Results for ' game-playing'

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  1.  5
    Does Game Playing Experience Have an Impact on the Player-PNPC Relationship?Christine Daviault - 2012 - Bulletin of Science, Technology and Society 32 (6):441-446.
    There are several types of characters in video games: the main protagonist/hero, the countless non-player characters (NPCs), and persistent non-player characters (PNPCs). While there is a substantial body of research about PNPCs from a game design point of view, they have been largely ignored by the academic community from a narrative perspective. The current essay aims to evaluate whether video game playing experience has an impact on a player’s reliance on the guidance of PNPCs in game (...)
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  2.  68
    Game-Playing Without Rule-Following.A. J. Kreider - 2011 - Journal of the Philosophy of Sport 38 (1):55-73.
  3.  17
    Infinite games played on finite graphs.Robert McNaughton - 1993 - Annals of Pure and Applied Logic 65 (2):149-184.
    The concept of an infinite game played on a finite graph is perhaps novel in the context of an rather extensive recent literature in which infinite games are generally played on an infinite game tree. We claim two advantages for our model, which is admittedly more restrictive. First, our games have a more apparent resemblance to ordinary parlor games in spite of their infinite duration. Second, by distinguishing those nodes of the graph that determine the winning and losing (...)
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  4. Games played on Boolean algebras.Matthew Foreman - 1983 - Journal of Symbolic Logic 48 (3):714-723.
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  5.  32
    Game play, wholehearted engagement, and the good life.William J. Morgan - 2021 - Journal of the Philosophy of Sport 48 (3):356-368.
    One of the many brilliant insights of C. Thi Nguyen’s brilliant book, Games: Agency as Art, is the connection he draws between the distinctive agency of game play and one important feature of a lif...
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  6.  29
    Competitive Game Play Attenuates Self-Other Integration during Joint Task Performance.Margit I. Ruissen & Ellen R. A. de Bruijn - 2016 - Frontiers in Psychology 7.
  7.  47
    The Paradoxes of Utopian Game-Playing.Deborah P. Vossen - 2017 - Journal of the Philosophy of Sport 44 (3):315-328.
    In The Grasshopper: Games, Life, and Utopia, Suits maintains the following two theses: game-playing is defined as ‘activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient in favour of less efficient means, and where such rules are accepted just because they make possible such activity’ and ‘game playing is what makes Utopia intelligible.’ Observing that these two theses cannot be jointly maintained absent paradox, (...)
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  8. Playing games/playing us: Foucault on sadomasochism.Bob Plant - 2007 - Philosophy and Social Criticism 33 (5):531-561.
    The impact of Foucault's work can still be felt across a range of academic disciplines. It is nevertheless important to remember that, for him, theoretical activity was intimately related to the concrete practices of self-transformation; as he acknowledged: `I write in order to change myself.' 1 This avowal is especially pertinent when considering Foucault's work on the relationship between sex and power. For Foucault not only theorized about this topic; he was also actively involved in the S&M subculture of the (...)
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  9.  54
    Utopia is Intelligible and Game-Playing is What Makes Utopia Intelligible.Deborah P. Vossen - 2016 - Journal of the Philosophy of Sport 43 (2):251-265.
    Via the existential questioning outlook supplied by the Grasshopper’s three visions as relevant to the fate of humankind – oblivion, delusion, and really magnificent games – this article seeks to alleviate some of the ambiguity surrounding Bernard Suits’ provocative claim that Utopian existence is fundamentally concerned with game-playing. Specifically, after proposing an interpretation of Suits’ parable designed to enrich the logical intelligibility of his Utopian thesis, I advance the suggestion that the Grasshopper’s picture of people playing really (...)
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  10. Game-Play in Fiction: a Critical Paradigm.Sura P. Rath - 1986 - Diogenes 34 (136):128-141.
    Toward the end of Light in August, in the climactic scene in Chapter 1 where the authorities of justice pursue the elusive Joe Christmas through the streets of Jefferson, William Faulkner introduces a new character, Percy Grimm, a twenty-five-year-old captain in the State National Guard who has relentlessly acquired the rank of a special deputy for the search. As the town closes for the weekend, Grimm keeps vigil at a downtown store where other townsfolk have begun a poker game (...)
