Results for ' games like BioShock, Grand Theft Auto, Mass Effect and Oblivion'

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  1.  9
    Emotion in Videogaming.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 130–149.
    This chapter contains sections titled: How Can We Be Moved by the Fate of Niko Bellic? My Fear of Mutants The Role of the Emotions in Gaming.
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  2. 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 (...)
     
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  3.  5
    Stepping into Fictional Worlds.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 61–85.
    This chapter contains sections titled: Welcome to Rapture Meet Niko Bellic Experiencing Game Worlds Acting in Game Worlds.
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  4. Philosophy Through Video Games.Jon Cogburn & Mark Silcox - 2008 - New York: Routledge. Edited by Mark Silcox.
    How can _Wii Sports_ teach us about metaphysics? Can playing _World of Warcraft_ lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from _Zork_, _Grand Theft Auto_, and _Civilization_? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that (...)
     
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  5.  7
    Schiller meets “Grand Theft Auto”: Perspectives of Video Game Ethics.Ralf Beuthan - 2021 - Cheolhak-Korean Journal of Philosophy 148:113-138.
    ‘비디오게임 하는 것’은 어떤 윤리적 모델을 통해 새로운 방식으로 게임행위를 평가할 수 있는지에 대한 질문을 제기하도록 만들었다. 이러한 맥락 속에서 고전적인 윤리학적 모델 (덕 윤리, 의무론, 공리주의)은 궁극적으로 오직 ‘현실적 행위’에만 적용되고, 비디오 게임의 ‘가상적 행위’에 적용되지 않는다는 논증은 “놀이 무도덕주의” (Ostritsch 2018) 테제로 귀결된다. 이는 특히 노골적인 ‘폭력의 행위’의 경우의 게임 행위가 도덕적으로 판단될 수 있고 그래야만 한다는 공적 토론의 크게 우세한 직감(直感)에 의해 반박되어 왔다. 이러한 양자의 논의 속에 프리드리히 실러 (Friedrich Schiller)의 고전적 놀이 이론에 따른 중간적 입장이 (...)
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  6.  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 suggested a transition (...)
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  7.  12
    Imitation, Violence, and Exchange.Per Bjørnar Grande - 2023 - Contagion: Journal of Violence, Mimesis, and Culture 30 (1):221-231.
    In lieu of an abstract, here is a brief excerpt of the content:Imitation, Violence, and ExchangeGirard and MaussPer Bjørnar Grande (bio)RECIPROCAL VIOLENCE AND THE DESIRE FOR WHAT THE OTHER DESIRESIn this article, I would like to draw attention to the potentially violent outcome of exchange interactions between individuals and groups. Both Girard and Mauss examine violence in a wider social and political process.1 According to Mauss, the smallest difference, such as a lack of reciprocity, may evoke a desire for (...)
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  8. Videogames and interactive fiction.Grant Tavinor - 2005 - Philosophy and Literature 29 (1):24-40.
    In lieu of an abstract, here is a brief excerpt of the content:Videogames and Interactive FictionGrant TavinorIIn the third-person crime simulator Grand Theft Auto 3, the fictional performing of all sorts of criminal nuisance is a possibility. (Squeamish readers, or those that are adamant videogames are playing a decisive role in the moral degeneration of modern society might want to turn away now!) Here is one possibility for players of the game: while driving around in the rundown red-light (...)
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  9.  20
    Les autobiographies foetales masculines ou Jonas dans le ventre de la baleine.Chantal Théry, Steven Morin, Sylvie Massé & Hélène Turcotte - 1994 - Philosophiques 21 (2):503-523.
    Les quatre textes qui suivent tentent d'analyser dans la littérature québécoise et française récente les manifestations d'une société en mutation, désireuse ou non de rompre avec les stéréotypes de sexes, de revisiter et réconcilier féminin et masculin. Les écrivaines, avec quelques belles longueurs d'avance, continuent de vouloir à la fois le corps et l'esprit, la vie et la fiction, de jongler avec l'altérité et les identités plurielles et de travailler des textes ûctionnels, théoriques et incamés, qui prennent en compte le (...)
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  10.  5
    Sonic Maps: On the Acoustic (Trans)Formation of Urban Space in Straight Outta Compton (2015) and Grand Theft Auto.Martin Butler - 2020 - Avant: Trends in Interdisciplinary Studies 11 (3).
