Results for 'cozy games'

973 found
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  1.  23
    The Scale of the Nation in a Shrinking World.Joan Ramon Resina - 2003 - Diacritics 33 (3/4):46-74.
    In lieu of an abstract, here is a brief excerpt of the content:The Scale of the Nation in a Shrinking WorldJoan Ramon Resina (bio)The 1990s saw the rise of political issues that, although by no means new, generated a great deal of discourse based on a semantic rupture with the past. The need to inscribe political analysis with a feeling of historical acceleration was nowhere as patent as in George W. Bush's New World Order. Although the "New World Order" quickly (...)
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  2. Huck's Heresy.David Cozy - 2004 - Free Inquiry 24:2.
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  3. Saṅgameśvarakrodam...Gummalūri Saṅgameśvarasāstri - 1933 - [Waltair],: Edited by Jagadīśatarkālaṅkāra.
     
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  4.  25
    The Aesthetics of Japanese Fascism.A. Tansman & D. Cozy - 2012 - British Journal of Aesthetics 52 (3):322-324.
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  5. The Individual Human Being: A Sometime Variable For an Educational Rationale.E. D. Butler & Joseph Cozy - 1973 - Journal of Thought 73.
     
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  6.  28
    A factorial analysis of verbal learning tasks.Paul A. Games - 1962 - Journal of Experimental Psychology 63 (1):1.
  7.  37
    Do brokers act in the best interests of their clients? New evidence from electronic trading systems.Annilee M. Game & Andros Gregoriou - 2014 - Business Ethics: A European Review 25 (2):187-197.
    Prior research suggests brokers do not always act in the best interests of clients, although morally obligated to do so. We empirically investigated this issue focusing on trades executed at best execution price, before and after the introduction of electronic limit-order trading, on the London Stock Exchange. As a result of limit-order trading, the proportion of trades executed at the best execution price for the customer significantly increased. We attribute this to a sustained increase in the liquidity of stocks as (...)
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  8.  40
    Riding: Embodying the Centaur.Ann Game - 2001 - Body and Society 7 (4):1-12.
    Through a phenomenological study of horse-human relations, this article explores the ways in which, as embodied beings, we live relationally, rather than as separate human identities. Conceptually this challenges oppositional logic and humanist assumptions, but where poststructuralist treatments of these issues tend to remain abstract, this article is concerned with an embodied demonstration of the ways in which we experience a relational or in-between logic in our everyday lives.
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  9.  42
    Non-equilibrium thermodynamics and the brain.C. J. A. Game - 1994 - In Karl H. Pribram (ed.), Origins: Brain and Self Organization. Lawrence Erlbaum. pp. 196.
  10. Gender at Work.Ann Game & Rosemary Pringle - 1984
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  11.  58
    The Teacher’s Vocation: Ontology of Response.Ann Game & Andrew Metcalfe - 2008 - Studies in Philosophy and Education 27 (6):461-473.
    We argue that pedagogic authority relies on love, which is misunderstood if seen as a matter of actions and subjects. Love is based not on finite subjects and objects existing in Euclidean space and linear time, but, rather, on the non-finite ontology, space and time of relations. Loving authority is a matter of calling and vocation, arising from the spontaneous and simultaneous call-and-response of a lively relation. We make this argument through a reading of Buber’s I–You relation and Murdoch’ s (...)
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  12.  33
    RASMUSEN, ERIC, Folk Theorems for the Observable Implications of Repeated.Implications of Repeated Games - 1992 - Theory and Decision 32:147-164.
  13.  16
    Comments on "A power comparison of the F and L tests: I.".Paul A. Games - 1966 - Psychological Review 73 (4):372-375.
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  14.  22
    A Question of Fit: Cultural and Individual Differences in Interpersonal Justice Perceptions.Annilee M. Game & Jonathan R. Crawshaw - 2017 - Journal of Business Ethics 144 (2):279-291.
