open-ended complex problems without imposing predetermined (...)
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  26.  22
    Evolutionary Game Analysis of Construction Workers' Unsafe Behaviors Based on Incentive and Punishment Mechanisms.Jianbo Zhu, Ce Zhang, Shuyi Wang, Jingfeng Yuan & Qiming Li - 2022 - Frontiers in Psychology 13.
    Construction is one of the most dangerous industries because of its open working environment and risky construction conditions. In the process of construction, risk events cause great losses for owners and workers. Most of the risk events are closely related to unsafe behaviors of workers. Therefore, it is of great significance for contractors to establish management measures, e.g., incentive and punishment mechanism, to induce workers to reduce unsafe behaviors. This paper aims to take the incentive and punishment mechanism into consideration (...)
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  27.  55
    Why computer games can be essential for human flourishing.Barbro Fröding & Martin Peterson - 2013 - Journal of Information, Communication and Ethics in Society 11 (2):81-91.
    – The purpose of this paper is to argue that playing computer games for lengthy periods of time, even in a manner that will force the player to forgo certain other activities normally seen as more important, can be an integral part of human flourishing., – The authors' claim is based on a modern reading of Aristotle's Nichomacean Ethics. It should be emphasized that the authors do not argue that computer gaming and other similar online activities are central to (...)
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  28.  56
    Comparing the power of games on graphs.Ronald Fagin - 1997 - Mathematical Logic Quarterly 43 (4):431-455.
    The descriptive complexity of a problem is the complexity of describing the problem in some logical formalism. One of the few techniques for proving separation results in descriptive complexity is to make use of games on graphs played between two players, called the spoiler and the duplicator. There are two types of these games, which differ in the order in which the spoiler and duplicator make various moves. In one of these games, the rules seem to be tilted towards favoring (...)
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  29.  13
    An Evolutionary Game Analysis on Public Information Communication between the Government and the Public in China.Hongsen Luo, Ying Gao & Fulei Shi - 2021 - Complexity 2021:1-11.
    Public information is a social resource that connects all aspects of social life, regulates social activities and public behaviors, and plays a very important role in influencing public trust. Based on the perspective of communication, we divide the government into two ways to release public information, that is, mass communication and personalized recommendation. Moreover, the public can choose to acquire or not acquire a strategy. Then, this study conducts an evolutionary game between the government and the public to analyze (...)
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  30.  11
    Playing with scripture: reading contested Biblical texts with Gadamer and genre theory.Andrew Judd - 2024 - New York: Routledge, Taylor & Francis Group.
    This book puts a creative new reading of Hans-Georg Gadamer's philosophical hermeneutics and literary genre theory to work on the problem of Scripture. Reading texts as Scripture brings two hermeneutical assumptions into tension: that the text will continually say something new and relevant into the present situation, and that the text has stability and authority over readers. Given how contested the Bible's meaning is, how is it possible to 'read Scripture' as authoritative and relevant? Rather than anchor meaning in author, (...)
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  31.  16
    The Effect of Traditional Opposition Games on University Students' Mood States: The Score and Group Type as Key Aspects.María Isabel Cifo Izquierdo, Verónica Alcaraz-Muñoz, Gemma Maria Gea-García, Juan Luis Yuste-Lucas & José Ignacio Alonso Roque - 2021 - Frontiers in Psychology 11.
    Playing traditional games has a direct impact on the mood states of the players, and this is the reason why physical education is an ideal setting for teaching how to recognize them and be aware about how they can swing. The objective of the study was to determine if participating in traditional opposition games causes changes to the participants' mood states. A total of 102 students participated. Each participant recorded the intensity of the mood state experienced at the beginning (...)
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  32.  70
    Know Your Game, From in-Real Life Experts to Video Game Experts: Discriminating in-Real Life Experts From Non-Experts Using Blinks and EAR-Derived Features.Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in'T. Veld & Pieter Spronck - 2024 - IEEE Transactions on Games 1:1-12.
    Serious games are an effective method of reproducing aspects of the complex interplay between environments and stakeholders in business situations. In the game we describe here, The Sustainable Port, players experience what it is like to make decisions in such a complex environment. Their aim in the game is to grow the Port of Rotterdam while keeping economic growth in balance with sustainability goals. In this study, we assessed whether experienced Port of Rotterdam employees (PoR employees) show (...)
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  33.  42
    Effort, play, and sport.Roger W. H. Savage - 2016 - Sport, Ethics and Philosophy 10 (4):392-402.
