Results for 'Technology games'

976 found
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  1.  63
    Technology Games: Using Wittgenstein for Understanding and Evaluating Technology.Mark Coeckelbergh - 2018 - Science and Engineering Ethics 24 (5):1503-1519.
    In the philosophy of technology after the empirical turn, little attention has been paid to language and its relation to technology. In this programmatic and explorative paper, it is proposed to use the later Wittgenstein, not only to pay more attention to language use in philosophy of technology, but also to rethink technology itself—at least technology in its aspect of tool, technology-in-use. This is done by outlining a working account of Wittgenstein’s view of language (...)
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  2.  16
    Evolutionary Game Analysis of Firms’ Technological Strategic Choices: A Perspective of the Behavioral Biases.Yingqing Zhang, Ruguo Fan, Ming Luo, Mingman Chen & Jiaqin Sun - 2021 - Complexity 2021:1-17.
    To reveal the mechanisms of firms’ technological strategic choices between innovation and imitation, an evolutionary game model is proposed from the perspective of the behavioral biases. First, behavioral biases such as reference point dependence, loss aversion, and probability weighting can be defined and modeled based on the prospect theory. Second, according to the firm theory, a Cournot or Stackelberg game modeled with a technology spillover effect and intellectual property protection is applied to portray the interaction between firms. Third, an (...)
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  3.  48
    Gaming, Texting, Learning? Teaching Engineering Ethics Through Students' Lived Experiences With Technology.Georgina Voss - 2013 - Science and Engineering Ethics 19 (3):1375-1393.
    This paper examines how young peoples’ lived experiences with personal technologies can be used to teach engineering ethics in a way which facilitates greater engagement with the subject. Engineering ethics can be challenging to teach: as a form of practical ethics, it is framed around future workplace experience in a professional setting which students are assumed to have no prior experience of. Yet the current generations of engineering students, who have been described as ‘digital natives’, do however have immersive personal (...)
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  4. Game Technologies to Assist Learning of Communication Skills in Dialogic Settings for Persons with Aphasia.Ylva Backman, Viktor Gardelli & Peter Parnes - 2021 - International Journal of Emerging Technologies in Learning 16 (3):190-205.
    Persons with aphasia suffer from a loss of communication ability as a consequence of a brain injury. A small strand of research indicates effec- tiveness of dialogic interventions for communication development for persons with aphasia, but a vast amount of research studies shows its effectiveness for other target groups. In this paper, we describe the main parts of the hitherto technological development of an application named Dialogica that is (i) aimed at facilitating increased communicative participation in dialogic settings for persons (...)
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  5.  15
    Converging technologies: multimedia and gaming simulation.Paul Langley & Erik Larsen - 1995 - Journal of Intelligent Systems 5 (2-4):151-178.
  6. The game of technological invention.María Wuketits - 1996 - Ludus Vitalis 4 (6):155-165.
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  7.  22
    Are Language Games Also Confidence Tricks? Technology as Embodied Power and Collective Disempowerment.Christopher John Müller - 2021 - Foundations of Science 27 (3):875-880.
    Mark Coeckelbergh’s mobilisation of Wittgensteinian language games makes an important contribution to exposing the social dimension of machine use. This commentary asks to what extent this social dimension of meaning and the wider imaginary that forms around technological objects on account of the transparency of language is also part of a technological “confidence trick”. It suggests that philosophical anthropology, especially the perspectives developed by Günther Anders and Helmut Plessner, can offer additional resources to trace and critique the wider ownership (...)
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  8.  50
    New Technologies in International Arbitration: A Game-Changer in Dispute Resolution?Magdalena Łągiewska - 2024 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 37 (3):851-864.
    International dispute resolution in general and international arbitration, in particular, is highly affected by the emergence and fast development of innovation-driven technologies. On the one hand, such technologies are cost and time-effective. To name a few, they allow online filing of a case, collecting of e-evidence and remote hearings, among others. On the other hand, they also may lead to some challenges that need to be addressed. The primary concerns comprise e-arbitration agreements and e-awards, as well as cybersecurity and data (...)
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  9.  19
    The interface envelope: gaming, technology, power.James Ash - 2015 - New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing.
    In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren Neidich's (...)
