Results for 'online games'

993 found
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  1.  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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  2.  47
    ‘In the Beginning is Relation’: Martin Buber’s Alternative to Binary Oppositions. [REVIEW]Andrew Metcalfe & Ann Game - 2012 - Sophia 51 (3):351-363.
    Abstract In this article we develop a relational understanding of sociality, that is, an account of social life that takes relation as primary. This stands in contrast to the common assumption that relations arise when subjects interact, an account that gives logical priority to separation. We will develop this relational understanding through a reading of the work of Martin Buber, a social philosopher primarily interested in dialogue, meeting, relationship, and the irreducibility and incomparability of reality. In particular, the article contrasts (...)
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  3.  14
    Online gaming and language aggression in a Tunisian Arabic context.Khouloud Boukhris - 2023 - Lodz Papers in Pragmatics 19 (2):255-278.
    This paper intends to examine the development of conflictual interactions, how they might be resolved, and the socio-cultural norms involved, by adopting an analytical framework in an online gaming context. The current paper was inspired by Kádár and Haugh’s framework as it enables me to investigate both the macro and micro aspects of (im)politeness. The study’s aim is to further examine how impoliteness, language aggression and conflict are realised in two online gaming platforms, namely Fortnite and PUBG Mobile. (...)
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  4. Online gaming communities as a resource for forming the civic identity of Russian youth.Alexander Korotyshev & Pavel Rykhtik - 2019 - Sotsium I Vlast 3:30-39.
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  5.  14
    Peer Victimization and Problematic Online Game Use Among Chinese Adolescents: The Dual Mediating Effect of Deviant Peer Affiliation and School Connectedness.Hao Li, Xiong Gan, Guo-Xing Xiang, Ting Zhou, Pinyi Wang, Xin Jin & Congshu Zhu - 2022 - Frontiers in Psychology 13.
    Abundant evidence has proved an association between peer victimization and problematic online game use. However, the underlying mechanisms of this relation are still under-investigated. Grounded in the ecological system theory, this study examined whether deviant peer affiliation and school connectedness mediated the association between peer victimization and adolescent POGU. A sample of 698 Chinese adolescents completed questionnaires regarding peer victimization, problematic online game use, DPA, and school connectedness, of which 51.58% were boys. Path analyses indicated that peer victimization (...)
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  6.  40
    Sensation Seeking and Online Gaming Addiction in Adolescents: A Moderated Mediation Model of Positive Affective Associations and Impulsivity.Jianping Hu, Shuangju Zhen, Chengfu Yu, Qiuyan Zhang & Wei Zhang - 2017 - Frontiers in Psychology 8.
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  7. The differences of addiction causes between massive multiplayer online game and multi user domain.Jengchung V. Chen & Yangil Park - 2005 - International Review of Information Ethics 4 (5):53-60.
    This paper proposes research propositions to study on MMOG and MUD addictions based on their causes – flow state and social interaction. Though previous studies relate MMOG addictions to Internet addictions based on social interactions, this study after examining the underlying theories of Use and Gratification The-ory and Flow Theory concludes that what cause MMOG addiction is flow experience not social interaction. On the other hand, the cause of MUD addiction is social interaction. After proposing the propositions of MUD and (...)
     
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  8.  10
    Testing Sleep Consolidation in Skill Learning: A Field Study Using an Online Game.Tom Stafford & Erwin Haasnoot - 2017 - Topics in Cognitive Science 9 (2):485-496.
    Using an observational sample of players of a simple online game, we are able to trace the development of skill in that game. Information on playing time, and player location, allows us to estimate time of day during which practice took place. We compare those whose breaks in practice probably contained a night's sleep and those whose breaks in practice probably did not contain a night's sleep. Our analysis confirms experimental evidence showing a benefit of spacing for skill learning, (...)
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  9.  16
    Testing Sleep Consolidation in Skill Learning: A Field Study Using an Online Game.Tom Stafford & Erwin Haasnoot - 2016 - Topics in Cognitive Science 8 (4).