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  11.  11
    Suits and “game-playing”: formalism and subjectivism revisited. A critique.Paulo Antunes - forthcoming - Sport, Ethics and Philosophy:1-15.
    In his work, Bernard Suits presents and pursues a stated objective: to define ‘game’ or, more precisely, ‘game-playing’. In The Grasshopper: Games, Life and Utopia, the author seeks a definition not as a ‘commitment to the universal fruitfulness of definition construction’, but rather with the idea ‘that some things are definable, and some are not’. This is something he believed could resolve many of the issues surrounding the debate on ‘game’ and ‘play’, such as those with (...)
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  12.  43
    Game playing under ignorance.Brian Weatherson - manuscript
    In earlier work I argued that using ‘vague probabilities’ did not ground any argument for significantly adjusting Bayesian decision theory. In this note I show that my earlier arguments don’t carry across smoothly to game theory. Allowing agents to have vague probabilities over possible outcomes dramatically increases the range of possible Nash equilibria in certain games, and hence arguably (but only arguably) increases the range of possible rational action.
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  13.  45
    Fun and (striving) games: playfulness and agential fluidity.Michael Ridge - 2021 - Journal of the Philosophy of Sport 48 (3):403-413.
    Games: Agency as Art is wonderful, and in my opinion the most important book in the philosophy of games since Bernard Suits’ The Grasshopper. In effect, Nguyen takes Suits’ idea of ‘reverse English...
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  14.  46
    Games played on partial isomorphisms.Jouko Väänänen & Boban Veličković - 2004 - Archive for Mathematical Logic 43 (1):19-30.
  15. Games played on partial isomorphisms.Vaananen Jouko & Velickovic Boban - 2004 - Archive for Mathematical Logic 43 (1).
     
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  16. Queering games, play, and culture through transgressive role-playing games.Tanja Sihvonen & Jaakko Stenros - 2018 - In Kristine Jorgensen & Faltin Karlsen (eds.), Transgression in games and play. Cambridge, MA: The MIT Press.
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  17. Tricky Triad: Games, Play, and Sport.Bernard Suits - 1988 - Journal of the Philosophy of Sport 15 (1):1-9.
  18.  12
    Choice behavior in game playing situations as a function of amount and probability of reinforcement.Bernard Pyron - 1964 - Journal of Experimental Psychology 68 (4):420.
  19. An Intelligent Tutoring System for Health Problems Related To Addiction of Video Game Playing.Mohran H. Al-Bayed & Samy S. Abu Naser - 2017 - International Journal of Advanced Scientific Research 2 (1):4-10.
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the health (...)
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  20.  33
    Game-players and game-playing: a response to kreider.Richard Royce - 2013 - Journal of the Philosophy of Sport 40 (2):225-239.
    This article is an examination of the recent contribution in this journal by Kreider. In that publication he argued against formalist and non-formalist positions concerning our understanding of game-player and game-playing, focusing his discussion around game rules and their relationship to the two key concepts. This led him to produce alternative conceptions of game-player and game-playing, and it is these conceptions tied closely to the idea of commitment, and Kreider’s arguments surrounding them, which (...)
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  21.  3
    The Effect of Game Playing and Goal Orientation on Creativity.Jungim Mun - 2022 - Frontiers in Psychology 13.
    In an effort to bolster employee creativity, companies like Google and Groupon have adopted indoor work spaces that incorporate slides, swings, and unconventional design. While it may be costly and time-consuming to change certain aspects of a firm's work environment to aid creativity and brainstorming, it is relatively easy for managers to encourage employees to engage in certain forms of unstructured recreation immediately prior to creative-based tasks for a new product development. This research addresses an important oversight in the literature (...)
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  22.  12
    Physical Exercise and Game-Playing in the Four Constructions of Happy Human Life.Matija Mato Škerbić - 2019 - Filozofska Istrazivanja 39 (2):335-346.