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  11.  5
    Aesthetics and the semblance of the real in terroristic gameplay.Salvador Miranda - 2020 - Technoetic Arts 18 (2):239-247.
    ‘Aesthetics and the semblance of the real in terroristic gameplay’ explores the recreation of terrorism and terrorist role-playing in gaming in a post 9/11 context. Drawing examples from contemporary games like Grand Theft Auto, Call of Duty, ARMA 3: Takistan, Insurgency: Sandstorm and SQUAD, games provide for surprisingly subjective explorations of terrorist role-playing and image-making. What does it mean to recreate these images of terrorism, so closely associated with propaganda from the War on Terror? This (...)
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  12.  9
    “A Horrible Interspecies Awkwardness Thing”: (Non)Human Desire in the Mass Effect Universe.Eva Zekany - 2016 - Bulletin of Science, Technology and Society 36 (1):67-77.
    Canadian video game developer BioWare’s critically acclaimed Mass Effect video game series has been called the most important science fiction universe of a generation. Whether or not one is inclined to agree, it cannot be denied that Mass Effect matters. It matters not only because of its brilliant narrative and the difficult questions it asks, but also because, as bioethicist Kyle Munkittrick writes, it reflects society as a whole. Mass Effect is a sci-fi epic (...)
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  13.  24
    Mass Effect 2: A Case Study in the Design of Game Narrative.Joshua Tanenbaum & Jim Bizzocchi - 2012 - Bulletin of Science, Technology and Society 32 (5):393-404.
    Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the design of narrative within Mass Effect 2: a game whose narrative is highly regarded in both scholarly and vernacular communities. We follow the classic (...)
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  14.  4
    Mass Effect 2: A Case Study in the Design of Game Narrative.Theresa Jean Tanenbaum & Jim Bizzocchi - 2012 - Bulletin of Science, Technology and Society 32 (5):393-404.
    Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the design of narrative within Mass Effect 2: a game whose narrative is highly regarded in both scholarly and vernacular communities. We follow the classic (...)
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  15.  3
    Glossary.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 197–208.
    The prelims comprise: Half‐Title Page Wiley Series Page Title Page Copyright Page Dedication Page Table of Contents Acknowledgments.
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  16.  8
    BioShock's Meta‐Narrative.Collin Pointon - 2015-05-26 - In Luke Cuddy (ed.), BioShock and Philosophy. Wiley. pp. 1–14.
    BioShock begins simply with the text “1960 Mid‐Atlantic.” The player's horizon shifts to accommodate this fact, like not being so surprised that Jack can smoke in the airplane. What follows in BioShock is the development of a narrative where it is assumed that Jack is entering Rapture for the first time in his life. Later, it is revealed that he is not. When Andrew Ryan exposes Jack's real identity, Ryan is falsifying both the narrative of Jack coming to Rapture (...)
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  17. Grand theory on trial: Kafka, Derrida, and the will to power.Nina Pelikan Straus - 2007 - Philosophy and Literature 31 (2):378-393.
    In lieu of an abstract, here is a brief excerpt of the content:Grand Theory on Trial:Kafka, Derrida, and the Will to PowerNina Pelikan StrausIn summa: so that man may respect himself he must be capable of doing evil.(Nietzsche, The Will to Power)1IThe following pages offer evidence that in The Trial Kafka invents characters who deploy a Nietzschean-sourced language of deconstruction related to what we now call theory; that in "Before the Law" Kafka's priest deconstructs The Law to which K. (...)
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  18.  20
    “Is It Too Much to Ask That We’re Allowed to Win the Game?”: Character Attachment and Agency in the Mass Effect 3 Ending Controversy.Christian M. Jones & Jacqueline Burgess - 2017 - Bulletin of Science, Technology and Society 37 (3):146-158.
    The interaction between the concepts of character attachment, agency, and choice in a video game narrative was investigated using BioWare’s Mass Effect trilogy. Posts on a BioWare forum discussing the depiction of their player characters in the ending sequences of Mass Effect 3, the final game in the trilogy, were downloaded and analyzed using thematic analysis. Players demonstrated emotional attachment for the characters and narrative and expected to see the consequences of their choices play out, as (...)
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  19.  6
    Games through Fiction.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 86–109.
