Results for 'Video games Religious aspects.'

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  1.  4
    The Last of Us and theology: violence, ethics, redemption?Peter Admirand (ed.) - 2024 - Lanham, Maryland: Lexington Books/Fortress Academic.
    In The Last of Us and Theology: Violence, Ethics, Redemption? global academics probe theological and moral themes in the acclaimed video game franchise and series. Follow the plight of Joel, Ellie, Tess, and other beloved (and hated) characters while reading chapters examining themes like forgiveness, violence, fatherhood, and God.
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  2. 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 (...)
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  3.  48
    (1 other version)Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.Walter R. Boot, Anna Sumner, Tyler J. Towne, Paola Rodriguez & K. Anders Ericsson - 2016 - Topics in Cognitive Science 8 (4).
    Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for (...)
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  4.  67
    Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge.Lazaros Michailidis, Emili Balaguer-Ballester & Xun He - 2018 - Frontiers in Psychology 9:393107.
    One of the most pleasurable aspects of video games is their ability to induce immersive experiences. However, there appears to be a tentative conceptualization of what an immersive experience is. In this short review, we specifically focus on the terms of flow and immersion, as they are the most widely used and applied definitions in the video game literature, whilst their differences remain disputable. We critically review the concepts separately and proceed with a comparison on their proposed (...)
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  5.  26
    The toxic meritocracy of video games: why gaming culture is the worst.Christopher A. Paul - 2018 - Minneapolis: University of Minnesota Press.
    Introduction : growing up gamer -- Leveling up in life : how meritocracy works in society -- A toxic culture : studying gaming's jerks -- Coding meritocracy: norms of game design and narrative -- Judging skill, from World of warcraft to Kim Kardashian : Hollywood -- Learning from others -- Conclusion : an obligation to do better.
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  6.  27
    God in the Machine: Video Games as Spiritual Pursuit.Liel Leibovitz - 2014 - Templeton Press.
    If he were alive today, what might Heidegger say about _Halo, _the popular video game franchise? What would Augustine think about _Assassin’s Creed _? What could Maimonides teach us about Nintendo’s eponymous hero, Mario? While some critics might dismiss such inquiries outright, protesting that these great thinkers would never concern themselves with a medium so crude and mindless as video games, it is impor­tant to recognize that games like these are, in fact, becoming the defining medium (...)
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  7.  49
    It’s about Time: Film, Video Games, and the Advancement of an Artform.Steven Gimbel & Joseph Roman - 2019 - Philosophies 4 (4):56.
    Jon Robson and Aaron Meskin have argued that the insights obtained through the philosophical analysis of video games is not specific to video games, but to a larger class of artistic creations they term Self-Involving Interactive Fictions, or SIIFs. But there is at least one aspect of SIIF video games that is philosophically interesting and does not apply to the class of SIIFs as a whole, the ability to represent non-classical time. If SIIF (...) games are considered to be an extension of the art form of graphic narrative story-telling, the art form dominated by film, then the ability to represent time in in this fashion represents a revolution akin to that of vanishing point perspective in painting. This makes SIIF video games philosophically interesting for both philosophers of film and philosophers of video games. (shrink)
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  8.  10
    Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use.Nancy Yang, Pete L. Hurd & Bernard J. Crespi - 2022 - Frontiers in Psychology 13.
    Video games are popular and ubiquitous aspects of human culture, but their relationships to psychological and neurophysiological traits have yet to be analyzed in social-evolutionary frameworks. We examined the relationships of video game usage, motivations, and preferences with autistic and schizotypal traits and two aspects of neurophysiology, reaction time and targeting time. Participants completed the Autism Quotient, Schizotypal Personality Questionnaire, a Video Game Usage Questionnaire, and two neurophysiological tasks. We tested in particular the hypotheses, motivated by (...)
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  9.  33
    Gaming the system: deconstructing video games, games studies, and virtual worlds.David J. Gunkel - 2018 - Bloomington, Indiana: Indiana University Press.
    Terra nova 2.0 -- The real problem -- Social contract 2.0 -- In the face of others -- Open-ended conclusions.
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  10.  4
    Central and Eastern European histories and heritages in video games.Michal Mochocki, Paweł Schreiber, Jakub Majewski & Yaraslau I. Kot (eds.) - 2025 - New York: Routledge.
    This book explores the representations of Central and Eastern European histories in digital games. Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, the volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games - from postcolonialism to identity politics to heritage studies. The book (...)