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  10.  28
    Critical perspectives on sport, technology, and science: Rayvon Fouché: Game changer: The techno-scientific revolution in sports. Baltimore: Johns Hopkins University Press, 2017, 262pp, US $29.95 HB.Sigmund Loland - 2018 - Metascience 27 (3):489-492.
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  11. Deadly Language Games: Theological Reflections on Emerging Reproductive Technologies.Nicholas Colgrove - 2024 - Christian Bioethics 30 (2):67-84.
    This issue of Christian Bioethics explores theological, metaphysical, and ethical questions surrounding emerging reproductive technologies. Narratives concerning such technologies are often manipulated via “language games.” Language games involve toying with language to ensure that one’s vision of the good gains or retains political prominence. Such games are common in academic discussions of “artificial womb” technologies. Abortion proponents, for example, are already using language to dehumanize subjects within “artificial wombs.” This is unsurprising. Were relevant subjects considered persons, then (...)
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  12.  31
    Games Editors Played or Knowledge Readers Made?Geoffrey Cantor;, Sally Shuttleworth (Editors). Science Serialized: Representation of the Sciences in Nineteenth‐Century Periodicals. (Dibner Institute Studies in the History of Science and Technology.) 351 pp., illus., index. Cambridge, Mass.: MIT Press, 2004. $40 (cloth).Louise Henson;, Geoffrey Cantor;, Gowan Dawson;, Richard Noakes;, Sally Shuttleworth;, Jonathan R. Topham (Editors). Culture and Science in the Nineteenth‐Century Media. (The Nineteenth Century.) xxv + 296 pp., illus., index. Burlington, Vt.: Ashgate, 2004. $84.95 (cloth).Geoffrey Cantor;, Gowan Dawson;, Graeme Gooday;, Richard Noakes;, Sally Shuttleworth;, Jonathan R. Topham. Science in the Nineteenth‐Century Periodical: Reading the Magazine of Nature. (Cambridge Studies in Nineteenth‐Century Literature and Culture.) xi + 329 pp., illus., bibl., index. New York: Cambridge University Press, 2004. $75 (cloth). [REVIEW]Christopher Hamlin - 2005 - Isis 96 (4):633-642.
    Reviewed work: Geoffrey Cantor; Sally Shuttleworth . Science Serialized: Representation of the Sciences in Nineteenth‐Century Periodicals. 351 pp., illus., index. Cambridge, Mass.: MIT Press, 2004. $40 .; Louise Henson; Geoffrey Cantor; Gowan Dawson; Richard Noakes; Sally Shuttleworth; Jonathan R. Topham . Culture and Science in the Nineteenth‐Century Media. xxv + 296 pp., illus., index. Burlington, Vt.: Ashgate, 2004. $84.95 .; Geoffrey Cantor; Gowan Dawson; Graeme Gooday; Richard Noakes; Sally Shuttleworth; Jonathan R. Topham. Science in the Nineteenth‐Century Periodical: Reading the Magazine (...)
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  13.  19
    Digital Learning Games for Mathematics and Computer Science Education: The Need for Preregistered RCTs, Standardized Methodology, and Advanced Technology.Lara Bertram - 2020 - Frontiers in Psychology 11.
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  14. “New balls please”: Tennis, technology, and the changing game.Andy Miah - unknown
    The decision of the International Tennis Federation (July, 1999) to approve trials of different ball types represented a clear admission of the need for tennis to adapt to the enhanced competence of elite athletes. However, such action brings into question to what extent tennis is evolving beyond its modern appearance and how far such change is desirable. Over the last 30 years, advanced technology and athletic capability has resulted in male players having outgrown the structure of the game, which (...)
     
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  15.  37
    Game‐XP: Action Games as Experimental Paradigms for Cognitive Science.Wayne D. Gray - 2017 - Topics in Cognitive Science 9 (2):289-307.
    Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to “accept a single complex task and do all of it.” More specifically, he told us that rather than taking an “experimental psychology as usual approach,” we should “focus on a series of experimental and theoretical studies around a single complex task” so as to demonstrate that our (...)
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  16.  59
    Gaming the gamer? – The ethics of exploiting psychological research in video games.Johnny Hartz Søraker - 2016 - Journal of Information, Communication and Ethics in Society 14 (2):106-123.