    The effort involved in playing sports calls for a hermeneutical reflection on the power that we have to move our bodies. Drawing on Paul Ricoeur’s phenomenology of the lived body and his later ontology of the flesh, I explore how athletic displays of agility, strength, and speed within the theater of sporting competitions exemplify the way that the effort made by athletes attests to their will and desire to succeed. The agonistic spirit of the Greek Olympics is evident in (...)
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  34.  66
    Knowledge condition games.Sieuwert van Otterloo, Wiebe Van Der Hoek & Michael Wooldridge - 2006 - Journal of Logic, Language and Information 15 (4):425-452.
    Understanding the flow of knowledge in multi-agent protocols is essential when proving the correctness or security of such protocols. Current logical approaches, often based on model checking, are well suited for modeling knowledge in systems where agents do not act strategically. Things become more complicated in strategic settings. In this paper we show that such situations can be understood as a special type of game – a knowledge condition game – in which a coalition “wins” if it (...)
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  35.  38
    A Response to Gaffney: Teammates and the Games they Play.Scott Kretchmar - 2015 - Journal of the Philosophy of Sport 42 (1):35-41.
    In this essay I endorse Gaffney’s paradoxical analysis that supports the right over the good, ‘horizontal commitments’ to teammates over ‘vertical loyalties’ to the cause of winning. However, I attempt to present two friendly amendments—by adding a second factor to the vertical element and by showing that a virtue ethics approach is needed in certain situations. I conclude that Gaffney’s deontological stance serves him well in the Hope Solo case, but might not be as effective in other circumstances.
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  36.  31
    Attitudes of Play.Gabor Csepregi - 2022 - McGill-Queen's University Press.
    Play is not only a kind of activity, but also a set of attitudes. We may join a card game in a casino without assuming a play attitude; conversely we may transform a seemingly tedious action, such as a walk to the store, into a pleasant experience of spontaneous movements by adopting an attitude of play. Attitudes of Play is a comprehensive study of the persistent human tendency to bring a cheerful and good-humoured outlook to any kind of situation, (...)
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  37.  75
    Rationality and game theory.Cristina Bicchieri - 2004 - In Alfred R. Mele & Piers Rawling (eds.), The Oxford handbook of rationality. New York: Oxford University Press. pp. 182--205.
    Bicchieri's topic is the modeling of interaction between decision makers in situations in which the outcome of the interaction depends on what the parties jointly do. Examples include chess, firms competing for business, politicians competing for votes, jury members deciding on a verdict, animals fighting over prey, bidders competing in auctions, threats and punishments in long-term relationships. Rationality assumptions are a basic ingredient of game theory, but though rational choice might be unproblematic in normative decision theory, it becomes (...)
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  38. SU: A Serious Game for Water Management - Based on Istanbul.Sepehr Vaez Afshar, Gülşen Aytaç & Sarvin Eshaghi - 2021 - In Sepehr Vaez Afshar, Gülşen Aytaç & Sarvin Eshaghi (eds.), XXV International Conference of the Ibero-American Society of Digital Graphics: Designing Possibilities-Ubiquitous Conference. Lima: The Ibero-American Society of Digital Graphics. pp. 523-532.
    With the increasing population growth of human beings, the world is being threatened by the water scarcity problem, causing insecurity in water accessibility. Therefore, a deliberated water management gains fatal importance. In addition, the awareness of the issue through education, specifically in the early ages, plays a crucial role in this path. This research considers the water issue of Istanbul in its content. However, regarding the target audience, which is the kids, it uses a novel approach to tackle the problem. (...)
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  39.  71
    Reasonable utility functions and playing the cooperative way.Gerald F. Gaus - 2008 - Critical Review of International Social and Political Philosophy 11 (2):215-234.
    In this essay I dispute the widely held view that utility theory and decision theory are formalizations of instrumental rationality. I show that the decision theoretic framework has no deep problems accommodating the ?reasonable? qua a preference to engage in fair cooperation as such. All evaluative criteria relevant to choice can be built into a von Neumann?Morgenstern utility function. I focus on the claim that, while rational choice?driven agents are caught in the Pareto?inferior outcome, reasonable agents could ?solve? the PD (...)
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  40. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio Negri’s Empire (2000), (...)
     
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  41. The Moral Poker Face: Games, Deception, and the Morality of Bluffing.James McBain - 2003 - Contemporary Philosophy (5&6):55-60.
    Bluffing is essentially nothing more than a type of deception. But, despite its morally questionable foundation, it is not only permissible in certain contexts, but sometimes encouraged and/or required (e.g., playing poker). Yet, the question remains as to whether it is permissible to bluff in other contexts – particularly everyday situations. In this paper, I look at László Mérő’s argument – one based in game theory and Kantian ethics – to the end that bluffing is morally permissible (...)
