Results for 'game studies'

969 found
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  1.  11
    Game Studies in Russia: Eight Year.A. S. Vetushinskiy & A. S. Salin - 2020 - Sociology of Power 32 (3):8-13.
    The article proposes a new approach to understanding gamification. Its feature lies in taking into account the criticism expressed against gamifi­cation to date. The article examines in detail the history of gamification, it is shown that at its first stage (before 2015) approaches oriented towards extrinsic motivation prevailed, while at the second stage (after 2015) ap­proaches oriented towards intrinsic motivation began to prevail. Ignoring this point just leads to the fact that the criticism expressed in the early 2010s (its main (...)
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  2.  25
    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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  3.  14
    Material Game Studies: A Philosophy of Analogue Play.Chloe Germaine & Paul Wake (eds.) - 2022 - Bloomsbury Publishing.
    This is the first volume to apply insights from the material turn in philosophy to the study of play and games. At a time of renewed interest in analogue gaming, as scholars are looking beyond the digital and virtual for the first time since the inception of game studies in the 1990s, Material Game Studies not only supports the importance of the turn to the analogue, but proposes a materiality of play more broadly. Recognizing the entanglement (...)
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  4.  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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  5.  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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  6.  14
    Videospiele im Philosophieunterricht? Game Studies im Kontext fachdidaktischer Reflexionen.Jens Heinrich - 2017 - Angewandte Philosophie. Eine Internationale Zeitschrift 4 (1):83-111.
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  7.  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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  8.  12
    The Game of Language: Studies in Game-Theoretical Semantics and Its Applications.Jaakko Hintikka - 1983 - Springer Verlag.
    Since the first chapter of this book presents an intro duction to the present state of game-theoretical semantics (GTS), there is no point in giving a briefer survey here. Instead, it may be helpful to indicate what this volume attempts to do. The first chapter gives a short intro duction to GTS and a survey of what is has accomplished. Chapter 2 puts the enterprise of GTS into new philo sophical perspective by relating its basic ideas to Kant's phi (...)
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  9. An Introduction to CEE HGS: Central and Eastern European historical game studies.Michał Mochocki, Paweł Schreiber, Jakub Majewski & Yaraslau I. Kot - 2025 - In Michal Mochocki, Paweł Schreiber, Jakub Majewski & Yaraslau I. Kot (eds.), Central and Eastern European histories and heritages in video games. New York: Routledge.
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  10.  20
    Economic games for the study of peace.Robert Böhm & Simon Columbus - 2024 - Behavioral and Brain Sciences 47:e4.
    Economic games provide models of real-world contexts in which researchers can probe dispositional and structural determinants of intergroup relations. Most intergroup games focus on determinants of aggression between groups and constrain the possibilities for peace. However, paradigms such as the intergroup parochial and universal cooperation game allow for peaceful intergroup relations and can be adapted for the study of peace.
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  11.  16
    Gambling, Gaming, and Internet Behavior in a Sexual Minority Perspective. A Cross-Sectional Study in Seven European Countries.Niroshani Broman, Fulvia Prever, Ester di Giacomo, Susana Jiménez-Murcia, Anna Szczegielniak, Helena Hansson & Anders Håkansson - 2022 - Frontiers in Psychology 12.
    BackgroundAddictive behavior of gambling, gaming and internet activity is partly a new research domain and has not been well investigated with regard to sexual minority populations. Although health disparities between sexual minorities and the general population are well documented, there is a lack of inclusion of sexual minorities in both research and clinic. Among lesbian, gay and bisexual populations certain features could be present that play a role for the development of addictive behaviors, such as social isolation and increased risk (...)
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  12. Action Video Game Training for Healthy Adults: A Meta-Analytic Study.Ping Wang, Han-Hui Liu, Xing-Ting Zhu, Tian Meng, Hui-Jie Li & Xi-Nian Zuo - 2016 - Frontiers in Psychology 7:187309.