    The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design.,The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral economics.,Finally, the (...)
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  17. Preemption Games with Private Information.Hugo Hopenhayn - unknown
    Preemption games are widely used to model patent races, innovation adoption and market entry problems. A previously neglected feature of these problems is that the agents’ states (e.g. R&D …rms’ technological improvements) are kept secret and stochastically change over time. We fully characterize equilibrium in preemption games where private information evolves according to Poisson processes, and provide a strategic rationale for the common wisdom that ‘big things happen fast.’ In the context of patent races we surprisingly …nd that (...)
     
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  18.  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 (...)
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  19. Video Games and Ethics.Monique Wonderly - 2017 - In Joseph C. Pitt & Ashley Shew (eds.), Spaces for the Future: A Companion to Philosophy of Technology. New York: Routledge. pp. 29-41.
    Historically, video games featuring content perceived as excessively violent have drawn moral criticism from an indignant (and sometimes, morally outraged) public. Defenders of violent video games have insisted that such criticisms are unwarranted, as committing acts of virtual violence against computer-controlled characters – no matter how heinous or cruel those actions would be if performed in real life – harm no actual people. In this paper, I present and critically analyze key aspects of this debate. I argue that (...)
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  20. Games in the semantics of programming languages – an elementary introduction.Jan Jürjens - 2002 - Synthese 133 (1-2):131-158.
    Mathematical models are an important tool in the development ofsoftware technology, including programming languages and algorithms.During the last few years, a new class of such models has beendeveloped based on the notion of a mathematical game that isespecially well-suited to address the interactions between thecomponents of a system. This paper gives an introduction to thesegame-semantical models of programming languages, concentrating onmotivating the basic intuitions and putting them into context.
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  21. 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 (...)
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  22. The Role of the Philosophy of Technology in French-Language Studies of Video Games.Mathieu Triclot - 2018 - In Bernadette Bensaude Vincent, Xavier Guchet & Sacha Loeve (eds.), French Philosophy of Technology: Classical Readings and Contemporary Approaches. Cham: Springer Verlag.
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  23. The grounds of gaming.Nicholas Taylor - 2024 - Bloomington, Indiana: Indiana University Press.
    Beginning with his mancounters and exploring their temporality, materiality, and spatiality, the author explains in vivid detail how gaming as a gendered practice becomes possible. The author is interested in (and does really well) grounding gaming as gendered practice. Specifically, the author looks at gaming sites, humans and non-humans, infrastructures, power relations and the conditions that enables gaming a social activity. He is looking at the material conditions that make possible the phenomenological experiences and mobilities of certain kinds of subjects. (...)
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  24.  10
    Security, technology and global politics: thinking with Virilio.Mark J. Lacy - 2014 - London: Routledge.
    This book analyses some of the key problems explored in Paul Virilio's theorising on war and security.Virilio is one of the most challenging and provocative critics of technology, war and globalisation. While many commentators focus on the new possibilities for mobility and communication in an interconnected world, Virilio is interested in the role that technology and security play in the shaping of our bodies and how we come to see the world -- what he terms the 'logistics of (...)
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  25.  45
    Imitation Game: Threshold or Watershed?Eric Neufeld & Sonje Finnestad - 2020 - Minds and Machines 30 (4):637-657.
    Showing remarkable insight into the relationship between language and thought, Alan Turing in 1950 proposed the Imitation Game as a proxy for the question “Can machines think?” and its meaning and practicality have been debated hotly ever since. The Imitation Game has come under criticism within the Computer Science and Artificial Intelligence communities with leading scientists proposing alternatives, revisions, or even that the Game be abandoned entirely. Yet Turing’s imagined conversational fragments between human and machine are rich with complex instances (...)
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  26. 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 (...)
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  27.  90
    A social and ethical game-changer? An empirical ethics study of CRISPR in the salmon farming industry.Hannah Winther, Torill Blix, Lotte Holm, Anne Ingeborg Myhr & Bjørn Myskja - 2024 - Environmental Values 33 (5):476-494.