    This chapter contains sections titled: The Nature of Gaming What Are the Rules of This Game? Playing, Cheating, Fragging, and Griefing.
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  20. Cosmic Pessimism.Eugene Thacker - 2012 - Continent 2 (2):66-75.
    continent. 2.2 (2012): 66–75 ~*~ We’re Doomed. Pessimism is the night-side of thought, a melodrama of the futility of the brain, a poetry written in the graveyard of philosophy. Pessimism is a lyrical failure of philosophical thinking, each attempt at clear and coherent thought, sullen and submerged in the hidden joy of its own futility. The closest pessimism comes to philosophical argument is the droll and laconic “We’ll never make it,” or simply: “We’re doomed.” Every effort doomed to failure, every (...)
     
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  21.  41
    Editorial: Effects of Game and Game-Like Training on Neurocognitive Plasticity.Guido P. H. Band, Chandramallika Basak, Heleen A. Slagter & Michelle W. Voss - 2016 - Frontiers in Human Neuroscience 10.
  22. New media, cultural studies, and critical theory after postmodernism: automodernity from Zizek to Laclau.Robert Samuels - 2010 - New York: Palgrave-Macmillan.
    This book argues that we have moved into a new cultural period, automodernity, which represents a social, psychological, and technological reaction to postmodernity. In fact, by showing how individual autonomy is now being generated through technological and cultural automation, Samuels posits that we must rethink modernity and postmodernity. Part of this rethinking entails stressing how the progressive political aspects of postmodernism need to be separated from the aesthetic consumption of differences in automoderntiy. Choosing culturally relevant studies of The Matrix, (...) Theft Auto, Eminem and Jurassic Park, he interprets these medias through the lens of eminent theorists like Slavoj Zizek, Frederic Jameson, and Henry Jenkins. Ultimately, he argues that what defines postmodernity is the stress on social construction, secular humanism, and progressive social movements that challenge the universality and neutrality of modern reason"--Provided by publisher. (shrink)
     
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  23.  32
    Histories and Afterlives of Dispossession: Symposium on Robert Nichols’s Theft is Property! Dispossession and Critical Theory, Durham: Duke University Press, 2020.Brenna Bhandar, Sandy Grande, Adom Getachew & Robert Nichols - 2022 - Political Theory 50 (3):504-528.
  24.  13
    Histories and Afterlives of Dispossession: Symposium on Robert Nichols’s Theft is Property!: Dispossession and Critical Theory, Durham: Duke University Press, 2019.Brenna Bhandar, Sandy Grande, Adom Getachew & Robert Nichols - forthcoming - Political Theory:009059172110350.
  25.  16
    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 (...)
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  26.  38
    Thalamus, a theory of everything?Walter Massing - 2004 - Behavioral and Brain Sciences 27 (6):800-800.
    Hallucinations do not originate in a single region of the brain, the thalamus, and cannot be traced back to a single pathological mechanism. They emerge from the complex interaction of several brain regions, and are not necessarily the result of sensory impairment or the effect of a defective filter. In the case of schizophrenia, hallucinations are accessory symptoms, in Bleuler's sense, and are thus not central to this disorder.
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  27.  1
    Goals and guesses as reference points: a field experiment on student performance.Gerardo Sabater-Grande, Nikolaos Georgantzís & Noemí Herranz-Zarzoso - 2022 - Theory and Decision 94 (2):249-274.
    In this paper, we study overconfidence and goal-setting in academic performance, with and without monetary incentives. Students enrolled in a microeconomics course were offered the possibility of setting their own target grade before taking part in the final exam. They were also asked to guess their grade immediately after they had taken the exam (“post-diction”). In general, students overestimated their performance, both at the goal-setting and at the post-diction stages. Controlling for several sources of this bias (cognitive abilities, academic record (...)
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  28. Grande Sertão: Veredas by João Guimarães Rosa.Felipe W. Martinez, Nancy Fumero & Ben Segal - 2013 - Continent 3 (1):27-43.
    INTRODUCTION BY NANCY FUMERO What is a translation that stalls comprehension? That, when read, parsed, obfuscates comprehension through any language – English, Portuguese. It is inevitable that readers expect fidelity from translations. That language mirror with a sort of precision that enables the reader to become of another location, condition, to grasp in English in a similar vein as readers of Portuguese might from João Guimarães Rosa’s GRANDE SERTÃO: VEREDAS. There is the expectation that translations enable mobility. That what was (...)
