Results for 'game-based activities'

982 found
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  1.  8
    Game-Based Learning for Learners With Disabilities—What Is Next? A Systematic Literature Review From the Activity Theory Perspective.Ahmed Tlili, Mouna Denden, Anqi Duan, Natalia Padilla-Zea, Ronghuai Huang, Tianyue Sun & Daniel Burgos - 2022 - Frontiers in Psychology 12.
    The design, implementation, and outcome of game-based learning for learners with disabilities have not been sufficiently examined systematically. Particularly, learner-based and contextual factors, as well as the essential roles played by various stakeholders, have not been addressed when game-based learning applications are used in special education. Therefore, a systematic literature review using the Activity Theory was conducted to analyse studies about game-based learning for learners with disabilities. Content analysis of 96 studies reported relevant (...)
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  2. Roleplaying GameBased Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - 2024 - Proceedings of the 2024 American Society for Engineering Education St. Lawrence Section Annual Conference.
    How do we prepare engineering students to make ethical and responsible decisions in their professional work? This paper presents an approach that enhances engineering students’ engagement with ethical reasoning by simulating decision-making in a complex scenario. The approach has two principal inspirations. The first is Anthony Weston’s scenario-based teaching. Weston’s concept of a scenario is a situation that changes in response to choices made by participants, according to an inner logic. Scenarios can dynamically explore open-ended complex problems without imposing (...)
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  3. A Game-Based Tool for Freshmen Design Students During the Pandemic Distance Learning.Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek - 2021 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek (eds.), 4th International Symposium on Art and Design Education: Art and design during and after the Covid- 19 Period. Başkent University: pp. 77-83.
    The emergence of the need for orientation since the past times led the universities to invent innovative ways to prepare their students for the activities and courses they will face. Hence, various types of orientation have been provided during history. However, today with the outbreak of the Covid-19 and the closure of the schools, most of the students are continuing their studies as distance learning. While this situation is very disappointing for all freshmen students who do not know the (...)
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  4.  3
    Game-based tasks in a ‘speaking classroom’: Collaborative map-drawing as an agent for rhizomatic learning.B. Humaira Mariyam & V. K. Karthika - forthcoming - Educational Philosophy and Theory.
    Games are used as effective pedagogical tools in language classrooms. Gamifying language tasks can motivate learners to actively participate in the learning process. Probing how games in English language classrooms enable rhizomatic learning, this research study explores how the use of collaborative drawing, elements of gamification, and improvisation function as agents for rhizomatic learning. The study also attempts to find the pedagogical implications of developing learners’ speaking proficiency through map-drawing games. In the intervention, a teacher-led map-drawing game adapted from (...)
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  5.  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 (...)
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  6.  28
    Negobot: Detecting paedophile activity with a conversational agent based on game theory.C. Laorden, P. Galan-Garcia, I. Santos, B. Sanz, J. Nieves, P. G. Bringas & J. M. Gomez Hidalgo - 2015 - Logic Journal of the IGPL 23 (1):17-30.
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  7.  10
    Identifying neural correlates of multidimensional, subjective gaming experiences during active gameplay.Uijong Ju - 2022 - Frontiers in Human Neuroscience 16:1013991.
    Studying how gaming experiences are encoded is important to understand the effects of gaming on the brain. Although studies have investigated neural correlates of gaming experiences, the brain patterns related to the full range of subjective experiences across different types of games are yet to be identified. The present study used three custom-made, immersive driving games with different input dynamics (controlling a car, a boat, or a spaceship) and different mechanics to assess subjective gaming experiences in a magnetic resonance imaging (...)
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  8.  49
    An experiential, game-theoretic pedagogy for sustainability ethics.Jathan Sadowski, Thomas P. Seager, Evan Selinger, Susan G. Spierre & Kyle P. Whyte - 2013 - Science and Engineering Ethics 19 (3):1323-1339.