    Using an observational sample of players of a simple online game, we are able to trace the development of skill in that game. Information on playing time, and player location, allows us to estimate time of day during which practice took place. We compare those whose breaks in practice probably contained a night's sleep and those whose breaks in practice probably did not contain a night's sleep. Our analysis confirms experimental evidence showing a benefit of spacing for skill learning, (...)
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  10.  6
    Re-Mediating Research Ethics: End-User License Agreements in Online Games.Suzanne de Castell, Nicholas T. Taylor & Florence M. Chee - 2012 - Bulletin of Science, Technology and Society 32 (6):497-506.
    This article is a theoretical and empirical exploration of the meaning that accompanies contractual agreements, such as the End-User License Agreements (EULAs) that participants of online communities are required to sign as a condition of participation. As our study indicates, clicking “I agree” on the often lengthy conditions presented during the installation and updating process typically permits third parties (including researchers) to monitor the digitally-mediated actions of users. Through our small-scale study in which we asked participants which terms of (...)
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  11.  25
    Wellbeing in the Secondary Music Classroom: Ideas from Hero's Journeys and Online Gaming.June Countryman & Leslie Stewart Rose - 2017 - Philosophy of Music Education Review 25 (2):128.
    This paper explores the idea that wellbeing and healthy development should be the central goal of school music programs. After establishing a framework of student wellbeing, the metaphor of rites of passage experiences is employed—through Joseph Campbell's hero's journey and Jane McGonigal's analysis of the benefits of online gaming—as one way to think about high school music programs as potential sites for contributing to optimal adolescent wellbeing. Writing at the nexus of practice and theory the authors analyze two rites (...)
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  12. Social context in massively-multiplayer online games (MMOGs): ethical questions in shared space.Dorothy E. Warner & Mike Raiter - 2005 - International Review of Information Ethics 4 (7):46-52.
    Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games . The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and (...)
     
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  13. Little Gods: Claiming Worlds in Postmodern Literature, Film, and Online Gaming.G. Christopher Williams - 2002 - Dissertation, Northern Illinois University
    This dissertation is an effort to describe the effects of Postmodern thought in a variety of narrative forms, including novels, film, and computer games. Using Brian McHale's description of the focal point of Modernist narratives as being epistemological and Postmodernist narratives as being concerned primarily with ontological issues, I trace the possible meaning of the changing understanding of these concepts in the twentieth century. In addition, I interrogate the ramifications of the Postmodern resolution to the crisis of epistemology presented (...)
     
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  14.  6
    Role of social capital in adolescents’ online gaming: A longitudinal study focused on the moderating effect of social capital between gaming time and psychosocial factors.Gyoung Mo Kim, Eui Jun Jeong, Ji Young Lee & Ji Hye Yoo - 2022 - Frontiers in Psychology 13.
    Adolescents often create social relationships with their gaming peers who take on the role of offline friends and peer groups. Through collaboration and competition in the games, the social relationships of adolescents are becoming broader and thicker. Although this is a common phenomenon in online games, few studies have focused on the formation and roles of social capital among adolescent gamers. In particular, longitudinal research that examines the role of social capital in terms of influencing gaming time (...)
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  15.  13
    Governance and Dissidence in Online Culture in China: The Case of Anti-CNN and Online Gaming.Tao Zhang - 2013 - Theory, Culture and Society 30 (5):70-93.
    The article explores two different articulations of the attitudes of young Chinese netizens towards the state: the neo-nationalist web community, ‘Anti-CNN.com’/‘April Youth’, and the online ‘machinema’ film, ‘Online Gaming Addicts’ War’. Both of these online practices are associated with the post-’80 s generation, which I argue is a key constituency in contemporary Chinese internet discourse. Through these case studies, the article explores the viability of recent attempts to apply Foucauldian theories of governmentality to the case of China. (...)
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  16.  7
    Why Do Women Pretend to Be Men? Female Gender Swapping in Online Games.Liling Zhou, Ning Han, Zeran Xu, Corlyn Brian & Siraj Hussain - 2022 - Frontiers in Psychology 13.