    This study examined the link between employees’ adult attachment orientations and perceptions of line managers’ interpersonal justice behaviors, and the moderating effect of national culture. Participants from countries categorized as low collectivistic and high collectivistic completed an online survey. Attachment anxiety and avoidance were negatively related to interpersonal justice perceptions. Cultural differences did not moderate the effects of avoidance. However, the relationship between attachment anxiety and interpersonal justice was non-significant in the Southern Asia cultural cluster. Our findings indicate the importance (...)
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  15. Foreword vii Acknowledgements viii.Essays on Cooperative Games, in Honor of Guillermo Owen & Gianfranco Gambarelli - 2004 - Theory and Decision 56:405-408.
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  16. Primary literature.Mike Game - 2007 - In Diarmuid Costello & Jonathan Vickery (eds.), Art: key contemporary thinkers. New York: Berg. pp. 159.
     
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  17.  98
    Games and Decisions: Introduction and Critical Survey.R. Duncan Luce & Howard Raiffa - 1958 - Philosophy and Phenomenological Research 19 (1):122-123.
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  18.  71
    Logic in Games.Johan Van Benthem - 2014 - MIT Press.
    A comprehensive examination of the interfaces of logic, computer science, and game theory, drawing on twenty years of research on logic and games.
  19. Theory and decison.Richard G. Brody, John M. Coulter, Alireza Daneshfar, Auditor Probability Judgments, Discounting Unspecified Possibilities, Paula Corcho, José Luis Ferreira & Generalized Externality Games - 2003 - Theory and Decision 54:375-376.
     
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  20. Self-assembling Games.Jeffrey A. Barrett & Brian Skyrms - 2017 - British Journal for the Philosophy of Science 68 (2):329-353.
    We consider how cue-reading, sensory-manipulation, and signaling games may initially evolve from ritualized decisions and how more complex games may evolve from simpler games by polymerization, template transfer, and modular composition. Modular composition is a process that combines simpler games into more complex games. Template transfer, a process by which a game is appropriated to a context other than the one in which it initially evolved, is one mechanism for modular composition. And polymerization is a (...)
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  21.  85
    Patterns of Intelligent Interaction: Games, Action, and Social Software.Johan van Benthem - unknown
    Sitting in the office of a distinguished philosopher of language recently, I watched him lean back (somewhat precariously) in his chair, look at the ceiling, and sigh: “Johan, we both write all this stuff about information, context, and communication – but is not the only time you really feel that you are making progress, when you resolutely close your eyes, and shut out the world and the others?” I appreciated his point, and indeed, in most spheres of life on this (...)
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  22. The Ethics of Computer Games.Miguel Sicart - 2011 - MIT Press.
    Despite the emergence of computer games as a dominant cultural industry, we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of (...)
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  23. Assertion, Norms, and Games.Ishani Maitra - 2011 - In Jessica Brown & Herman Cappelen (eds.), Assertion: New Philosophical Essays. Oxford, GB: Oxford University Press. pp. 277-296.
    This chapter focuses on a widely held package of views, according to which: (i) assertions are governed by some alethic or epistemic norm, (ii) such a norm is intimately connected to assertion, in the sense that it individuates or characterizes the speech act, and (iii) this sense of intimate connection can be explained with the help of an analogy between language use and games. It is argued that this package of views must be rejected. More specifically, by considering some (...)
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  24. The Evolution of Coding in Signaling Games.Jeffrey A. Barrett - 2009 - Theory and Decision 67 (2):223-237.
    Signaling games with reinforcement learning have been used to model the evolution of term languages (Lewis 1969, Convention. Cambridge, MA: Harvard University Press; Skyrms 2006, “Signals” Presidential Address. Philosophy of Science Association for PSA). In this article, syntactic games, extensions of David Lewis’s original sender–receiver game, are used to illustrate how a language that exploits available syntactic structure might evolve to code for states of the world. The evolution of a language occurs in the context of available vocabulary (...)
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  25. Mathematical models of games of chance: Epistemological taxonomy and potential in problem-gambling research.Catalin Barboianu - 2015 - UNLV Gaming Research and Review Journal 19 (1):17-30.