    The paper was prompted by B. H. Suitsʼ construction of Utopia and solutions for the meaningful and happy life of every single human, presented in The Grasshopper: Games, Life and Utopia. The author considers, critically evaluates and confronts the role of human physical exercise and game-playing in four constructions of meaningful and happy human life, presented in three Renaissance philosophical writings: De optimo reipublicae statu deque nova insula Utopia libelous by T. More, La città felice by F. Patricius, (...)
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  23. Detecting Health Problems Related to Addiction of Video Game Playing Using an Expert System.Samy S. Abu Naser & Mohran H. Al-Bayed - 2016 - World Wide Journal of Multidisciplinary Research and Development 2 (9):7-12.
    Today’s everyone normal life can include a normal rate of playing computer games or video games; but what about an excessive or compulsive use of video games that impact on our life? Our kids, who usually spend a lot of time in playing video games will likely have a trouble in paying attention to their school lessons. In this paper, we introduce an expert system to help users in getting the correct diagnosis of the health problem of video (...)
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  24.  30
    Fighting Depression: Action Video Game Play May Reduce Rumination and Increase Subjective and Objective Cognition in Depressed Patients.Simone Kühn, Fabrice Berna, Thies Lüdtke, Jürgen Gallinat & Steffen Moritz - 2018 - Frontiers in Psychology 9.
  25.  17
    Idleness would be preferred over game playing as an ideal in Suits’ Utopia.J. S. Russell - 2022 - Journal of the Philosophy of Sport 49 (3):398-413.
    This essay argues that idleness as play and leisure would be recognised as an ideal over game playing in Bernard Suits’ Utopia. Idleness is unaccountably overlooked as an ideal by Suits, as is the problem that his description of game playing is an anachronism, pushing his Utopians into a pre-Utopian condition. There is room for playing games in an idle Utopia but in a less prominent and more restricted role. Idleness as play and leisure is (...)
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  26.  80
    Business and game-playing: The false analogy. [REVIEW]Daryl Koehn - 1997 - Journal of Business Ethics 16 (12-13):1447-1452.
    A number of business writers have argued that business is a game and, like a game, possesses its own special rules for acting. While we do not normally tolerate deceit, bluffing is not merely acceptable but also expected within the game of poker. Similarly, lies of omission, overstatements, puffery and bluffs are morally acceptable within business because it, like a game, has a special ethic which permits these normally immoral practices. Although critics of this reasoning have (...)
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  27. Alan Watts and the infinite game : playing everything.Nathan L. Hulsey - 2021 - In Peter J. Columbus (ed.), The Relevance of Alan Watts in Contemporary Culture: Understanding Contributions and Controversies. New York, NY: Routledge.
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  28. The virtual brain: 30 years of video-game play and cognitive abilities.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2013 - Frontiers in Psychology 4.
    Forty years have passed since video-games were first made widely available to the public and subsequently playing games has become a favorite past-time for many. Players continuously engage with dynamic visual displays with success contingent on the time-pressured deployment, and flexible allocation, of attention as well as precise bimanual movements. Evidence to date suggests that both brief and extensive exposure to video-game play can result in a broad range of enhancements to various cognitive faculties that generalize beyond the (...)
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  29.  12
    Augustlne’s confesslons as game play.Travis Foster - 2000 - Southwest Philosophy Review 17 (1):45-51.
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  30.  29
    The role of video game playing in adolescent life: Is there reason to be concerned?Eric A. Egli & Lawrence S. Meyers - 1984 - Bulletin of the Psychonomic Society 22 (4):309-312.
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  31.  39
    On some games played on finite graphs.Bakhadyr Khoussainov - 2002 - Bulletin of the Section of Logic 31 (2):71-79.
  32.  11
    Is It Still Double Edged? Not for University Students’ Development of Moral Reasoning and Video Game Play.Sarah E. Hodge, Jacqui Taylor & John McAlaney - 2020 - Frontiers in Psychology 11.