    The genome editing technology CRISPR is described as a technological game-changer because of its flexibility and precision, and as an ethical game-changer due to its ability to engineer traits in living organisms without crossing species, avoiding a significant objection to genetically modified organisms (GMOs). In salmon farming, applications of CRISPR in breeding hold the promise of handling environmental and fish welfare challenges yet require social acceptance. Adopting an empirical bioethics framework, this stakeholder interview study shows that respecting species borders (...)
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  28.  77
    Anti-Christ : Tragedy, Farce or Game?Jan Simons - 2015 - Film-Philosophy 19 (1):1-15.
    Lars von Trier's movies can be seen as a series of iterations in an infinitely repeated prisoner's dilemma. After testing the logic of this game, at the core of which is the dilemma of cooperation or conflict, at the middle level at which an individual confronts a community up till Dogville, he has transposed the game to the level of social systems in Manderlay and the level of the minimal social unit, the couple in Anti-Christ. The story is the Oedipus (...)
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  29. Game Theory in Philosophy.Boudewijn de Bruin - 2005 - Topoi 24 (2):197-208.
    Game theory is the mathematical study of strategy and conflict. It has wide applications in economics, political science, sociology, and, to some extent, in philosophy. Where rational choice theory or decision theory is concerned with individual agents facing games against nature, game theory deals with games in which all players have preference orderings over the possible outcomes of the game. This paper gives an informal introduction to the theory and a survey of applications in diverse branches of philosophy. (...)
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  30.  17
    Evolutionary Game Analysis of Knowledge Sharing in Low-Carbon Innovation Network.Cuicui Zheng - 2021 - Complexity 2021:1-11.
    Low-carbon technological innovation is the main means to develop a low-carbon economy, and network knowledge sharing and collaborative innovation is an effective model for the development of low-carbon technologies. First of all, this article adopts a decision-making experiment and evaluation laboratory method and interpretation structure model, combines the two methods, extracts the advantages of the two, and discards the shortcomings of the two, thus constructing a new optimized and upgraded interpretation structure model. We give methods to explore the main influencing (...)
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  31.  23
    Games and genes: human diversity meets cytogenetics—Mexico 1968.Ana Barahona - 2022 - History and Philosophy of the Life Sciences 44 (4):1-24.
    The 1968 Olympic Games in Mexico included innovative practices and technological knowledge of human biology. The first time that cytogenetic techniques had been applied to athletes was in the 1966 European Athletics Championship in Budapest and used on Olympic athletes for the first time in Mexico in 1968. The Genetics and Human Biology Program was created for this purpose in 1966 in close collaboration with the Local Organizing Committee, by Mexican geneticists Alfonso León de Garay and Rodolfo Félix Estrada (...)
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  32.  30
    From Calculus to Language Game.Christoph Durt - 2018 - Techné: Research in Philosophy and Technology 22 (3):425-446.
    Cognitive technology is an increasingly important form of technology that can deal with meaning by either replicating or simulating human cognition. Cognitive technology can make use of information technology, but it strives to go beyond mere information processing by recognizing, changing, and creating meaning. This presents us with a two-sided challenge: On the one hand, cognitive technology is challenged to ‘understand’ meaning in ordinary language. And on the other, it challenges us to rethink fundamental questions (...)
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  33. Video Games and Virtual Reality.Robert Seddon - 2017 - In Anthony F. Beavers (ed.), Macmillan Interdisciplinary Handbooks: Philosophy: Technology. Macmillan Reference USA. pp. 191-216.
  34. VIRTUAL LANDSCAPE IN SERIOUS GAMES: A FRAMEWORK FOR ENHANCING THE PLAYER INTERACTION FOCUSING ON THE LEARNING RATE.Sepehr Vaez Afshar - 2021 - Dissertation, Istanbul Technical University
    Throughout history, education has always been essential for humanity's justice and fundamental for the creation of a free and satisfying society with the dissemination of knowledge. Hence, in addition to the life occurrences educating people, traditional higher education methods have played an important role for a long period. However, the age of technology has changed the educational system along with the people's lifestyles to meet the continuously changing conditions. During the past twenty years, the Information and Communication Technologies (ICTs) (...)