    Action video game (AVG) has attracted increasing attention from both the public and from researchers. More and more studies found video game training improved a variety of cognitive functions. However, it remains controversial whether healthy adults can benefit from AVG training, and whether young and older adults benefit similarly from AVG training. In the present study, we aimed to quantitatively assess the AVG training effect on the cognitive ability of adults and to compare the training effects on (...)
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  13.  63
    ‘In the Beginning is Relation’: Martin Buber’s Alternative to Binary Oppositions. [REVIEW]Andrew Metcalfe & Ann Game - 2012 - Sophia 51 (3):351-363.
    Abstract In this article we develop a relational understanding of sociality, that is, an account of social life that takes relation as primary. This stands in contrast to the common assumption that relations arise when subjects interact, an account that gives logical priority to separation. We will develop this relational understanding through a reading of the work of Martin Buber, a social philosopher primarily interested in dialogue, meeting, relationship, and the irreducibility and incomparability of reality. In particular, the article contrasts (...)
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  14.  5
    Philosophical Reflections on Serious Game Design and Intangible Cultural Heritage Identity: A Case Study of Huizhou Wood Carving.Yuying Zhou - 2024 - European Journal for Philosophy of Religion 16 (4):295-315.
    This study explores the philosophical and cultural dimensions of preserving intangible cultural heritage through serious game design, focusing on Huizhou wood carving as a case study. Grounded in cultural identity theory, the research investigates how serious games can serve as effective tools for cultural revitalization and identity reinforcement. The model of cultural identity theory is applied by analyzing Huizhou wood carvings symbolic, historical, and artistic elements across macro, meso, and micro levels. Relevant cultural motifs and narratives are integrated into (...)
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  15.  50
    Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine – A Cross-Sectional Pilot Study.Talita Dias da Silva, Paula Lumy da Silva, Elisa de Jesus Valenzuela, Eduardo Dati Dias, Amanda Orasmo Simcsik, Mariana Giovanelli de Carvalho, Anne Michelli Gomes Gonçalves Fontes, Camila Aparecida de Oliveira Alberissi, Luciano Vieira de Araújo, Murilo Vinícius da Costa Brandão, Helen Dawes & Carlos Bandeira de Mello Monteiro - 2021 - Frontiers in Psychology 12.
    IntroductionThere is a need to maintain rehabilitation activities and motivate movement and physical activity during quarantine in individuals with Cerebral Palsy.ObjectiveThis paper sets out to evaluate the feasibility and potential benefits of using computer serious game in a non-immersive virtual reality implemented and evaluated completely remotely in participants with CP for Home-Based Telerehabilitation during the quarantine period for COVID-19.MethodsUsing a cross-sectional design, a total of 44 individuals participated in this study between March and June 2020, 22 of which had (...)
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  16.  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 (...)
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  17. Acknowledgements 1. Introduction 1.1 Attention, Economy, Power 1.2 Post-Phenomenology and New Materialism 1.3 Media, Software and Game Studies 1.4 Chapter outlines 2. Interface 2.1 Interface theory 2.3 Interfaces as Environments 2.4 Interface, Object, Transduction 3. Resolution 3.1 Resolution 3.2 Neuropower 3.3 High and low Resolution 3.4 Phasing between resolutions 3.5 Resolution, Habit, Power 4. Technicity 4.1 Technicity 4.2 Psychopower 4.3 Homogenization 4.4 Irreversibility 4.5 Technicity, Time, Power 5. Envelopes 5.1 Homeomorphic Modulation 5.2 Envelope Power 5.3 Shifting Logics of the Envelope in Games Design 5.4 The Contingency of Envelopes 6. Ecotechnics 6.1 The Ecotechnics of Care 6.2 Ecotechnics of Care: two sites of transduction 6.3 From suspended to immanent ecotechnical systems of care 6.4 The Temporal Deferral of Negative Affect 7. Envelope Life 7.1 Gamification 7.2 Non-gaming interface envelopes 7.3 Questioning Envelope Life 7.4 Pharmacology 8. Conclusions 8.1 Games / Dig. [REVIEW]Capitalism Bibliography Index - 2015 - In James Ash (ed.), The interface envelope: gaming, technology, power. New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing.