    Previous research with video game play and moral development with adolescents, found both positive and negative relationships. This study aimed to extend this research to explore moral development and video game play with University students. One hundred and thirty-five undergraduate students (M = 20.29 SD = 2.70) took part in an online survey. The results suggested higher moral reasoning for participants who described themselves as gamers and those which do not players, compared to the those who play but (...)
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  33. Three paths to the summit: understanding mountaineering through game-playing, deep ecology and art.Gunnar Karlsen - forthcoming - Journal of the Philosophy of Sport:1-14.
    The climb of Gasherbrum IV’s (7,925 m) ‘Shining Wall’ in 1985 by Voytek Kurtyka and Robert Schauer is considered one of the greatest mountaineering achievements in the twentieth century, even though the two climbers did not reach the summit. The article explores three ways of understanding mountaineering without the objective of reaching the summit. I start with a game-playing approach and then a view on mountaineering that takes its inspiration from deep ecology and argue that while both have (...)
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  34.  49
    Game feature and expertise effects on experienced richness, control and engagement in game play.Marco C. Rozendaal, David V. Keyson, Huib de Ridder & Peter O. Craig - 2009 - AI and Society 24 (2):123-133.
    The extent to which game play is experienced as engaging is an important criterion for the playability of video games. This study investigates how video games can be designed towards increased levels of experienced engagement over time. For this purpose, two experiments were conducted in which a total of 35 participants repeatedly played a video game. Results indicate that experienced engagement is based on the extent to which the game provides rich experiences as well as by the (...)
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  35.  49
    On the relationship between philosophy and game-playing.Yuanfan Huang & Emily Ryall - 2017 - In Wendy Russell, Emily Ryall & Malcolm MacLean (eds.), The Philosophy of Play as Life: Towards a Global Ethos of Management. New York: Routledge. pp. 80-93.
    This chapter focuses on the relation between ‘philosophy’ and ‘games’ and argues most of philosophy is a form of game-playing. Two approaches are considered: Wittgenstein’s notion of family resemblance and Suits’ analytic definition of a game. Both approaches support the assertion that the relationship is a close, if not categorical, one but it is the lusory attitude that is the ultimate determinant.
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  36.  14
    A Bayesian approach to relevance in game playing.Eric B. Baum & Warren D. Smith - 1997 - Artificial Intelligence 97 (1-2):195-242.
  37.  47
    Challenging the Values of Hunting: Fair Chase, Game Playing, and Intrinsic Value.S. P. Morris - 2013 - Environmental Ethics 35 (3):295-311.
    Hunting is typically valued for its instrumentality for food procurement, wildlife management, conservation, heurism, and atavism. More importantly, some hunting is valued intrinsically. A particular form of hunting is a game and game playing, categorically, is often valued intrinsically. This view can be further supported with an application of a concept of caring and an accompanying argument that hunting generally, and fair-chase hunting in particular, is cared about deeply by millions of its practitioners. There are normative grounds (...)
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  38.  14
    It’s Double Edged: The Positive and Negative Relationships Between the Development of Moral Reasoning and Video Game Play Among Adolescents.Sarah E. Hodge, Jacqui Taylor & John McAlaney - 2019 - Frontiers in Psychology 10:412656.
    Due to the concerns over the effects of video game play, this study investigated adolescents’ moral development and their video game play. 166 adolescents aged 11-18 years (M = 13.08 SD = 1.91) attending an English school completed an online survey, which included a measure of moral development and questions regarding video game play. In contrast to previous research, male participants were found to have significantly (p = 0.02) higher moral reasoning scores than females. The results also (...)
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  39.  26
    Mastering uncertainty: A predictive processing account of enjoying uncertain success in video game play.Sebastian Deterding, Marc Malmdorf Andersen, Julian Kiverstein & Mark Miller - 2022 - Frontiers in Psychology 13.
    Why do we seek out and enjoy uncertain success in playing games? Game designers and researchers suggest that games whose challenges match player skills afford engaging experiences of achievement, competence, or effectance—of doing well. Yet, current models struggle to explain why such balanced challenges best afford these experiences and do not straightforwardly account for the appeal of high- and low-challenge game genres like Idle and Soulslike games. In this article, we show that Predictive Processing provides a coherent (...)