    The wicked problems that constitute sustainability require students to learn a different set of ethical skills than is ordinarily required by professional ethics. The focus for sustainability ethics must be redirected towards: (1) reasoning rather than rules, and (2) groups rather than individuals. This need for a different skill set presents several pedagogical challenges to traditional programs of ethics education that emphasize abstraction and reflection at the expense of experimentation and experience. This paper describes a novel pedagogy of sustainability ethics (...)
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  9. VIRTUAL LANDSCAPE IN SERIOUS GAMES: A FRAMEWORK FOR ENHANCING THE PLAYER INTERACTION FOCUSING ON THE LEARNING RATE.Sepehr Vaez Afshar - 2021 - Dissertation, Istanbul Technical University
    Throughout history, education has always been essential for humanity's justice and fundamental for the creation of a free and satisfying society with the dissemination of knowledge. Hence, in addition to the life occurrences educating people, traditional higher education methods have played an important role for a long period. However, the age of technology has changed the educational system along with the people's lifestyles to meet the continuously changing conditions. During the past twenty years, the Information and Communication Technologies (ICTs) led (...)
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  10. The use-theory of meaning and the rules of our language games.Jaroslav Peregrin - 2011 - In Ken Turner (ed.), Making Semantics Pragmatic. Emerald Group Publishing.
    While most theoreticians of meaning in the first half of the twentieth century subscribed to a representational theory (viewing meanings as entities stood for by the expressions), the second half of the century was marked by the rise of various versions of use-theories of meaning. The roots of this ‘pragmatist turn’ are detectable in the writings of the later Wittgenstein, the Oxford speech act theorists (Austin, Grice) and the American neopragmatists (Quine, Sellars). Though it is now rather popular (and sometimes (...)
     
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  11.  42
    Developing a Decision-Making Model for Construction Safety Behavior Supervision: An Evolutionary Game Theory-Based Analysis.Xin Ning, Yu Qiu, Chunlin Wu & Kexin Jia - 2022 - Frontiers in Psychology 13.
    Without the active participation of enterprises and front-line workers, it is difficult for the government to perform effective supervision to ensure behavioral safety among front-line workers. To overcome inadequate government supervision and information attenuation caused by vertical management mode and limited resources, and to change passive supervision into active control with the proactive participation of enterprises and workers, this paper combines the entity responsibility mechanism and the third-party participation mechanism based on government supervision to analyze the decision-making process of (...)
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  12.  55
    Why computer games can be essential for human flourishing.Barbro Fröding & Martin Peterson - 2013 - Journal of Information, Communication and Ethics in Society 11 (2):81-91.
    – The purpose of this paper is to argue that playing computer games for lengthy periods of time, even in a manner that will force the player to forgo certain other activities normally seen as more important, can be an integral part of human flourishing., – The authors' claim is based on a modern reading of Aristotle's Nichomacean Ethics. It should be emphasized that the authors do not argue that computer gaming and other similar online activities are (...)
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  13.  49
    Normalisation and Language‐Games.Ruy J. G. B. Queiroz - 1994 - Dialectica 48 (2):83-123.
    The question of finding a suitable formal account of meaning for the logical signs has troubled many philosophers and logicians since the early days of formal logic, whenever it is even recognised as a problem. Here I attempt to show how two operational approaches to the problem can still be shown to be ‘technically’ equivalent, despite having emerged from two different readings of a single philosophical account, and being essentially distinct with respect to the rôle of ‘will’ in the mathematical (...)
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  14.  18
    The Cultural Evolution of Games of Chance.Ze Hong - 2024 - Human Nature 35 (2):89-113.
    Chance-based gambling has been a recurrent cultural activity throughout history and across many diverse human societies. In this paper, I combine quantitative and qualitative data and present a cultural evolutionary framework to explain why the odds in games of chance in premodern China appeared “designed” to ensure a moderate yet favorable house advantage. This is especially intriguing since extensive research in the history of probability has shown that, prior to the development of probability theory, people had very limited understanding (...)
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  15.  12
    Can a Commercial Video Game Prevent Depression? Null Results and Whole Sample Action Mechanisms in a Randomized Controlled Trial.Marlou Poppelaars, Anna Lichtwarck-Aschoff, Roy Otten & Isabela Granic - 2021 - Frontiers in Psychology 11.