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  18. Video Games, Violence, and the Ethics of Fantasy: Killing Time.Christopher Bartel - 2020 - London: Bloomsbury Academic.
    Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve (...)
  19.  24
    Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students’ Reflection Processes.Marco Rüth & Kai Kaspar - 2021 - Frontiers in Psychology 11.
    Commercial video games are popular entertainment media and part of students’ media reality. While commercial video games’ main purpose is not learning, they nonetheless could and should serve as objects of reflection in formal educational settings. Teachers could guide student learning and reflection as well as motivate students with commercial video games, but more evidence from formal educational settings is required. We conducted two mixed methods case studies to investigate students’ reflection processes using commercial video games in regular formal (...)
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  20.  15
    Study on the Influence Mechanism of Virtual Simulation Game Learning Experience on Student Engagement and Entrepreneurial Skill Development.Qixing Yang, Yue Zhang & Yawen Lin - 2022 - Frontiers in Psychology 12.
    With the emergence of the COVID-19 pandemic, virtual simulation games have provided an effective teaching method for online entrepreneurship education. By exploring the mechanisms that influence student engagement and learning outcomes from different perspectives, such as game design, team and individual perspectives, numerous scholars have demonstrated that such a teaching method can effectively improve students’ engagement and learning performance. However, the existing studies are relatively scattered, and there is a scarcity of studies in which the effects of (...)
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  21.  18
    Problematic Gaming and Internet Use but Not Gambling May Be Overrepresented in Sexual Minorities – A Pilot Population Web Survey Study.Niroshani Broman & Anders Hakansson - 2018 - Frontiers in Psychology 9.
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  22.  10
    Study on the Multi-Governance of Public Rental Housing Exit in China Based on the Evolutionary Game Theory.Jing Tang & Shilong Li - 2022 - Complexity 2022:1-12.
    The COVID-19 pandemic has plunged the housing affordability and living sanitary conditions of China's low-income groups into a crisis. Public rental housing has made a significant contribution to alleviating this crisis, yet its exit problem has become more acute due to the impact of the epidemic. In order to explore how to effectively play the role of multi-governance in public rental housing exit, this paper adopts game theory to analyze the evolution of the behavioral strategies of government departments and (...)
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  23.  49
    Fictional Games and Utopia: The Case of Azad.Stefano Gualeni - 2021 - Science Fiction Film and Television 14 (2):187-207.
    ‘Fictional games’ are playful activities and ludic artefacts that were conceptualised to be part of fictional worlds. These games cannot – or at least were not originally meant to – be actually played. This interdisciplinary article discusses fictional games, focusing on those appearing in works of sf. Its objective is that of exploring how fictional games can function as utopian devices. Drawing on game studies, utopian studies, and sf studies, the first half of the article introduces (...)
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  24. Science Studies and the Theory of Games.Jesús P. Zamora Bonilla - 2006 - Perspectives on Science 14 (4):525-557.
    Being scientific research a process of social interaction, this process can be studied from a game-theoretic perspective. Some conceptual and formal instruments that can help to understand scientific research as a game are introduced, and it is argued that game theoretic epistemology provides a middle ground for 'rationalist' and 'constructivist' theories of scientific knowledge. In the first part , a description of the essential elements of game of science is made, using an inferentialist conception of rationality. (...)
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  25.  39
    Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease.Sofia Balula Dias, José Alves Diniz, Evdokimos Konstantinidis, Theodore Savvidis, Vicky Zilidou, Panagiotis D. Bamidis, Athina Grammatikopoulou, Kosmas Dimitropoulos, Nikos Grammalidis, Hagen Jaeger, Michael Stadtschnitzer, Hugo Silva, Gonçalo Telo, Ioannis Ioakeimidis, George Ntakakis, Fotis Karayiannis, Estelle Huchet, Vera Hoermann, Konstantinos Filis, Elina Theodoropoulou, George Lyberopoulos, Konstantinos Kyritsis, Alexandros Papadopoulos, Anastasios Depoulos, Dhaval Trivedi, Ray K. Chaudhuri, Lisa Klingelhoefer, Heinz Reichmann, Sevasti Bostantzopoulou, Zoe Katsarou, Dimitrios Iakovakis, Stelios Hadjidimitriou, Vasileios Charisis, George Apostolidis & Leontios J. Hadjileontiadis - 2021 - Frontiers in Psychology 11:612835.