     
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  29. Mass imprisonment and economic inequality.Bruce Western - 2007 - Social Research: An International Quarterly 74 (2):509-532.
    The growth of penal population through the last decades of the twentieth century reshaped the institutional landscape of American poverty and inequality. The effects of rising incarceration rates have been especially large for young minority men with little schooling. This paper charts the extent of incarceration among young disadvantaged men and describes the effects of the prison boom on American economic inequality.In this paper I will argue that we are currently living in an era of "mass imprisonment." Under (...) imprisonment, the experience of incarceration is so pervasive among some social groups as to be a defining feature of their collective experience_incarceration characterizes the group and influences their life chances. I provide evidence for this claim with estimates of incarceration rates and lifetime risks of imprisonment for recent birth cohorts of white and black men at different levels of schooling. These statistics show that young black men with little schooling became pervasively involved with the criminal justice system by the late 1990s.This historically novel and highly concentrated rate of incarceration has two profound effects on American economic inequality. First, mass imprisonment generates invisible inequality. Our official statistics and data sources that measure the economic well_being of the population do not count those who are institutionalized. The large labor force surveys that measure the unemployment rate, for example, are drawn from samples of households. Be cause prison inmates are not included in these surveys, employment rates are significantly over_stated among people most likely to go to prison. Once we factor in the effects of invisible inequality through the late 1990s, we see that the economic expansion did very little to improve the economic status of young black men with no college education.In addition to invisible inequality, incarceration reduces the life chances of ex_inmates after they are released. Through the stigma of a criminal conviction, the diminished human capital from time out of the labor force, and the weakened social connections to legitimate employment opportunities, incarceration reduces the wages and employment of those serving time in prison. Not only does incarceration reduce pay and employment, it also limits the kinds of jobs that are available to formerly_incarcerated workers. Career jobs requiring a high level of trust, skill, credentials, or well_placed social connections are largely out of reach for those with prison records. As a result, incarceration channels ex_inmates into the secondary labor market in which employment is precarious and there are few prospects for mobility. In this way, the growth of the American penal system has hardened the lines of social disadvantage. We usually study prisons and jails in the context of their effects on crime. By calculating the scope of mass imprisonment, the penal system becomes important not chiefly for its effects on crime, but for its effects on social inequality. (shrink)
     
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  30.  14
    Correlates of Acceptance of Wealth Inequality: A Moderated Mediation Model.Grand H.-L. Cheng, Darius K.-S. Chan & Dannii Y. Yeung - 2019 - Frontiers in Psychology 10.
    Wealth inequality is a prevalent social issue. The present study focuses on acceptance of wealth inequality, and considers personal income, perceived upward mobility, and future time perspective as its antecedents, and collective action intention as its outcome. With reference to the social identity literature and socioemotional selectivity theory, we posit a conditional indirect effect of income on collective action intention through acceptance of wealth inequality: only when mobility and future time perspective are relatively high, higher income is associated with (...)
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  31.  8
    The Hero in the Mirror: From Fear to Fortitude.Sue Grand - 2009 - Routledge.
    In times of stress, trauma and crisis—whether on a personal or global scale—it can be all too easy for us to externalize a larger-than-life figure who can assuage our suffering, a Hero who comes to the fore even as we recede into the background. In taking on our collective burden, however, such an omnipotent Hero can actually undermine us, representing as it does the very same characteristics we fail to note in one another. By granting the Hero to power to (...)
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  32.  31
    Take the Money and Run: Psychopathic Behavior in the Trust Game.Manuel I. Ibáñez, Gerardo Sabater-Grande, Iván Barreda-Tarrazona, Laura Mezquita, Sandra López-Ovejero, Helena Villa, Pandelis Perakakis, Generós Ortet, Aurora García-Gallego & Nikolaos Georgantzís - 2016 - Frontiers in Psychology 7.
  33.  3
    When Will the Lockdown End? Confinement Duration Forecasts and Self-Reported Life Satisfaction in Spain: A Longitudinal Study.Gerardo Sabater-Grande, Aurora García-Gallego, Nikolaos Georgantzís & Noemí Herranz-Zarzoso - 2021 - Frontiers in Psychology 12.