    Games of chance are developed in their physical consumer-ready form on the basis of mathematical models, which stand as the premises of their existence and represent their physical processes. There is a prevalence of statistical and probabilistic models in the interest of all parties involved in the study of gambling – researchers, game producers and operators, and players – while functional models are of interest more to math-inclined players than problem-gambling researchers. In this paper I present a structural analysis (...)
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  26. (1 other version)The Grasshopper: Games, Life and Utopia.Bernard Suits & Thomas Hurka - 1978 - Peterborough, CA: Broadview Press.
    In the mid twentieth century the philosopher Ludwig Wittgenstein famously asserted that games are indefinable; there are no common threads that link them all. "Nonsense," says the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games (...)
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  27. Rights, games and social choice.Peter Gardenfors - 1981 - Noûs 15 (3):341-356.
  28. Deception in Sender–Receiver Games.Manolo Martínez - 2015 - Erkenntnis 80 (1):215-227.
    Godfrey-Smith advocates for linking deception in sender-receiver games to the existence of undermining signals. I present games in which deceptive signals can be arbitrarily frequent, without this undermining information transfer between sender and receiver.
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  29. Online adaptation of computer games agents: A reinforcement learning approach.Gustavo Andrade, Hugo Santana, André Furtado, Arga Leitão & Geber Ramalho - 2004 - Scientia 15 (2).
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  30.  67
    The Evolution of Compositionality in Signaling Games.Michael Franke - 2016 - Journal of Logic, Language and Information 25 (3-4):355-377.
    Compositionality is a key design feature of human language: the meaning of complex expressions is, for the most part, systematically constructed from the meanings of its parts and their manner of composition. This paper demonstrates that rudimentary forms of compositional communicative behavior can emerge from a variant of reinforcement learning applied to signaling games. This helps explain how compositionality could have emerged gradually: if unsophisticated agents can evolve prevalent dispositions to communicate compositional-like, there is a direct evolutionary benefit for (...)
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  31. (1 other version)Genocidal Language Games.Lynne Tirrell - 2012 - In Ishani Maitra & Mary Kate McGowan (eds.), Speech and Harm: Controversies Over Free Speech. Oxford: Oxford University Press. pp. 174--221.
    This chapter examines the role played by derogatory terms (e.g., ‘inyenzi’ or cockroach, ‘inzoka’ or snake) in laying the social groundwork for the genocide of the Tutsi in Rwanda in 1994. The genocide was preceded by an increase in the use of anti-Tutsi derogatory terms among the Hutu. As these linguistic practices evolved, the terms became more openly and directly aimed at Tutsi. Then, during the 100 days of the genocide, derogatory terms and coded euphemisms were used to direct killers (...)
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  32. Play and games: An opinionated introduction.Michael Ridge - 2019 - Philosophy Compass 14 (4):e12573.
    Philosophy has a schizophrenic relationship with games. On the one hand, philosophers love using games as model, arguing that phenomena as diverse as linguistic meaning, meta‐ethics, normative ethics, applied ethics, law, and aesthetics can be illuminated via an analogy with games. On the other hand, there is scant focused discussion of the concept of a game as such. This is problematic; the appeal to games as a model to clarify philosophically puzzling questions has limited utility if (...)
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  33.  60
    Question–answer games.Thomas Ågotnes, Johan van Benthem, Hans van Ditmarsch & Stefan Minica - 2011 - Journal of Applied Non-Classical Logics 21 (3-4):265-288.
    We propose strategic games wherein the strategies consist of players asking each other questions and answering those questions. We study simplifications of such games wherein two players simultaneously ask each other a question that the opponent is then obliged to answer. The motivation for our research is to model conversation including the dynamics of questions and answers, to provide new links between game theory and dynamic logics of information, and to exploit the dynamic/strategic structure that, we think, lies (...)
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  34.  86
    Games as Pastimes in Suits’s Utopia: Meaningful Living and the “Metaphysics of Leisure”.M. Andrew Holowchak - 2007 - Journal of the Philosophy of Sport 34 (1):88-96.