    This research explored the influencing factors of gender swapping among female players in online games and their impact on online gaming behavior. Based on an online survey of 3,658 female players in China, we found that perceived benefits and the Tanbi tendency, a psychological indulgence in enjoying novels, comics, or series on love and sex between attractive males, were the most important factors for female players to employ male avatars. Sexual orientation, perceived anonymity, and perceived tolerance (...)
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  17.  28
    Role of Stressful Life Events, Avoidant Coping Styles, and Neuroticism in Online Game Addiction among College Students: A Moderated Mediation Model.Huanhuan Li, Yingmin Zou, Jiaqi Wang & Xuelin Yang - 2016 - Frontiers in Psychology 7.
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  18.  35
    Predicting the Currency Market in Online Gaming via Lexicon-Based Analysis on Its Online Forum.Young Bin Kim, Kyeongpil Kang, Jaegul Choo, Shin Jin Kang, TaeHyeong Kim, JaeHo Im, Jong-Hyun Kim & Chang Hun Kim - 2017 - Complexity:1-10.
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  19.  8
    Why imaginary worlds? The role of self-exploration within online gaming worlds.Kim Szolin & Mark D. Griffiths - 2022 - Behavioral and Brain Sciences 45:e302.
    Dubourg and Baumard posited that preferences for exploration are the key to the popularity in imaginary worlds. This commentary argues that other forms of exploration may also account for the success and appeal of specific types of imaginary worlds, namely self-exploration within interactive imaginary worlds such as videogames.
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  20.  5
    Book Review: The Proteus Paradox: How Online Games and Virtual Worlds Change Us—and How they Don’t by Yee, N. [REVIEW]Sabrina M. Weiss - 2014 - Bulletin of Science, Technology and Society 34 (1-2):54-56.
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  21.  17
    The Online Self: Externalism, Friendship and Games.Soraj Hongladarom - 2016 - Cham: Springer Verlag.
    This book investigates the emerging phenomenon of the self as it exists in the online world. It argues for an externalist conception of self and identity, one that does not depend on the continuity of consciousness of the subject. It also offers an analysis of related phenomenon such as online friendship and games based on this analysis. An outstanding feature of social networking sites such as Facebook and MySpace is that it allows for the user to put (...)
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  22.  4
    Book Review: The Proteus Paradox: How Online Games and Virtual Worlds Change Us—and How they Don’t by Yee, N. [REVIEW]Sabrina M. Weiss - 2014 - Bulletin of Science, Technology and Society 34 (1-2):54-56.
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  23. Online adaptation of computer games agents: A reinforcement learning approach.Gustavo Andrade, Hugo Santana, André Furtado, Arga Leitão & Geber Ramalho - 2004 - Scientia 15 (2).
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  24.  11
    Online Multiplayer Gaming: mates, motives and mood.Richard Bradley, James Donnelly & John Hurley - 2018 - Frontiers in Psychology 9.
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  25. Gaming Google: Some Ethical Issues Involving Online Reputation Management.Jo Ann Oravec - 2013 - Journal of Business Ethics Education 10:61-81.
    Using the search engine Google to locate information linked to individuals and organizations has become part of everyday functioning. This article addresses whether the “gaming” of Internet applications in attempts to modify reputations raises substantial ethical concerns. It analyzes emerging approaches for manipulation of how personally-identifiable information is accessed online as well as critically-important international differences in information handling. It investigates privacy issues involving the data mining of personally-identifiable information with search engines and social media platforms. Notions of “gaming” (...)
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  26.  21
    Gaming Google: Some Ethical Issues Involving Online Reputation Management.Jo Ann Oravec - 2013 - Journal of Business Ethics Education 10:61-81.
    Using the search engine Google to locate information linked to individuals and organizations has become part of everyday functioning. This article addresses whether the “gaming” of Internet applications in attempts to modify reputations raises substantial ethical concerns. It analyzes emerging approaches for manipulation of how personally-identifiable information is accessed online as well as critically-important international differences in information handling. Itinvestigates privacy issues involving the data mining of personally-identifiable information with search engines and social media platforms. Notions of “gaming” and (...)