    This paper reports results from a longitudinal study on the impact of the lockdown on daily self-reported life satisfaction levels during the first wave of the COVID-19 pandemic in Spain. A stable panel (N= 1,131) of adult subjects were surveyed during 84 consecutive days (March 29–June 20, 2020). They were asked to report daily life satisfaction and health state levels. Interestingly, daily life satisfaction increased during the lockdown. At the beginning of the experiment, subjects were asked to guess the end-week (...)
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  34. Mass Culture and World Culture: On "Americanisation" and the Politics of Cultural Protectionism.Gregory Claeys - 1986 - Diogenes 34 (136):70-97.
    The debate over the influence of American culture upon Europe and the rest of the world is hardly new. Discussions about the cultural effects of video recorders, satellite broadcasting, cable television and their likely content are only the latest episode in a long-running drama in which the young and aggressive culture of America bludgeons the elderly culture of old Europe (or correspondingly overruns and wipes out the quaint but ill-armed ethnic cultures of the less-developed world, dragging the natives from coconuts (...)
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  35. Coral bleaching to starvation: Impending mass mortality and feasibility of sustainable conservation strategies.Minh-Hoang Nguyen & Quan-Hoang Vuong - manuscript
    Coral reefs provide substantial benefits to humans by generating biologically diverse ecosystems and reducing coastal hazards. However, in recent years, mass mortality of coral reefs due to bleaching has been witnessed in the ocean worldwide. Bleaching induced by the loss of the symbiotic relationship between algae and coral is mainly attributed to climate change. Marine protected areas (MPAs) can effectively prevent local disturbances but are less likely to conserve the coral reefs from global events like climate change. Other (...)
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  36. Are We in a Sixth Mass Extinction? The Challenges of Answering and Value of Asking.Federica Bocchi, Alisa Bokulich, Leticia Castillo Brache, Gloria Grand-Pierre & Aja Watkins - forthcoming - British Journal for the Philosophy of Science.
    In both scientific and popular circles it is often said that we are in the midst of a sixth mass extinction. Although the urgency of our present environmental crises is not in doubt, such claims of a present mass extinction are highly controversial scientifically. Our aims are, first, to get to the bottom of this scientific debate by shedding philosophical light on the many conceptual and methodological challenges involved in answering this scientific question, and, second, to offer new (...)
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  37.  29
    System effects and the problem of prediction.Jeffrey Friedman - 2012 - Critical Review: A Journal of Politics and Society 24 (3):291-312.
    Robert Jervis's System Effects (1997) shares a great deal with game theory, complex-systems theory, and systems theory in international relations, yet it transcends them all by taking account of the role of ideas in human behavior. The ideational element inserts unpredictability into Jervis's understanding of system effects. Each member of a ?system? of interrelated actors interprets her situation to require certain actions based on the effects these will cause among other members of the system, but these other actors' responses to (...)
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  38.  30
    On the Mössbauer Effect and the Rigid Recoil Question.Mark Davidson - 2017 - Foundations of Physics 47 (3):327-354.
    The rigid recoil of a crystal is the accepted mechanism for the Mössbauer effect. It’s at odds with the special theory of relativity which does not allow perfectly rigid bodies. The standard model of particle physics which includes QED should not allow any signals to be transmitted faster than the speed of light. If perturbation theory can be used, then the X-ray emitted in a Mössbauer decay must come from a single nuclear decay vertex at which the 4-momentum is (...)
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  39. Mad Speculation and Absolute Inhumanism: Lovecraft, Ligotti, and the Weirding of Philosophy.Ben Woodard - 2011 - Continent 1 (1):3-13.
    continent. 1.1 : 3-13. / 0/ – Introduction I want to propose, as a trajectory into the philosophically weird, an absurd theoretical claim and pursue it, or perhaps more accurately, construct it as I point to it, collecting the ground work behind me like the Perpetual Train from China Mieville's Iron Council which puts down track as it moves reclaiming it along the way. The strange trajectory is the following: Kant's critical philosophy and much of continental philosophy which has (...)
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  40.  19
    Reflexiones Críticas en torno a la llamada Investigación Educativa y su Objeto de Estudio.Carlos Eduardo Massé Narváez - 2000 - Cinta de Moebio 8.
    Education research needs to think about their epistemological grounding. Important concepts like goals and needs can be evaluated through the sociology of education. The essay reviews the main traditions in the area, describes arguments and methods and analyzes the Mexican case.