  35. Games in philosophical logic.Ahti Pietarinen & Gabriel Sandu - 1999 - Nordic Journal of Philosophical Logic 4:143-174.
  36.  67
    Schlick and Wittgenstein on games and ethics.Andreas Vrahimis - 2023 - Philosophical Investigations 47 (1):76-100.
    In conversations with Schlick and Waismann from June and December 1930, Wittgenstein began to turn his attention to the topic of games. This topic also centrally concerned Schlick. In his earliest philosophical output, Schlick had relied on the results of evolutionary biology in setting out an account of the emergence of the human species’ ability to play [Spiel] as a prerequisite for the genesis of scientific knowledge. Throughout his subsequent works one finds fragmentary appeals to this early view, e.g. (...)
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  37.  10
    The Strategic Balance of Games in Logic.Jouko Väänänen - 2023 - In Alessandra Palmigiano & Mehrnoosh Sadrzadeh (eds.), Samson Abramsky on Logic and Structure in Computer Science and Beyond. Springer Verlag. pp. 755-770.
    Truth, consistency and elementary equivalence can all be characterised in terms of games, namely the so-called evaluation game, the model-existence game, and the Ehrenfeucht–Fraisse game. We point out the great affinity of these games to each other and call this phenomenon the strategic balance in logic. In particular, we give explicit translations of strategies from one game to another.
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  38.  22
    Notes on language games as a source of methods for studying the formal properties of linguistic events1.Harold Garfinkel - 2019 - European Journal of Social Theory 22 (2):148-174.
    One of three distinct approaches to his famous ‘Trust’ argument, this paper written by Garfinkel in 1960, and never before published, proposed a rethinking of rules, games and linguistic classifications in interactional terms consistent with Wittgenstein’s language games. Garfinkel had been working in collaboration with Parsons since 1958 to craft an approach to culture that would replace conceptual classification with the constitutive expectancies of interaction and systems of interaction. The argument challenged the work of cultural anthropologists influenced by (...)
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  39. Violent computer games, empathy, and cosmopolitanism.Mark Coeckelbergh - 2007 - Ethics and Information Technology 9 (3):219-231.
    Many philosophical and public discussions of the ethical aspects of violent computer games typically centre on the relation between playing violent videogames and its supposed direct consequences on violent behaviour. But such an approach rests on a controversial empirical claim, is often one-sided in the range of moral theories used, and remains on a general level with its focus on content alone. In response to these problems, I pick up Matt McCormick’s thesis that potential harm from playing computer (...) is best construed as harm to one’s character, and propose to redirect our attention to the question how violent computer games influence the moral character of players. Inspired by the work of Martha Nussbaum, I sketch a positive account of how computer games can stimulate an empathetic and cosmopolitan moral development. Moreover, rather than making a general argument applicable to a wide spectrum of media, my concern is with specific features of violent computer games that make them especially morally problematic in terms of empathy and cosmopolitanism, features that have to do with the connections between content and medium, and between virtuality and reality. I also discuss some remaining problems. In this way I hope contribute to a less polarised discussion about computer games that does justice to the complexity of their moral dimension, and to offer an account that is helpful to designers, parents, and other stakeholders. (shrink)
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  40. Language-Games for Quantifiers.Jaakko Hintikka - 1968 - In Nicholas Rescher (ed.), Studies in Logical Theory. Oxford,: Blackwell. pp. 46--72.
     
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  41.  86
    Grappling With the Centipede: Defence of Backward Induction for BI-Terminating Games.Wlodek Rabinowicz - 1998 - Economics and Philosophy 14 (1):95-126.
    According to the standard objection to backward induction in games, its application depends on highly questionable assumptions about the players' expectations as regards future counterfactual game developments. It seems that, in order to make predictions needed for backward reasoning, the players must expect each player to act rationally at each node that in principle could be reached in the game, and also to expect that this confidence in the future rationality of the players would be kept by each player (...)
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  42.  89
    A method for the computational modelling of dialectical argument with dialogue games.T. J. M. Bench-Capon, T. Geldard & P. H. Leng - 2000 - Artificial Intelligence and Law 8 (2-3):233-254.