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  11. Computing machinery and emergence: The aesthetics and metaphysics of video games.Jon Cogburn & Mark Silcox - 2004 - Minds and Machines 15 (1):73-89.
    We build on some of Daniel Dennett’s ideas about predictive indispensability to characterize properties of video games discernable by people as computationally emergent if, and only if: (1) they can be instantiated by a computing machine, and (2) there is no algorithm for detecting instantiations of them. We then use this conception of emergence to provide support to the aesthetic ideas of Stanley Fish and to illuminate some aspects of the Chomskyan program in cognitive science.
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  12.  35
    Unpacking an affordance-based model of chronic pain: a video game analogy.Sabrina Coninx, B. Michael Ray & Peter Stilwell - forthcoming - Phenomenology and the Cognitive Sciences:1-24.
    Chronic pain is one of the most disabling medical conditions globally, yet, to date, we lack a satisfying theoretical framework for research and clinical practice. Over the prior decades, several frameworks have been presented with biopsychosocial models as the most promising. However, in translation to clinical practice, these models are often applied in an overly reductionist manner, leaving much to be desired. In particular, they often fail to characterize the complexities and dynamics of the lived experience of chronic pain. Recently, (...)
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  13.  17
    A Motivational Model Explaining Performance in Video Games.Rame Hulaj, Markus B. T. Nyström, Daniel E. Sörman, Christian Backlund, Sebastian Röhlcke & Bert Jonsson - 2020 - Frontiers in Psychology 11:512185.
    Esports are a rapidly growing phenomenon and understanding of factors underlying game performance are therefore of great interest. The present study investigated the influence of satisfaction of basic psychological needs (competence, autonomy, and relatedness), type of motivation (amotivation, external regulation, introjected regulation, identified regulation, integrated regulation, and intrinsic motivation), and number of matches played (time on task) on individuals’ performance on a matchmaking rating (MMR) in the video game Defence of the Ancients 2 (Dota 2). Collected data from 315 (...)
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  14.  3
    Asian histories and heritages in video games.Yowei Kang, Kenneth C. C. Yang, Michal Mochocki, Jakub Majewski & Paweł Schreiber (eds.) - 2025 - New York, NY: Routledge.
    This book explores the representations of national Asian histories in digital games. Situated at the intersection of regional game studies and historical game studies, this book offers chapters on histories and heritages of Japan, China, Iran, Iraq, Taiwan, South Korea, Indonesia, Singapore, Turkey, and Russia. The volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical (...)- from postcolonialism to identity politics to heritage studies. It demonstrates various methodological approaches to historical/regional game studies: case studies of nationally produced historical games that deal with local history, studies of media reception of history/heritage-themed games, text-mining methods studying attitudes expressed by players of such games, and educational perspectives on games in teaching cultural heritage. Through the lens of videogames, the authors explore how nations struggle with the legacies of war, colonialism and religious strife that have been a part of nationbuilding - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies. (shrink)
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  15.  23
    “Sure, I Would Like to Continue”: A Method for Mapping the Experience of Engagement in Video Games.Thomas Bjørner & Henrik Schønau-Fog - 2012 - Bulletin of Science, Technology and Society 32 (5):405-412.
    In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. By organizing this willingness to continue playing into six broad types of causes of engagement—intellectual, physical, sensory, social, narrative, and (...)
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  16.  5
    Hermeneutyka gier wideo: intepretacja, immersja, utopia = Hermeneutics of video games: interpretation, immersion, utopia.Michał Kłosiński - 2018 - Warszawa: Instytut Badań Literackich PAN. Wydawnictwo.
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  17. 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 (...)
     
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  18.  67
    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 different psychophysiological (...)
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  19. 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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  20.  22
    (1 other version)Intertextualités : jeu vidéo, littérature, cinéma, bande dessinée.Yves Chevaldonn - 2012 - Hermès: La Revue Cognition, communication, politique 62 (1):, [ p.].
    L’évolution de la littérature, du cinéma, de la bande dessinée et des jeux vidéo tend de plus en plus vers une convergence, aussi bien sur le plan économique que sur le plan artistique . Nous proposons ici d’étudier cette convergence, autour de mondes imaginaires , et selon trois approches : le système de production, les représentations véhiculées et l’esthétique.Changing trends in literature, film, comics and video games are tending towards convergence, both in economic terms and artistically . Here (...)