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  41.  15
    Gamification, Side Effects, and Praise and Blame for Outcomes.Sven Nyholm - 2024 - Minds and Machines 34 (1):1-21.
    Abstract“Gamification” refers to adding game-like elements to non-game activities so as to encourage participation. Gamification is used in various contexts: apps on phones motivating people to exercise, employers trying to encourage their employees to work harder, social media companies trying to stimulate user engagement, and so on and so forth. Here, I focus on gamification with this property: the game-designer (a company or other organization) creates a “game” in order to encourage the players (the users) to bring about certain (...)
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  42.  17
    Provocations: Possibly the only mention of Grand Theft Auto III in philosophy ever..Michael Labossiere - 2003 - The Philosophers' Magazine 22:25-25.
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  43. Provocations: Possibly the only mention of Grand Theft Auto III in philosophy ever..Michael Labossiere - 2003 - The Philosophers' Magazine 22:25-25.
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  44.  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 (...)
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  45.  15
    Computerspiele und Soziale Netzwerke: Perspektiven einer Mediennutzerethik aus medienpädagogischer Sicht.Roland Rosenstock - 2014 - Zeitschrift Für Evangelische Ethik 58 (4):273-285.
    Ethics regarding media use can be pointed out in several situations in which media are used. The article takes Grand Theft Auto V, published by Rockstar Games, as an example to show opportunities and limits of the »acting subject« - the gamer - in computer and online games. Human dignity is debated by reference to socio-critical aspects which are confronted with the violation of moral limits. Finally, computer games are highlighted as a convenient medium for (...)
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  46.  7
    The Morality of Videogames.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 150–171.
    This chapter contains sections titled: The Problem with Crime Simulators Are Games Bad for You? On Being Offensive Sticking up for Videogames.
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  47.  52
    The stochastic component in choice and regression to the mean.Aurora García-Gallego, Nikolaos Georgantzís, Daniel Navarro-Martínez & Gerardo Sabater-Grande - 2011 - Theory and Decision 71 (2):251-267.
    In this article, we illustrate experimentally an important consequence of the stochastic component in choice behaviour which has not been acknowledged so far. Namely, its potential to produce ‘regression to the mean’ (RTM) effects. We employ a novel approach to individual choice under risk, based on repeated multiple-lottery choices (i.e. choices among many lotteries), to show how the high degree of stochastic variability present in individual decisions can distort crucially certain results through RTM effects. We demonstrate the point in the (...)
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  48. What is a Compendium? Parataxis, Hypotaxis, and the Question of the Book.Maxwell Stephen Kennel - 2013 - Continent 3 (1):44-49.
    Writing, the exigency of writing: no longer the writing that has always (through a necessity in no way avoidable) been in the service of the speech or thought that is called idealist (that is to say, moralizing), but rather the writing that through its own slowly liberated force (the aleatory force of absence) seems to devote itself solely to itself as something that remains without identity, and little by little brings forth possibilities that are entirely other: an anonymous, distracted, deferred, (...)
     
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  49.  21
    Trance, posture, and tobacco in the Casas Grandes shamanic tradition: Altered states of consciousness and the interaction effects of behavioral variables.Christine S. VanPool, Laura Lee, Paul Robear & Todd L. VanPool - 2024 - Anthropology of Consciousness 35 (1):75-95.
    Here, we describe how Casas Grandes Medio period (AD 1200 to 1450) shamanic practices of the North American Southwest used tobacco shamanism, a ritual stance called the Tennessee Diviner (TD) posture, and cultural expectations to generate trance experiences of soul flight and divination. We introduce a conceptual model that holds that specific trance experiences are the emergent result of human minds interacting with additional factors including entheogens, cultural expectations, physiological states, postures/movement, and sound/stimulation. Experimental and ethnographic evidence indicates initiating trance (...)
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  50. Video Games and the Philosophy of Art.Aaron Smuts - 2005 - American Society for Aesthetics Newsletter.
    The most cursory look at video games raises several interesting issues that have yet to receive any consideration in the philosophy of art, such as: Are videogames art and, if so, what kind of art are they? Are they more closely related to film, or are they similar to performance arts, such as dance? Perhaps they are more akin to competitive sports and games like diving and chess? Can we even define “video game” or “game”? We often (...)
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