    In this paper we describe a method for the specification of computationalmodels of argument using dialogue games. The method, which consists ofsupplying a set of semantic definitions for the performatives making upthe game, together with a state transition diagram, is described in full.Its use is illustrated by some examples of varying complexity, includingtwo complete specifications of particular dialogue games, Mackenzie's DC,and the authors' own TDG. The latter is also illustrated by a fully workedexample illustrating all the features of (...)
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  43.  67
    Are there really games in Utopia? A reinterpretation of Suits’s The Grasshopper.Melanie Erspamer & Michael Ridge - 2021 - Analysis 81 (3):405-410.
    In this essay we argue that there is a contradiction lurking at the heart of Bernard Suits's seminal book on the philosophy of games, The Grasshopper, which has oddly gone unnoticed for 43 years. Suits argues that games need inefficiency and defines inefficiency such that it wouldn't exist in Utopia. This trivially entails that there could be no games in Utopia, yet the whole normative point of The Grasshopper is that games would be the only worthwhileactivity (...)
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  44.  58
    Self-Assembling Games and the Evolution of Salience.Jeffrey A. Barrett - 2023 - British Journal for the Philosophy of Science 74 (1):75-89.
    This article considers how a generalized signalling game may self-assemble as the saliences of the agents evolve by reinforcement on those sources of information that in fact lead to successful action. On the present account, generalized signalling games self-assemble even as the agents co-evolve meaningful representations and successful dispositions for using those representations. We will see how reinforcement on successful information sources also provides a mechanism whereby simpler games might compose to form more complex games. Along the (...)
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  45.  14
    Coalitional games induced by matching problems: Complexity and islands of tractability for the Shapley value.Gianluigi Greco, Francesco Lupia & Francesco Scarcello - 2020 - Artificial Intelligence 278 (C):103180.
  46.  16
    (1 other version)On the relation between games in extensive form and games in strategic form.Simon M. Huttegger - 2009 - In Alexander Hieke & Hannes Leitgeb (eds.), Reduction: Between the Mind and the Brain. Frankfurt: Ontos Verlag. pp. 11--377.
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  47.  40
    From language games to social software.Ludwig Wittgenstein - 2009 - In Alexander Hieke & Hannes Leitgeb (eds.), Reduction: Between the Mind and the Brain. Frankfurt: Ontos Verlag. pp. 11--365.
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  48.  25
    Signs, paradox, and sporting games in school physical education.Vicente Navarro-Adelantado & Miguel Pic - 2022 - Semiotica 2022 (248):153-168.
    The wide range of semiotic possibility, through networks of motor communications, reveal processes for decision-making with playful meaning. We describe a physical education experience according to a sequence based on five motor games, corresponding to five networks of motor communications, with the purpose of revealing the signs to interpret a fully comprehension of playful communication. A total of 180 high school students were part of this pedagogic experience. Events were obtained through the systematic observation of three game conducts, to (...)
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  49. Violent video games and morality: a meta-ethical approach.Garry Young - 2015 - Ethics and Information Technology 17 (4):311-321.
    This paper considers what it is about violent video games that leads one reasonably minded person to declare “That is immoral” while another denies it. Three interpretations of video game content are discussed: reductionist, narrow, and broad. It is argued that a broad interpretation is required for a moral objection to be justified. It is further argued that understanding the meaning of moral utterances—like “x is immoral”—is important to an understanding of why there is a lack of moral consensus (...)
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  50. Games, Beliefs and Credences.Brian Weatherson - 2014 - Philosophy and Phenomenological Research 92 (2):209-236.
    In previous work I’ve defended an interest-relative theory of belief. This paper continues the defence. It has four aims. -/- 1. To offer a new kind of reason for being unsatis ed with the simple Lockean reduction of belief to credence. 2. To defend the legitimacy of appealing to credences in a theory of belief. 3. To illustrate the importance of theoretical, as well as practical, interests in an interest-relative account of belief. 4. To revise my account to cover propositions (...)
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