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  21.  54
    Game cultures: computer games as new media.Jon Dovey - 2006 - New York, NY: Open University Press. Edited by Helen W. Kennedy.
    This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the (...)
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  22. (1 other version)Vices in Gaming: Virtue Ethics and Endorsement View.Deniz A. Kaya - 2022 - Journal of Value Inquiry:1-17.
    Can video games or the playing of such games be morally objectionable? Many attempts to justify our intuitions about the morality of certain games or game activities are either unsuccessful or fall short. This is mainly due to a normative gap between reality and virtuality that classical approaches to moral philosophy cannot bridge. I am investigating to what extent an accurate action analysis can help us to justify our intuitions that, in some cases, something is ethically (...)
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  23.  9
    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 (...)
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  24.  19
    Transgression in games and play.Kristine Jorgensen & Faltin Karlsen (eds.) - 2018 - Cambridge, MA: The MIT Press.
    Transgression in Games and Play is a collection of original research that explores what transgression means in the context of videogames and play, how boundaries are being crossed by game content as well as by player actions, and how players respond to different kinds of infringements. It explores questions such as: How are controversial game content experienced during the course of gameplay? Why would players intentionally put themselves or others under distress when playing games, and how does such (...)
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  25.  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 playful situations. (...)
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  26.  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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  27. Introducing “The Sustainable Port”: A Serious Game to Study Decision-Making in Port-Related Environments.Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in 'T. Veld & Pieter Spronck - 2024 - 2024 Ieee Gaming, Entertainment, and Media Conference (Gem) 1:1-6.
    In this paper, we report on the development of The Sustainable Port video game, which aims to simulate the complex dynamics and decisions occurring in the present and future development of a port area considering environmental aspects (CO2 emissions) and profit. To evaluate if this game fulfills its purpose, we asked 75 students and 34 employees at the Port of Rotterdam (PoR) to play The Sustainable Port. Our results show that PoR employees score higher than students suggesting a transfer (...)
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  28.  22
    Divine play: Religious interpretation of play philosophy.Yingyi Han - 2024 - HTS Theological Studies 80 (1):7.
    This article explores the religious interpretation of play philosophy across different historical periods and contexts, from ancient Greek thought to contemporary digital media. Drawing on the works of prominent philosophers such as Heraclitus, Plato, Nietzsche, Heidegger, and Huizinga, as well as recent scholarship on digital media and religion, the article examines the role of play in shaping religious thought, practice and experience. It consists of three main sections, focusing on divine play in ancient Greek philosophy, the religious (...)
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  29.  14
    Parables of the posthuman: digital realities, gaming, and the player experience.Jonathan Boulter - 2015 - Detroit, Michigan: Wayne State University Press.
    Approaches the direct experience of gaming by asking: what does it mean for the player to enter the machinic "world" of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays?
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  30.  33
    Japanese role-playing games: genre, representation, and liminality in the JRPG.Rachael Hutchinson & Jérémie Pelletier-Gagnon (eds.) - 2022 - Lanham: Lexington Books.
    This book examines the origins and boundaries of Japanese digital role-playing games. A geographically diverse roster of contributors introduces English-speaking audiences to Japanese video game scholarship and applies postcolonial and philosophical readings to the Japanese game text.
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  31.  15
    Japanese role-playing games: genre, representation, and liminality in the JRPG.Rachael Hutchinson & Je?re?mie Pelletier-Gagnon (eds.) - 2022 - Lanham: Lexington Books.
    This book examines the origins and boundaries of Japanese digital role-playing games. A geographically diverse roster of contributors introduces English-speaking audiences to Japanese video game scholarship and applies postcolonial and philosophical readings to the Japanese game text.
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  32.  26
    Beyond choices: the design of ethical gameplay.Miguel Sicart - 2013 - Cambridge: MIT Press.
    How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters (...)
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  33.  51
    On religious practices as multi-scale active inference: Certainties emerging from recurrent interactions within and across individuals and groups.Inês Hipólito & Casper Hesp - 2023 - In Robert Vinten (ed.), Wittgenstein and the Cognitive Science of Religion: Interpreting Human Nature and the Mind. London: Bloomsbury Academic. pp. 179-198.