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  27.  22
    Plagiarism Intervention Using a Game-Based Tutorial in an Online Distance Education Course.Cheryl A. Kier - 2019 - Journal of Academic Ethics 17 (4):429-439.
    This project assesses the ability of a game tutorial, “Goblin Threat” to increase university students’ ability to recognize plagiarized passages. The game tutorial covers information about how to cite properly, types and consequences of plagiarism, and the differences between paraphrasing and plagiarism. The game involves finding and clicking on “goblins” who ask questions about various aspects of plagiarism. Sound effects and entertaining visuals work to keep students’ attention. One group of 177 students enrolled in an online Psychology of Adolescence (...)
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  28.  12
    Experiencing gender-role reversal online dating game in Taiwan.Chih-Ping Chen - 2021 - Journal for Cultural Research 25 (3):301-312.
    We live in a culture where gender identity and gender roles can be ruled by the social and cultural beliefs that legitimise gender relations. Thus, there is a need to learn and relearn the potentia...
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  29.  20
    The habit of massively multiplayer online role-playing games (MMORPGs): A phenomenological analysis of bodily self-perception in gaming addiction.Marsia Santa Barbera & Willem Ferdinand Geradus Haselager - 2020 - Rivista Internazionale di Filosofia e Psicologia 11 (2):190-210.
    : We investigate the role played by bodily self-perception and social self-presentation in addiction to massively multiplayer online role-playing games. In this paper we will develop the hypothesis that, at least in some cases, the habit of role-playing can be interpreted as a response to gamers’ need to explore a different bodily self-identity. Players tend to become deeply involved in this kind of game, especially in the character identity creation process. Participants might see and seek reflections of their (...)
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  30. Qualitative analysis of the reflection of the mathematical dimension of gambling in gaming online content – Technical report no. 1.Catalin Barboianu - 2023 - Philscience.
    The current study evaluates qualitatively how the mathematical dimension of gambling is reflected in the content of gambling websites. A number of gambling websites have been reviewed for their content in that respect. A statistical analysis recorded the presence of the mathematical dimension of gambling and its forms in the content of the participating websites, and a qualitative research study analyzed and assessed the quality of the content with respect to that dimension. The technical reports associated with this study describe (...)
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  31.  6
    The Pros and Cons of Online Competitive Gaming: An Evidence-Based Approach to Assessing Young Players' Well-Being.Sarah Kelly, Thomas Magor & Annemarie Wright - 2021 - Frontiers in Psychology 12.
    This research addresses a lack of evidence on the positive and negative health outcomes of competitive online gaming and esports, particularly among young people and adolescents. Well-being outcomes, along with mitigation strategies were measured through a cross sectional survey of Australian gamers and non-gamers aged between 12 and 24 years, and parents of the 12–17-year-olds surveyed. Adverse health consequences were associated with heavy gaming, more so than light/casual gaming, suggesting that interventions that target moderated engagement could be effective. It (...)
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  32.  93
    Theft of virtual items in online multiplayer computer games: an ontological and moral analysis.Litska Strikwerda - 2012 - Ethics and Information Technology 14 (2):89-97.
    In 2009 Dutch judges convicted several minors for theft of virtual items in the virtual worlds of online multiplayer computer games. From a legal point of view these convictions gave rise to the question whether virtual items should count as “objects” that can be “stolen” under criminal law. This legal question has both an ontological and a moral component. The question whether or not virtual items count as “objects” that can be “stolen” is an ontological question. The question (...)
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  33. Qualitative analysis of the reflection of the mathematical dimension of gambling in gaming online content – second technical report.Catalin Barboianu - 2023 - Philscience.
    This second technical report shows some partial results for the variables of the proposed statistical analysis and a discussion about some changes in sampling. In what concerns the qualitative analysis of content, the report presents the general predominant tendencies that get contoured with the first two samples.
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  34.  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 games are (...)
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  35.  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 games are (...)
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  36.  67
    Effect of Overconfidence on Product Diffusion in Online Social Networks: A Multiagent Simulation Based on Evolutionary Game and Overconfidence Theory.Xiaochao Wei, Qi Liao, Yanfei Zhang & Guihua Nie - 2022 - Complexity 2022:1-22.