    Human-Computer Interaction (HCI) and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games (HCI-SGs). When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative (...)
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  26.  20
    What Has the Study of Digital Games Contributed to the Science of Expert Behavior?Neil Charness - 2017 - Topics in Cognitive Science 9 (2):510-521.
    I review the historical context for modeling skilled performance in games. Using Newell's concept of time bands for explaining cognitive behavior, I categorize the current papers in terms of time scales, type of data, and analysis methodologies. I discuss strengths and weaknesses of these approaches for describing skill acquisition and why the study of digital games can address the challenges of replication and generalizability. Cognitive science needs to pay closer attention to population representativeness to enhance generalizability of findings, and to (...)
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  27.  20
    A behavioral study of “noise” in coordination games.Michael Mäs & Heinrich H. Nax - unknown
    ‘Noise’ in this study, in the sense of evolutionary game theory, refers to deviations from prevailing behavioral rules. Analyzing data from a laboratory experiment on coordination in networks, we tested ‘what kind of noise’ is supported by behavioral evidence. This empirical analysis complements a growing theoretical literature on ‘how noise matters’ for equilibrium selection. We find that the vast majority of decisions constitute myopic best responses, but deviations continue to occur with probabilities that are sensitive to their costs, that (...)
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  28.  37
    The Goal Triad in Games. A Conceptual Map and Case Studies.Filip Kobiela - 2016 - Recerca.Revista de Pensament I Anàlisi 18:13-27.
    The paper is devoted to detailed analysis of the notion of goal in games. It is argued that Suits’ analysis which provides a distinction between prelusory goal and lusory goal is insufficient, and thus introduction of a third kind of goal is necessary. I suggest to call this third kind of goal institutional goal. The paper discusses the definition of this kind of goal as well as its relations to other kinds of goals in games and other elements of (...)-playing. These three goals create the goal triad, a conceptual map of all possible goal-related situations. Both Venn diagrams and Euler diagrams are used to represent this triad. Various fields of these diagrams, which represent a spectrum of specific situations that occur in games, are illustrated by case-studies, taken mainly (although not exclusively) from the history of association football (soccer).El artículo plantea un análisis detallado de la noción de objetivo de los juegos. Se argumenta que el análisis de los juegos de Suits, que ofrece una distinción entre objetivo lúdico y meta pre-lúdica, es insuficiente, por lo que es necesaria la introducción de un tercer objetivo. A este tercer objetivo sugiero llamarlo meta institucional. El artículo analiza la definición de este tipo de objetivo, así como sus relaciones con los otros tipos de objetivos y elementos del juego. Estos tres objetivos constituyen la tríada de objetivos, un mapa conceptual de todas las relaciones posibles entre objetivos. Para representar la tríada se emplean los diagramas de Venn y de Euler. Varios campos de estos diagramas, que representan un espectro de situaciones específicas que suceden en los juegos, se ilustran con estudios de casos, tomados principalmente (aunque no exclusivamente) de la historia del fútbol. (shrink)
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  29.  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 zoology and (...)
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  30.  57
    Fictional Games: A Philosophy of Worldbuilding and Imaginary Play.Stefano Gualeni & Riccardo Fassone - 2023 - London (UK): Bloomsbury Publishing. Edited by Riccardo Fassone.
    What role do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the reader will never watch or play? Combining perspectives from philosophy, literature and game studies, this book provides the first in-depth investigation into the significance of games in fictional worlds. With examples from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce four key functions that (...)
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  31.  16
    Video games and spatiality in Amercian studies.Dietmar Meinel (ed.) - 2022 - Boston: De Gruyter Oldenbourg.
    While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use (...)
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  32. The Game of Mind. A Study in psychological Disillusionment.Percy A. Campbell - 1913 - Revue Philosophique de la France Et de l'Etranger 76:221-222.