     
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  42.  31
    Rules at Play: Correcting Projectable Violations of Who Plays Next.Hanna Svensson & Burak S. Tekin - 2021 - Human Studies 44 (4):791-819.
    This study examines the situated use of rules and the social practices people deploy to correct projectable rule violations in pétanque playing activities. Drawing on Ethnomethodology and Conversation Analysis, and using naturally occurring video recordings, this article investigates socially organized occasions of rule use, and more particularly how rules for turn-taking at play are reflexively established in and through interaction. The alternation of players in pétanque is dependent on and consequential for the progressivity of the game and it (...)
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  43.  27
    Making a Game of Killing.Suzanne Laba Cataldi - 2002 - Philosophy in the Contemporary World 9 (1):19-26.
    This paper focuses on the disturbing mixture of fantasy with reality in the massacre at Columbine, where the perpetrators appear to have made a game or 'fun' of their killing Because of the deception involved and despite their immersion in violent media, I argue that they could not have been totally confused about the difference between play and actual violence. Huizinga's notion of play and Merleau-Ponty's reversibility thesis are applied to the situation.
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  44.  13
    Knowledge Condition Games.Sieuwert Otterloo, Wiebe Hoek & Michael Wooldridge - 2006 - Journal of Logic, Language and Information 15 (4):425-452.
    Understanding the flow of knowledge in multi-agent protocols is essential when proving the correctness or security of such protocols. Current logical approaches, often based on model checking, are well suited for modeling knowledge in systems where agents do not act strategically. Things become more complicated in strategic settings. In this paper we show that such situations can be understood as a special type of game – a knowledge condition game – in which a coalition “wins” if it (...)
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  45. Developing an understanding of social norms and games : Emotional engagement, nonverbal agreement, and conversation.Ingar Brinck - 2014 - Theory and Psychology 24 (6):737–754.
    The first part of the article examines some recent studies on the early development of social norms that examine young children’s understanding of codified rule games. It is argued that the constitutive rules than define the games cannot be identified with social norms and therefore the studies provide limited evidence about socio-normative development. The second part reviews data on children’s play in natural settings that show that children do not understand norms as codified or rules of obligation, and that the (...)
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  46.  20
    Assessing and Optimizing Socio-Moral Reasoning Skills: Findings From the MorALERT Serious Video Game.Hamza Zarglayoun, Juliette Laurendeau-Martin, Ange Tato, Evelyn Vera-Estay, Aurélie Blondin, Arnaud Lamy-Brunelle, Sameh Chaieb, Frédérick Morasse, Aude Dufresne, Roger Nkambou & Miriam H. Beauchamp - 2022 - Frontiers in Psychology 12.
    BackgroundSocial cognition and competence are a key part of daily interactions and essential for satisfying relationships and well-being. Pediatric neurological and psychological conditions can affect social cognition and require assessment and remediation of social skills. To adequately approximate the complex and dynamic nature of real-world social interactions, innovative tools are needed. The aim of this study was to document the performance of adolescents on two versions of a serious video game presenting realistic, everyday, socio-moral conflicts, and to explore whether (...)
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  47.  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 does (...)
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  48.  13
    The Benefit of Gratitude: Trait Gratitude Is Associated With Effective Economic Decision-Making in the Ultimatum Game.Gewnhi Park, Charlotte vanOyen-Witvliet, Jorge A. Barraza & Benjamin U. Marsh - 2021 - Frontiers in Psychology 12.
    The current research investigated the role of gratitude in economic decisions about offers that vary in fairness yet benefit both parties if accepted. Participants completed a trait/dispositional gratitude measure and then were randomly assigned to recall either an event that made them feel grateful or the events of a typical day. After the gratitude induction task, participants played the ultimatum game, deciding whether to accept or reject fair offers and unfair offers from different proposers. Results showed that trait gratitude (...)
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    The Influence of Psychoanalysis on Merleau-Ponty’s Philosophy and the Pulsional Body in the Gaming Experience.Terezinha Petrúcia da Nóbrega & Judson Cavalcante Bezerra - 2023 - Sport, Ethics and Philosophy 18 (1):96-104.
    In this essay, we address the influence of psychoanalysis on Merleau-Ponty's philosophy of the esthesiological body. Our analyses are about the relation of senses and meanings established among the notions of game, sport and ludic, dialoguing with esthesiology and with the pulsional body, based on Freud's psychoanalytic referential, also approached by Merleau-Ponty. Our interlocutor considers that the expression of play in language seeks to situate the body, perception, and desire as primordial sources in the process of signification, presenting a (...)
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    The paradox of transgression in games.Torill Elvira Mortensen - 2020 - New York: Routledge. Edited by Kristine Jorgensen.
    The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the (...)
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