    Depressive symptoms and disorders are major public health concerns, affecting many adolescents and young adults. Despite extensive research, depression prevention programs for youth show limited effectiveness. Moreover, the maximal potential of youth psychotherapy — on which depression prevention programs are based — may have been reached. Commercial video games may offer an engaging alternative vehicle for youth to practice emotional and social skills vital to mental health. The current study investigated the potential for the commercial video game Journey (...)
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  16. The Game of Belief.Barry Maguire & Jack Woods - 2020 - Philosophical Review 129 (2):211-249.
    It is plausible that there are epistemic reasons bearing on a distinctively epistemic standard of correctness for belief. It is also plausible that there are a range of practical reasons bearing on what to believe. These theses are often thought to be in tension with each other. Most significantly for our purposes, it is obscure how epistemic reasons and practical reasons might interact in the explanation of what one ought to believe. We draw an analogy with a similar distinction between (...)
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  17.  13
    An Evolutionary Game Analysis on Public Information Communication between the Government and the Public in China.Hongsen Luo, Ying Gao & Fulei Shi - 2021 - Complexity 2021:1-11.
    Public information is a social resource that connects all aspects of social life, regulates social activities and public behaviors, and plays a very important role in influencing public trust. Based on the perspective of communication, we divide the government into two ways to release public information, that is, mass communication and personalized recommendation. Moreover, the public can choose to acquire or not acquire a strategy. Then, this study conducts an evolutionary game between the government and the public (...)
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  18. Randomness, game theory and free will.J. Moreh - 1994 - Erkenntnis 41 (1):49 - 64.
    Libertarians claim that human behaviour is undetermined and cannot be predicted from knowledge of past history even in principle since it is based on the random movements of quantum mechanics. Determinists on the other hand deny thatmacroscopic phenomena can be activated bysub-microscopic events, and assert that if human action is unpredictable in the way claimed by libertarians, it must be aimless and irrational. This is not true of some types of random behaviour described in this paper. Random behaviour may (...)
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  19.  85
    Can We Motivate Students to Practice Physical Activities and Sports Through Models-Based Practice? A Systematic Review and Meta-Analysis of Psychosocial Factors Related to Physical Education.Manuel Jacob Sierra-Díaz, Sixto González-Víllora, Juan Carlos Pastor-Vicedo & Guillermo Felipe López-Sánchez - 2019 - Frontiers in Psychology 10.
    Adults (more than 18 years old) are likely to reproduce the habits that they acquired during childhood and adolescence (from 6 to 16 years old). For that reason, teachers and parents have the responsibility to promote an active and healthy lifestyle in children and adolescents. Even though every school subject should promote healthy activities, Physical Education (PE) is the most important subject to foster well-being habits associated to healthy lifestyle during sport practice and other kinds of active tasks. Indeed, (...)
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  20. Women's Games in Japan.Hyeshin Kim - 2009 - Theory, Culture and Society 26 (2-3):165-188.
    Women's games refers to a category of games developed and marketed exclusively for the consumption of women and girls in the Japanese gaming industry. Essentially gender-specific games comparable to the `games for girls' proposed by the girls' game movement in the USA, Japanese women's games are significant for their history, influence and function as a site for female gamers to play out various female identities and romantic fantasies within diverse generic structures. This article will first review previous research and (...)
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  21.  18
    Physical Activity Levels of Adult Virtual Football Players.Ana M. Pereira, Evert Verhagen, Pedro Figueiredo, André Seabra, António Martins & João Brito - 2021 - Frontiers in Psychology 12.
    Esports, including virtual football, are a worldwide phenomenon. Yet, little is known about the physical activity levels of individuals engaged in virtual football game play. Therefore, we aimed to perform a preliminary evaluation of the levels of physical activity, sedentarism, and habits of physical training of adults engaged with virtual football in Portugal. This was a cross-sectional investigation based on a structured online survey using the International Physical Activity Questionnaire and a set of questions regarding habits of physical (...)