     
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  33.  32
    An experimental study on the effect of ambiguity in a coordination game.David Kelsey & Sara le Roux - 2015 - Theory and Decision 79 (4):667-688.
    We report an experimental test of the influence of ambiguity on behaviour in a coordination game. We study the behaviour of subjects in the presence of ambiguity and attempt to determine whether they prefer to choose an ambiguity-safe option. We find that this strategy, which is not played in either Nash equilibrium or iterated dominance equilibrium, is indeed chosen quite frequently. This provides evidence that ambiguity-aversion influences behaviour in games. While the behaviour of the Row Player is consistent with (...)
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  34.  40
    A study of the structure of sports game for the analysis of soccer game II.Kohki Kiniwa, Ken Okihara, Mitsuhisa Shiokawa, Akira Kan, Kentaro Tai & Takeharu Ueda - 2012 - Journal of the Philosophy of Sport and Physical Education 34 (1):1-21.
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  35. A Serious Game to Improve Emotion Regulation in Treatment-Seeking Individuals With Gambling Disorder: A Usability Study.Teresa Mena-Moreno, Fernando Fernández-Aranda, Roser Granero, Lucero Munguía, Trevor Steward, Hibai López-González, Amparo del Pino-Gutiérrez, María Lozano-Madrid, Mónica Gómez-Peña, Laura Moragas, Isabelle Giroux, Marie Grall-Bronnec, Anne Sauvaget, Bernat Mora-Maltas, Eduardo Valenciano-Mendoza, José M. Menchón & Susana Jiménez-Murcia - 2021 - Frontiers in Psychology 12.
    Background: Serious games have shown positive results in increasing motivation, adherence to treatment and strengthening the therapeutic alliance in multiple psychiatric disorders. In particular, patients with impulse control disorders and other disorders in which the patient suffers from inhibitory control deficits have been shown to benefit from serious games.Aim: The aim of this study was to describe the characteristics and to evaluate the usability of a new serious videogame, e-Estesia. This serious videogame was designed to improve emotion regulation in patients (...)
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  36.  48
    An experimental study of the generosity game.Werner Güth, M. Vittoria Levati & Matteo Ploner - 2012 - Theory and Decision 72 (1):51-63.
    We study ultimatum and dictator variants of the generosity game. In this game, the first mover chooses the amount of money to be distributed between the players within a given interval, knowing that her own share is fixed. Thus, the first mover is not confronted with the typical trade-off between her own and the other’s payoff. For each variant of the game, we study three treatments that vary the range of potential pie sizes so as to assess (...)
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  37.  28
    Cognitive process underlying ultimatum game: An eye-tracking study from a dual-system perspective.Zi-Han Wei, Qiu-Yue Li, Ci-Juan Liang & Hong-Zhi Liu - 2022 - Frontiers in Psychology 13.
    According to the dual-system theories, the decisions in an ultimatum game are governed by the automatic System 1 and the controlled System 2. The former drives the preference for fairness, whereas the latter drives the self-interest motive. However, the association between the contributions of the two systems in UG and the cognitive process needs more direct evidence. In the present study, we used the process dissociation procedure to estimate the contributions of the two systems and recorded participants eye movements (...)
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  38.  37
    Game Theory in Studies of Evolution and Development: Prospects for Deeper Use.Don Ross - 2006 - Biological Theory 1 (1):31-32.
  39.  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 theories (...)
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  40.  18
    New Rules of the Game? Rejuvenating Cinema as a Field of Critical, Conceptual, and Historical Study.Stan Jones - 2000 - Film-Philosophy 4 (1).
    _Film Studies: An International Review_ Issue 1, Spring 1999 ISBN 1900755288.
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  41.  37
    (1 other version)Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play.Stuart Reeves, Christian Greiffenhagen & Eric Laurier - 2016 - Topics in Cognitive Science 8 (4).
    Accounts of video game play developed from an ethnomethodological and conversation analytic perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical “work” of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a “tactical zoom.” We start very much “outside” the game, beginning with a wide view of how massive-multiplayer online (...)