    This chapter takes inspiration from Wittgenstein’s thinking to formulate a non-reductive toolbox for the study of religion associated with generative modelling, specifically as applied in complex adaptive systems theory. It converges on a communal perspective on religion as multiscale active inference that contrasts starkly with common ‘straw person’ perspectives on religion that reduce it to ‘erroneous’ theorising generated by the brain. In contrast, we argue, religious practices at the enculturated level of description involve implicit and explicit meanings, experienced both (...)
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  34.  43
    What kind of an activity is a virtual game? A postmodern approach in relation to concept of phantasm by Deleuze and the philosophy of Huizinga.Barış Şentuna & Dinçer Kanbur - 2016 - Sport, Ethics and Philosophy 10 (1):42-50.
    ABSTRACTVirtual games are played by millions of people today. Almost everyone has the means to access virtual worlds in most places in the world. Virtual games are new worlds for the players waiting to be discovered. Video games in this new world are considered to be sports activities by some people, while some oppose to this conception. In this regard, philosophical approaches set out and the current state of whether video games are considered as (...)
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  35. 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 (...)
     
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  36.  27
    On Soulsring Worlds: narrative complexity, digital communities, and interpretation in Dark Souls and Elden Ring.Marco Caracciolo - 2024 - New York, NY: Routledge, Taylor & Francis Group.
    The first book-length study devoted to FromSoftware games, On Soulsring Worlds explores how the Dark Souls series and Elden Ring are able to reconcile extreme difficulty in both gameplay and narrative with broad appeal. Arguing that the games are strategically positioned in relation to contemporary audiences and designed to tap into the new forms of interpretation afforded by digital media, the author situates the games vis-à-vis a number of current debates, including the posthuman and the ethics of (...)
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  37.  8
    Community Case Study: Stack Up’s Overwatch Program, an Online Suicide Prevention and Peer Support Program for Video Gamers.Michelle Colder Carras, Mathew Bergendahl & Alain B. Labrique - 2021 - Frontiers in Psychology 12.
    Traditional mental health services are often not enough to meet the needs of people at risk for suicide, especially in populations where help-seeking is stigmatized. Stack Up, a non-profit veteran organization whose goal is to use video games to bring veterans together, recognized a need in its gaming-focused online community and created the Overwatch Program. This suicide prevention and crisis intervention program is delivered entirely through the Internet by trained community members through Discord text and voice chat. By (...)
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  38.  8
    Missions for thoughtful gamers.Andrew Cutting - 2011 - [Pittsburgh, Pa.]: ETC Press.
    Who am I? How do I live a good life? What is reality? Such perennial questions may seem remote from the pleasures of playing videogames for entertainment and fantasy. yet gamers too, in the midst of having fun, are potentially embarked upon a quest for understanding and for meaning. Missions for thoughtful gamers presents a sequence of 40 challenges, ranging from thought experiments to design exercises, each one inviting players to become more creatively curious and self-aware."--Back cover.
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  39.  54
    Digitalizing historical consciousness.Claudio Fogu - 2009 - History and Theory 48 (2):103-121.
    What is a “historical” video game, let alone a successful one? It is difficult to answer this question because all our definitions of history have been constructed in a linear-narrative cultural context that is currently being challenged and in large part displaced by digital media, especially video games. I therefore consider this question from the point of view of historical semantics and in relation to the impact of digital technology on all aspects of the historiographical operation, from (...)
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  40.  3
    Exploring videogames with Deleuze and Guattari: towards an affective theory of form.Ciara Cremin - 2016 - New York: Routledge.
    Videogames are a unique artistic form, and to analyse and understand them an equally unique language is required. Cremin turns to Deleuze and Guattari's non-representational philosophy to develop a conceptual toolkit for thinking anew about videogames and our relationship to them. Rather than approach videogames through a language suited to other media forms, Cremin invites us to think in terms of a videogame plane and the compositions of developers and players who bring them to life. According to Cremin, we are (...)
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  41.  12
    A play of bodies: how we perceive videogames.Brendan Keogh - 2018 - Cambridge, MA: MIT Press.
    Across worlds and bodies -- Touching the looking glass -- With thumbs in mind -- To touch sights and sounds -- Repetition, failure, and permanence -- From hackers to cyborgs.
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  42.  7
    Skin in the game: hidden asymmetries in daily life.Nassim Nicholas Taleb - 2018 - New York: Random House.