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  22.  27
    Enaction-Based Artificial Intelligence: Toward Co-evolution with Humans in the Loop.Pierre Loor, Kristen Manac’H. & Jacques Tisseau - 2009 - Minds and Machines 19 (3):319-343.
    This article deals with the links between the enaction paradigm and artificial intelligence. Enaction is considered a metaphor for artificial intelligence, as a number of the notions which it deals with are deemed incompatible with the phenomenal field of the virtual. After explaining this stance, we shall review previous works regarding this issue in terms of artificial life and robotics. We shall focus on the lack of recognition of co-evolution at the heart of these approaches. We propose to explicitly integrate (...)
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  23. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio Negri’s Empire (...)
     
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  24. (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 wrong with (...)
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  25.  25
    Semantic Memory Search and Retrieval in a Novel Cooperative Word Game: A Comparison of Associative and Distributional Semantic Models.Abhilasha A. Kumar, Mark Steyvers & David A. Balota - 2021 - Cognitive Science 45 (10):e13053.
    Considerable work during the past two decades has focused on modeling the structure of semantic memory, although the performance of these models in complex and unconstrained semantic tasks remains relatively understudied. We introduce a two‐player cooperative word game, Connector (based on the boardgame Codenames), and investigate whether similarity metrics derived from two large databases of human free association norms, the University of South Florida norms and the Small World of Words norms, and two distributional semantic models based (...)
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  26.  25
    Internet Gaming Disorder Increases Mind-Wandering in Young Adults.Jiawen Zhang, Hui Zhou, Fengji Geng, Xiaolan Song & Yuzheng Hu - 2021 - Frontiers in Psychology 11.
    As a primary symptom defining Internet gaming disorder, preoccupation indicates a mind state in which gamers think about a gaming activity so much that other things appear less important and/or interesting to them. Previous studies have examined the negative impacts of IGD on both cognitive and affective functions, yet no study has investigated the influence of IGD on daily mind state changes that interfere with ongoing tasks. The current study hypothesized that more IGD symptoms lead to a higher frequency of (...)
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  27.  16
    Creative Design of Digital Cognitive Games: Application of Cognitive Toys and Isomorphism.Robert Haworth & Kamran Sedig - 2012 - Bulletin of Science, Technology and Society 32 (5):413-426.
    Digital cognitive games (DCGs) are games whose primary purpose is to mediate (i.e., support, develop, and enhance) cognitive activities such as problem solving, decision making, planning, and critical reasoning. As these games increase in popularity and usage, more attention should be paid to their design. Currently, there is a lack of design processes that provide both structure and room for creative development of such games. This article presents a preliminary process for design of DCGs. The design process involves the (...)
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  28.  77
    An Epistemic Condition for Playing a Game.Lukas Schwengerer - 2018 - Sport, Ethics and Philosophy 13 (3-4):293-306.
    In 'The Grasshopper' Suits proposes that ‘playing a game’ can be captured as an attempt to achieve a specific state of affairs (prelusory goal), using only means permitted by rules (lusory means). These rules prohibit more efficient means, and are accepted because they make the activity possible (lusory attitude). I argue these conditions are not jointly sufficient. The starting point for the argument is the idea that goals, means and attitudes can pick out their content in different ways. They (...)
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  29.  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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  30.  66
    The Method of Language-Games as a Method of Logic.Oskari Kuusela - 2014 - Philosophical Topics 42 (2):129-160.
    This paper develops an account of Wittgenstein’s method of language-games as a method of logic that exhibits important continuities with Russell’s and the early Wittgenstein’s conceptions of logic and logical analysis as the method of philosophy. On the proposed interpretation, the method of language-games is a method for isolating and modeling aspects of the uses of linguistic expressions embedded in human activities that enables one to make perspicuous complex uses of expressions by gradually building up the complexity of clarificatory (...)
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  31.  19
    The phenomenon of the chess game in the art of the XX century.Irina Mikhailovna Balbekova - 2022 - Философия И Культура 5:1-11.