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  35.  99
    Narrative Technologies: A Philosophical Investigation of the Narrative Capacities of Technologies by Using Ricoeur’s Narrative Theory.Mark Coeckelbergh & Wessel Reijers - 2016 - Human Studies 39 (3):325-346.
    Contemporary philosophy of technology, in particular mediation theory, has largely neglected language and has paid little attention to the social-linguistic environment in which technologies are used. In order to reintroduce and strengthen these two missing aspects we turn towards Ricoeur’s narrative theory. We argue that technologies have a narrative capacity: not only do humans make sense of technologies by means of narratives but technologies themselves co-constitute narratives and our understanding of these narratives by configuring characters and events in a (...)
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  36.  33
    Different games of moral bioenhancement.Vojin Rakić & Harris Wiseman - 2017 - Bioethics 32 (2):103-110.
    Rakić has serious misgivings about Wiseman's inability to frame ethical issues in the context of transcending existing realities with the aim of achieving what we believe is morally right. This inability to think beyond the present is misguided in ethics. He also criticizes Wiseman for making the unimaginative and unsubstantiated assumption that moral bioenhancement technologies have reached their zenith already. Rakić argues that MBE will become more effective in the time to come, that it ought to be optional for every (...)
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  37.  15
    The Evolution of Video Game Affordances and Implications for Parental Mediation.Sun Sun Lim & Hee Jhee Jiow - 2012 - Bulletin of Science, Technology and Society 32 (6):455-462.
    Video games have grown in number, variety, and consumer market penetration, encroaching more aggressively into the domestic realm. Within the home therefore, parents whose children play video games have to exercise mediation and supervision. As video games evolve, parental mediation strategies have also had to keep pace, albeit not always successfully. By transposing our appreciation of parental concerns over the historical development of video games, we propose an analytical framework identifying key affordances of video games, (...)
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  38.  18
    Technology and Metaphysics.Jean-Pierre Dupuy - 2012 - In Jan Kyrre Berg Olsen Friis, Stig Andur Pedersen & Vincent F. Hendricks (eds.), A Companion to the Philosophy of Technology. Malden, MA: Wiley-Blackwell. pp. 214–217.
  39.  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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  40.  41
    Time.deltaTime: the vicissitudes of presence in visualizing Roman houses with game engine technology[REVIEW]David Fredrick - 2014 - AI and Society 29 (4):461-472.
    First drafted in 2006 and currently in version 2.1, the London Charter calls for the adoption of international standards for intellectual integrity, transparency, sustainability, and access in 3D modeling for cultural heritage. While the London Charter has been in the process of revision and distribution to the heritage community, game engines have become less expensive and more approachable. Several engines offer the ability to publish easily across operating systems, mobile devices, and the web, causing a rapid expansion in their use (...)
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  41.  10
    Does Game Playing Experience Have an Impact on the Player-PNPC Relationship?Christine Daviault - 2012 - Bulletin of Science, Technology and Society 32 (6):441-446.
    There are several types of characters in video games: the main protagonist/hero, the countless non-player characters (NPCs), and persistent non-player characters (PNPCs). While there is a substantial body of research about PNPCs from a game design point of view, they have been largely ignored by the academic community from a narrative perspective. The current essay aims to evaluate whether video game playing experience has an impact on a player’s reliance on the guidance of PNPCs in game play and if (...)
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  42.  6
    “Game changer”: the AI advocacy discourse of 2023 in the US.Shuya Pan, G. Thomas Goodnight, Xingzhi Zhao, Yifan Wang, Lezi Xie & Jinxi Zhang - forthcoming - AI and Society:1-13.
    In 2023, artificial intelligence was announced as a “game changer”—marking a rapid revolution in thinking technologies. A global debate began to emerge. By conducting a discourse analysis of 2023 US congressional testimonies and AI manifestos, we aim to map the emergence of debates over the start-up of a global governance controversy. Qualitative topical identification and semantic network analysis are deployed to identify the primary stakeholders and their contesting arguments. The resulting polylog exhibits sharp divisions among multiple, distinct pro-tech and pro-rights (...)
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  43. Addressing Online Gaming Toxicity from a Confucian Perspective.Joseph Sta Maria & Elena Ziliotti - 2022 - Journal of Confucian Philosophy and Culture 38:131-152.