    #1 NEW YORK TIMES BESTSELLER • A bold work from the author of The Black Swan that challenges many of our long-held beliefs about risk and reward, politics and religion, finance and personal responsibility In his most provocative and practical book yet, one of the foremost thinkers of our time redefines what it means to understand the world, succeed in a profession, contribute to a fair and just society, detect nonsense, and influence others. Citing examples ranging from Hammurabi to Seneca, (...)
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  43.  15
    Religion, truth, and language-games.Patrick Sherry - 1977 - London: Macmillan.
  44.  11
    The corruption of play: mapping the ideological play-space of AAA videogames.Christopher McMahon - 2022 - Bingley, United Kingdom: Emerald Publishing.
    AAA videogames often offer expansive experiences to the millions who engage with the medium, but they are vulnerable to disruption from neoliberal structures. The Corruption of Play explores how neoliberal ideology corrupts play in AAA videogames by creating conditions in which play becomes unbound from leisure, allowing play to be understood, undertaken, and assessed in economic terms, and fundamentally undermining the nature of play. Providing a cutting-edge and innovative approach to this problem, McMahon uses cognitive mapping to make neoliberalism visible (...)
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  45. Is God an Aspect?Su Dechao - 2012 - Frontiers of Philosophy in China 7 (2):284-303.
    Neither logical deduction nor empirical induction is capable of mediating the dispute between religious disciples and non-disciples. The case is particularly acute when it comes to the divine Reality (God). Within Wittgenstein’s theoretical framework, some scholars start from the perspective of language games, contending that this dispute is meaningless and should be abandoned, while others are not satisfied with such a settlement and extend Wittgenstein’s aspect theory to religious issues, arguing that God is an aspect. The extension (...)
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  46.  64
    The Legend of Zelda and Philosophy: I Link Therefore I Am.Luke Cuddy (ed.) - 2008 - Open Court.
    "Chapters address philosophical aspects of the video game The Legend of Zelda and video game culture in general"--Provided by publisher.
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  47. Becoming Afflicted, Becoming Virtuous: 'Darkest Dungeon' and the Human Response to Stress.James Cartlidge - 2022 - Games and Culture 18 (2):19.
    The developers of Red Hook Studios’ 2016 gothic horror game ‘Darkest Dungeon’ said that they wanted to ‘capture the human response to stress’. This paper analyses how the game does this with its ‘stress’, ‘affliction’ and ‘virtue’ mechanics. With reference to research literature on stress, I show how these mechanics, which could easily have been cheap gimmicks, approach the topic of stress with admirable detail, offering a complex reflection on the various aspects, positive and negative, of several possible human responses (...)
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    Bodily-Affective Aspects of Phenomen in Malevich’s Suprematism.Anna A. Khakhalova & Хахалова Анна Алексеевна - 2023 - RUDN Journal of Philosophy 27 (3):726-739.
    The study addresses some aspects of Suprematist theory of perception, allowing to investigate the structure of Suprematist phenomenon in the context of ontology, socio-political and religious-mystical works of K. Malevich. The aim of the paper is to present Malevich’s theory of perception in the framework of enactivism. Namely, the article focuses on the theory of social affordances, which today is widely used in design, game development and other everyday practices. The author refers to Malevich’s theoretical and sociopolitical essays, as (...)
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  49. The art of videogames.Grant Tavinor - 2009 - Malden, MA: Wiley-Blackwell.
    The new art of videogames -- What are videogames anyway? -- On definition -- Theories of gaming -- A definition of videogames -- Videogames and fiction -- From tennis for two to worlds of warcraft -- Imaginary worlds and works of fiction -- Fictional or virtual? -- Interactive fiction -- Stepping into fictional worlds -- Welcome to rapture -- Meet niko bellic -- Experiencing game worlds -- Acting in game worlds -- Games through fiction -- The nature of gaming (...)
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  50.  34
    Literature and Red Ideology. Romanian Plays on Religious Themes in the 1950s and 1960s.Liviu Malita - 2009 - Journal for the Study of Religions and Ideologies 8 (23):82-106.
    This study analyses several aspects of the relationship between communist censorship and literature, from the vantage point of literary sociology. Focusing on the issue of religious drama, the author intends to examine the transformations undergone by Romanian literature in the 1950s and 1960s, considering the impact of totalitarian communist ideology had upon it. What the study highlights is the game between prohibition and subversiveness, between misappropriation and reappropriation, which shaped the literary climate of that period. One of the conclusions (...)
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