    This article examines the history of the creation of game theory as a phenomenon of culture and art. Contribution of theorists and artists of the twentieth century in the formation of game theory, its place in modern art criticism and philosophy. The significance and influence of the personality of Marcel Duchamp, surrealist artists in creating a modern understanding of the game in art and in life. The subject of the research in this article is such concepts as (...)
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  32.  24
    Virtualizing the ‘good life’: reworking narratives of agrarianism and the rural idyll in a computer game.Lee-Ann Sutherland - 2020 - Agriculture and Human Values 37 (4):1155-1173.
    Farming computer games enable the ‘desk chair countryside’—millions of people actively engaged in performing farming and rural activities on-line—to co-produce their desired representations of rural life, in line with the parameters set by game creators. In this paper, I critique the narratives and images of farming life expressed in the popular computer game ‘Stardew Valley’. Stardew is based on a scenario whereby players leave a [meaningless] urban desk job to revitalize the family farm. Player are given (...)
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  33.  31
    Using Network Science to Analyse Football Passing Networks: Dynamics, Space, Time, and the Multilayer Nature of the Game.Javier M. Buldú, Javier Busquets, Johann H. Martínez, José L. Herrera-Diestra, Ignacio Echegoyen, Javier Galeano & Jordi Luque - 2018 - Frontiers in Psychology 9.
    During the last decade, Network Science has become one of the most active fields in applied physics and mathematics, since it allows the analysis of a diversity of social, biological and technological systems [24]. From the diversity of applications of Network Science, in this Opinion paper we are concerned about its potential to analyse one of the most extended group sports, Football (soccer in U.S. terminology) [29], since it allows addressing different aspects of the team organization and performance not captured (...)
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  34. Games, Timepieces, and Businesspeople.Hillel Schwartz - 1977 - Diogenes 25 (99):60-79.
    “Business,” wrote a professor of marketing in 1929, “is the work of the world, humanity's chiefest task.” On the doorstep of the Depression, Prof. George R. Collins was selling business, by which he meant the business economy, an economic order based on the systematic management of money. I do not intend to enter the volatile controversy between Collins and those like Aldous Huxley who accused business people of being venal and crass. Rather, I intend to trace one likely path (...)
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  35.  15
    Let the Body’n’Brain Games Begin: Toward Innovative Training Approaches in eSports Athletes.Anna Lisa Martin-Niedecken & Alexandra Schättin - 2020 - Frontiers in Psychology 11.
    The phenomenon of eSports is omnipresent today. International championships and their competitive athletes thrill millions of spectators who watch eSports athletes and their teams try to improve and outperform each other. In order to achieve the necessary cognitive and physical top form and to counteract general health problems caused by several hours of training in front of the PC or console, eSports athletes need optimal cognitive, physical and mental training. However, a gap exists in eSports specific health management, including prevention (...)
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  36.  13
    The Sportification of Amateur-level Competitive Computer Gaming: The Case of a Student Esports Club.N. S. Aleinikov - 2020 - Sociology of Power 32 (3):91-113.
    This article presents the results of an empirical study of the “sportification” of amateur-level competitive computer gaming. How do amateur players, who are unlikely to become professional esports players, turn what is considered to be enjoyable entertainment into a collective activity that demonstrates traits traditionally associated with professional sports, such as self-discipline, a focus on achieving results and overcoming personal limitations? Ethnographic research, consisting of in-depth interviews and participant observations, was conducted in the last quarter of 2019 based on (...)
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  37.  18
    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 van der Mijn & Hedderik van 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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  38.  8
    Nurture by Tetris: On the Ideological Foundations of the Soviet Computer Game.A. D. Muzhdaba & A. O. Tsarev - 2020 - Sociology of Power 32 (3):114-141.
    The authors attempt to speculatively reconstruct the concept of the “So­viet computer game”. They propose to consider gaming practices associ­ated with computers as a derivative of the accepted ideological guidelines that accompany the Soviet project of machine modernization. Within this framework, the concept of the Soviet computer game appears as an unre­alized historical alternative to the normative game design that has devel­oped in countries with market economies. Despite the industry — or the electronic entertainment market — not (...)