    Can Confucian ethics contribute to diagnosing the root causes of video games’ toxicity and formulating design requirements for redressing it? Contemporary Confucian studies on technology have not addressed these questions, although video games have become an important part of contemporary human life. This paper advances Confucian-inspired ethical studies on technologies by bringing attention to the moral dimension of this underexamined aspect of contemporary life. By focusing on League of Legends (one of the most popular toxic online multiplayer (...)
     
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  44.  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 Addresses a wide array (...)
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  45. Game theory, cheap talk and post‐truth politics: David Lewis vs. John Searle on reasons for truth‐telling.S. M. Amadae - 2018 - Journal for the Theory of Social Behaviour 48 (3):306-329.
    I offer two potential diagnoses of the behavioral norms governing post‐truth politics by comparing the view of language, communication, and truth‐telling put forward by David Lewis (extended by game theorists), and John Searle. My first goal is to specify the different ways in which Lewis, and game theorists more generally, in contrast to Searle (in the company of Paul Grice and Jurgen Habermas), go about explaining the normativity of truthfulness within a linguistic community. The main difference is that for Lewis (...)
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  46.  8
    Game-Based Learning for Learners With Disabilities—What Is Next? A Systematic Literature Review From the Activity Theory Perspective.Ahmed Tlili, Mouna Denden, Anqi Duan, Natalia Padilla-Zea, Ronghuai Huang, Tianyue Sun & Daniel Burgos - 2022 - Frontiers in Psychology 12.
    The design, implementation, and outcome of game-based learning for learners with disabilities have not been sufficiently examined systematically. Particularly, learner-based and contextual factors, as well as the essential roles played by various stakeholders, have not been addressed when game-based learning applications are used in special education. Therefore, a systematic literature review using the Activity Theory was conducted to analyse studies about game-based learning for learners with disabilities. Content analysis of 96 studies reported relevant information with respect to each activity component— (...)
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  47.  14
    Situated Knowledges through Game Design : A Transformative Exercise with Ants.Michelle Westerlaken & Stefano Gualeni - unknown
    The increasing body of knowledge in fields like animal ethology, biology, and technology has not necessarily led to the improvement of animal welfare. On the contrary, it has enabled humans to exploit animals more functionally and on increasing scales of magnitude. Building on approaches that stem from posthumanism and critical animal studies, we argue that instead of aiming for more general production of scientific knowledge, what is needed to counter exploitation and oppression is an increased sensitivity towards animals that (...)
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  48.  70
    Gaming and the limits of digital embodiment.Robert Farrow & Ioanna Iacovides - 2014 - Philosophy and Technology 27 (2):221-233.
    This paper discusses the nature and limits of player embodiment within digital games. We identify a convergence between everyday bodily actions and activity within digital environments, and a trend towards incorporating natural forms of movement into gaming worlds through mimetic control devices. We examine recent literature in the area of immersion and presence in digital gaming; Calleja’s (2011) recent Player Involvement Model of gaming is discussed and found to rely on a probematic notion of embodiment as 'incorporation'. We go (...)
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  49. Introduction: The Ethics of E-Games.Elizabeth Buchanan & Charles Ess - 2005 - International Review of Information Ethics 4:2-6.
    E-games are a dramatically expanding dimension of contemporary exploitations of computing and computer network technologies - one that, thus far, has evoked much more heat among parents and politicians than light in the form of serious scholarly and philosophical analysis. We argue that e-games deserve such analysis in part because of their intrinsic philosophical interest as they raise primary philosophical questions of ontology, epistemology, human nature, the character of "gameplay," - and most especially, of ethics. We further suggest (...)
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  50. Is CRISPR an Ethical Game Changer?Marcus Schultz-Bergin - 2018 - Journal of Agricultural and Environmental Ethics 31 (2):219-238.
    By many accounts, CRISPR gene-editing technology is revolutionizing biotechnology. It has been hailed as a scientific game changer and is being adopted at a break-neck pace. This hasty adoption has left little time for ethical reflection, and so this paper aims to begin filling that gap by exploring whether CRISPR is as much an ethical game changer as it is a biological one. By focusing on the application of CRISPR to non-human animals, I argue that CRISPR has and will (...)
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