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  42.  21
    Formalizing the Dynamics of Information.Martina Faller, Stefan C. Kaufmann, Marc Pauly & Center for the Study of Language and Information S.) - 2000 - Center for the Study of Language and Information Publications.
    The papers collected in this volume exemplify some of the trends in current approaches to logic, language and computation. Written by authors with varied academic backgrounds, the contributions are intended for an interdisciplinary audience. The first part of this volume addresses issues relevant for multi-agent systems: reasoning with incomplete information, reasoning about knowledge and beliefs, and reasoning about games. Proofs as formal objects form the subject of Part II. Topics covered include: contributions on logical frameworks, linear logic, and different approaches (...)
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  43.  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 (...)
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  44. A study in the pragmatics of persuasion: a game theoretical approach.Jacob Glazer & Ariel Rubinstein - unknown
    A speaker wishes to persuade a listener to take a certain action. The conditions under which the request is justified, from the listener’s point of view, depend on the state of the world, which is known only to the speaker. Each state is characterized by a set of statements from which the speaker chooses. A persuasion rule specifies which statements the listener finds persuasive. We study persuasion rules that maximize the probability that the listener accepts the request if and only (...)
     
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  45.  37
    A study of the structure of sports game for the analysis of soccer game.Kohki Kiniwa, Kentaroh Tai, Takeharu Ueda & Ken Okihara - 2009 - Journal of the Philosophy of Sport and Physical Education 31 (1):1-26.
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    Phenomenology, Pokémon Go, and Other Augmented Reality Games: A Study of a Life Among Digital Objects.Nicola Liberati - 2018 - Human Studies 41 (2):211-232.
    The aim of this paper is to analyse the effects on the everyday world of actual Augmented Reality games which introduce digital objects in our surroundings from a phenomenological point of view. Augmented Reality is a new technology aiming to merge digital and real objects, and it is becoming pervasively used thanks to the application for mobile devices Pokémon Go by Niantic. We will study this game and other similar applications to shed light on their possible effects on our (...)
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  47. Graph Games and Logic Design.Johan van Benthem & Fenrong Liu - 2020 - In Fenrong Liu, Hiroakira Ono & Junhua Yu (eds.), Knowledge, Proof and Dynamics. Springer. pp. 125–146.
    Graph games are interactive scenarios with a wide range of applications. This position paper discusses old and new graph games in tandem with matching logics and identifies general questions behind this match. Throughout, we pursue two strands: logic as a way of analyzing existing graph games, and logic as an inspiration for designing new graph games. Our aim is modest: we propose a perspective that complements existing game-theoretic and computational ones, we raise questions, make observations, and suggest research directions—technical (...)
     
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  48.  14
    Attention Does Not Affect the Speed of Subjective Time, but Whether Temporal Information Guides Performance: A Large‐Scale Study of Intrinsically Motivated Timers in a Real‐Time Strategy Game.Robbert Mijn & Hedderik Rijn - 2021 - Cognitive Science 45 (3):e12939.
    Many prepared actions have to be withheld for a certain amount of time in order to have the most beneficial outcome. Therefore, keeping track of time accurately is vital to using temporal regularities in our environment. Traditional theories assume that time is tracked by means of a clock and an “attentional gate” (AG) that modulates subjective time if not enough attentional resources are directed toward the temporal process. According to the AG theory, the moment of distraction does not have an (...)
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    Games People Play. George Herbert Mead's Concept of Game and Play in a Contemporary Context.Núria Sara Miras Boronat - 2013 - In T. Burke & K. Skwronski (eds.). Lexington Books. pp. 163-171.
  50.  11
    End Games - P. Plass: The Game of Death in Ancient Rome: Arena Sport and Political Suicide.(Wisconsin Studies in Classics.) Pp. xiii + 283.Madison, WI: The University of Wisconsin Press, 1995. $43.95. ISBN: 0-299-14570-0. [REVIEW]Anton J. L. Van Hooff - 1997 - The Classical Review 47 (1):137-139.
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