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  39.  15
    Psychophysics may be the game-changer for deep neural networks (DNNs) to imitate the human vision.Keerthi S. Chandran, Amrita Mukherjee Paul, Avijit Paul & Kuntal Ghosh - 2023 - Behavioral and Brain Sciences 46:e388.
    Psychologically faithful deep neural networks (DNNs) could be constructed by training with psychophysics data. Moreover, conventional DNNs are mostly monocular vision based, whereas the human brain relies mainly on binocular vision. DNNs developed as smaller vision agent networks associated with fundamental and less intelligent visual activities, can be combined to simulate more intelligent visual activities done by the biological brain.
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  40.  11
    Frequency Specific Cortical Dynamics During Motor Imagery Are Influenced by Prior Physical Activity.Selina C. Wriessnegger, Clemens Brunner & Gernot R. Müller-Putz - 2018 - Frontiers in Psychology 9:398909.
    Motor imagery is often used inducing changes in electroencephalographic (EEG) signals for imagery-based brain-computer interfacing (BCI). A BCI is a device translating brain signals into control signals providing severely motor-impaired persons with an additional, non-muscular channel for communication and control. In the last years, there is increasing interest using BCIs also for healthy people in terms of enhancement or gaming. Most studies focusing on improving signal processing feature extraction and classification methods, but the performance of a BCI can also (...)
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  41.  31
    Training the Eye: Sportization and Aestheticization Processes of the Earliest Olympic Games.Eduardo Lautaro Galak - 2021 - Sport, Ethics and Philosophy 16 (4):476-488.
    This article analyses different ways of perceiving sports based on the study of cinematographic documentary of the first Olympic Games. The aim is to explore the political discourses and aesthetic senses transmitted through images, studying footages from the beginning of the twentieth century until Berlin 1936, when the aestheticization process became analogous to the sportization process, as Norbert Elias pointed out. This ‘movement-image’—as Gilles Deleuze named it—shows that a set of documentary Olympics footages, especially those produced since Saint Louis (...)
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  42.  14
    Deep-Breathing Biofeedback Trainability in a Virtual-Reality Action Game: A Single-Case Design Study With Police Trainers.Abele Michela, Jacobien M. van Peer, Jan C. Brammer, Anique Nies, Marieke M. J. W. van Rooij, Robert Oostenveld, Wendy Dorrestijn, Annika S. Smit, Karin Roelofs, Floris Klumpers & Isabela Granic - 2022 - Frontiers in Psychology 13.
    It is widely recognized that police performance may be hindered by psychophysiological state changes during acute stress. To address the need for awareness and control of these physiological changes, police academies in many countries have implemented Heart-Rate Variability biofeedback training. Despite these trainings now being widely delivered in classroom setups, they typically lack the arousing action context needed for successful transfer to the operational field, where officers must apply learned skills, particularly when stress levels rise. The study presented here aimed (...)
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  43.  15
    College Students' Learning Performance, Teaching Skills, and Teaching Innovation in Intercultural Communication Class: Evidence Based on Experiential Learning Theory.Xueli Zhang & Xiaoyan Cheng - 2022 - Frontiers in Psychology 13.
    In China, the improvement of the learner performance is critical a challenge for the teaching staff and the management in intercultural communication class. Indeed, the administration of the Chinese schools is failed to provide effective learning to the students with innovative methods. The objective of this study was to identify the role of college students' learning performance, teaching skills, and teaching innovation in intercultural communication class. This study is based on the quantitative data collected on a five-point Likert scale (...)
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  44.  9
    Multiple Players Tracking in Virtual Reality: Influence of Soccer Specific Trajectories and Relationship With Gaze Activity.Alexandre Vu, Anthony Sorel, Annabelle Limballe, Benoit Bideau & Richard Kulpa - 2022 - Frontiers in Psychology 13.