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  40.  34
    What's a face worth: Noneconomic factors in game playing.Peter J. B. Hancock & Lisa M. DeBruine - 2003 - Behavioral and Brain Sciences 26 (2):162-163.
    Where behavior defies economic analysis, one explanation is that individuals consider more than the immediate payoff. We present evidence that noneconomic factors influence behavior. Attractiveness influences offers in the Ultimatum and Dictator Games. Facial resemblance, a cue of relatedness, increases trusting in a two-node trust game. Only by considering the range of possible influences will game-playing behavior be explained.
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  41. Perceptual Learning During Action Video Game Playing.C. Shawn Green, Renjie Li & Daphne Bavelier - 2010 - Topics in Cognitive Science 2 (2):202-216.
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  42.  49
    A Critique of Mr. Suits' Definition of Game Playing.Frank McBride - 1979 - Journal of the Philosophy of Sport 6 (1):59-65.
  43.  84
    Playing for Real: A Text on Game Theory.Ken Binmore - 2007 - Oxford University Press USA.
    Ken Binmore's previous game theory textbook, Fun and Games, carved out a significant niche in the advanced undergraduate market; it was intellectually serious and more up-to-date than its competitors, but also accessibly written. Its central thesis was that game theory allows us to understand many kinds of interactions between people, a point that Binmore amply demonstrated through a rich range of examples and applications. This replacement for the now out-of-date 1991 textbook retains the entertaining examples, but changes the (...)
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  44. Playing the Blame Game with Robots.Markus Kneer & Michael T. Stuart - 2021 - In Markus Kneer & Michael T. Stuart (eds.), Companion of the 2021 ACM/IEEE International Conference on Human-Robot Interaction (HRI’21 Companion). New York, NY, USA:
    Recent research shows – somewhat astonishingly – that people are willing to ascribe moral blame to AI-driven systems when they cause harm [1]–[4]. In this paper, we explore the moral- psychological underpinnings of these findings. Our hypothesis was that the reason why people ascribe moral blame to AI systems is that they consider them capable of entertaining inculpating mental states (what is called mens rea in the law). To explore this hypothesis, we created a scenario in which an AI system (...)
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  45.  30
    Differential effects of wakeful rest, music and video game playing on working memory performance in the n-back task.Maxim S. Kuschpel, Shuyan Liu, Daniel J. Schad, Stephan Heinzel, Andreas Heinz & Michael A. Rapp - 2015 - Frontiers in Psychology 6.
  46.  30
    Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play.Stuart Reeves, Christian Greiffenhagen & Eric Laurier - 2017 - Topics in Cognitive Science 9 (2):308-342.
    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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  47.  26
    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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  48. A threshold for biological altruism in public goods games played in groups including kin.Hannes Rusch - 2014 - MAGKS Discussion Paper Series in Economics.
    Phenomena like meat sharing in hunter-gatherers, altruistic self-sacrifice in intergroup conflicts, and contribution to the production of public goods in laboratory experiments have led to the development of numerous theories trying to explain human prosocial preferences and behavior. Many of these focus on direct and indirect reciprocity, assortment, or (cultural) group selection. Here, I investigate analytically how genetic relatedness changes the incentive structure of that paradigmatic game which is conventionally used to model and experimentally investigate collective action problems: the (...)
     
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  49.  27
    Agential layering, the absurd and the grind in game-playing.Emily Ryall - 2021 - Journal of the Philosophy of Sport 48 (3):425-435.
    This paper attempts to provide a reflection on Nguyen’s book, Games: Agency as Art. It demonstrates how games provide new ontological spaces and ways of being by focusing on the concept of a...
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  50.  6
    Thinking Interestingly: The Use of Game Play to Enhance Learning and Facilitate Critical Thinking Within a Homeland Security Curriculum.Keith Cozine - 2015 - British Journal of Educational Studies 63 (3):367-385.
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