    The perceptual-cognitive ability to track multiple moving objects and its contribution to team sports performance has traditionally been studied in the laboratory under non-sports specific conditions. It is thus questionable whether the measured visual tracking performance and the underlying gaze activity reflected the actual ability of team sports players to track teammates and opponents on a real field. Using a Virtual Reality-based visual tracking task, the ability of participants to track multiple moving virtual players as they would do on (...)
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  45.  11
    Marketing deviance: The selling of game fowl.Donna K. Darden & Steven K. Worden - 1996 - Society and Animals 4 (2):27-44.
    We use conventional marketing concepts to examine the marketing of the deviant and stigmatized activity of cockfighting and show how the two differ. Our research is based on several years of active participant observation with cockfighters and the examination of several publications devoted to the sport. We find a paradoxical situation wherein people who compete with each other in an illegal activity must also establish their reputations for honesty and trustworthiness. Aspects of a gerontocracy characterize this deviant world.
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  46.  14
    Supply Chain Investment in Carbon Emission-Reducing Technology Based on Stochasticity and Low-Carbon Preferences.Shan Yu & Qiang Hou - 2021 - Complexity 2021:1-18.
    Due to excessive greenhouse gas emissions, carbon emission-reducing measures are urgently needed. Important emission-reduction measures mainly include carbon trading and low-carbon cost subsidies. Comprehensive consideration of these two policies is a research hotspot in the field of low-carbon technology investment. Based on this background, this paper considers the impact of consumer low-carbon preferences on market demand and the impact of uncertainty in carbon emission-reduction behaviour. We construct a stochastic differential game model with upstream and downstream enterprises based (...)
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  47.  34
    Dies Irae.Jean-Luc Nancy - 2017 - Rivista di Estetica 65:42-78.
    Is there any other activity as problematic as judgment? How is it possible that those who judge are at the same time judged by their own judgement, measured by the need to judge? This question splits into two subordinate problems that interact with each other. On the one side, the absence of law. This apparently negative condition translates into a positive requirement, the advantage of an obligation: we still need to find the law. On the other side, law does not (...)
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  48.  82
    (1 other version)Effects of a Pair Programming Educational Robot-Based Approach on Students’ Interdisciplinary Learning of Computational Thinking and Language Learning.Ting-Chia Hsu, Ching Chang, Long-Kai Wu & Chee-Kit Looi - 2022 - Frontiers in Psychology 13.
    Using educational robots to integrate computational thinking with cross-disciplinary content has gone beyond Science, Technology, Engineering, and Mathematics, to include foreign-language learning and further cross-context target-language acquisition. Such integration must not solely emphasise CT problem-solving skills. Rather, it must provide students with interactive learning to support their target-language interaction while reducing potential TL anxiety. This study aimed to validate the effects of the proposed method of pair programming along with question-and-response interaction in a board-game activity on young learners’ CT (...)
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  49.  28
    Game-based notions of locality over finite models.Marcelo Arenas, Pablo Barceló & Leonid Libkin - 2008 - Annals of Pure and Applied Logic 152 (1-3):3-30.
    Locality notions in logic say that the truth value of a formula can be determined locally, by looking at the isomorphism type of a small neighbourhood of its free variables. Such notions have proved to be useful in many applications. They all, however, refer to isomorphisms of neighbourhoods, which most local logics cannot test. A stronger notion of locality says that the truth value of a formula is determined by what the logic itself can say about that small neighbourhood. Since (...)
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  50.  92
    Enacting taboos as a means to an end; but what end? On the morality of motivations for child murder and paedophilia within gamespace.Garry Young - 2013 - Ethics and Information Technology 15 (1):13-23.
    Video games are currently available which permit the virtual murder of children. No such games are presently available which permit virtual paedophilia. Does this disparity reflect a morally justifiable position? Focusing solely on different player motivations, I contrast two version of a fictitious game—one permitting the virtual murder of children, the other virtual paedophilia—in order to establish whether the selective prohibition of one activity over the other can be morally justified based on player motivation alone. I conclude that (...)
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