    The rapid development of online social media has significantly promoted product diffusion in online social networks. However, prior studies focusing on irrational behavior, such as overconfidence, in PDOSN are scarce. To investigate the effect of overconfidence on PDOSN, this study combined overconfidence and an evolutionary game to conduct a multiagent simulation on PDOSN. This combined method provided an effective reference to examine product diffusion in the context of irrational behavior. After careful consideration, this study identified three overconfidence scenarios, (...)
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  37.  8
    The development of possible worlds in an online video game.Yunus Luckinger - 2023 - Semiotica 2023 (252):119-131.
    With the development of technology, video games have become more and more realistic and indistinguishable from the real world. In this regard, this article takes a semiotic approach to create a better understanding of how possible worlds are created in video games, placing them on a continuum, which shows that the development of possible worlds is based on the reality we face in the real world. A video game called Player Unknown’s Battle Grounds is used to demonstrate a (...)
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  38. The ethical significance of cheating in online computer games.K. Kimppa & A. Bissett - 2005 - International Review of Information Ethics 4:31-37.
    In this article cheating in network and specifically online computer games is looked into as a moral offence. Reasons for the public ignoring the issue are brought forth. We present what could be considered as cheating in generic terms and in context. Different kinds of cheating are delineated, and remedies proposed. We also identify what is not cheating.
     
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  39.  69
    Game Theory: A Very Short Introduction.Ken Binmore - 2007 - Oxford University Press.
    Games are played everywhere: from economics and online auctions to social interactions, and game theory is about how to play such games in a rational way, and how to maximize their outcomes. This VSI reveals, without mathematical equations, the insights the theory can bring to everything from how to play poker optimally to the sex ratio among bees.
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  40.  38
    Virtual plagues and real-world pandemics: reflecting on the potential for online computer role-playing games to inform real world epidemic research.Stuart Oultram - 2013 - Medical Humanities 39 (2):115-118.
    In the wake of the Corrupted Blood incident, which afflicted the massively multiplayer online computer role-playing game World of Warcraft in 2005, it has been suggested that both, the incident itself and massively multiplayer online computer role-playing games in general, can be utilised to inform and assist real-world epidemic and public health research. In this paper, I engage critically with these claims.
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  41.  14
    Using the Business Model Canvas (BMC) strategy tool to support the Play4Guidance online entrepreneurial game.Margaret Farren, Tom Kinney & Yvonne Crotty - 2017 - International Journal for Transformative Research 4 (1):34-41.
    The Erasmus + Play4Guidance project introduces an online business game, designed to help teach entrepreneurial, transversal and mathematical skills using a real-world business environment. This paper explains how the Business Model Canvas strategy tool facilitated student understanding of real life business development prior to playing the game. An initial mapping exercise was conducted to find out if the Business Model Canvas could transform the experience of playing the game by providing an overview of real life business strategy, and explain (...)
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  42.  27
    Serina Patterson, ed., Games and Gaming in Medieval Literature. New York: Palgrave Macmillan, 2015. Pp. xvii, 241; 5 tables and 1 musical example. $90. ISBN: 978-1-137-31103-0. Table of contents available online at http://www.palgrave.com/page/detail/games-and-gaming-in-medieval-literature-serina-patterson/?isb=9781137311030. [REVIEW]Timothy S. Miller - 2017 - Speculum 92 (3):880-882.
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  43. Roleplaying Game–Based Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - forthcoming - 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 predetermined (...)
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  44. 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 owned (...)
     
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  45. Online Deliberation: Design, Research, and Practice.Todd Davies & Seeta Peña Gangadharan (eds.) - 2009 - CSLI Publications/University of Chicago Press.
    Can new technology enhance purpose-driven, democratic dialogue in groups, governments, and societies? Online Deliberation: Design, Research, and Practice is the first book that attempts to sample the full range of work on online deliberation, forging new connections between academic research, technology designers, and practitioners. Since some of the most exciting innovations have occurred outside of traditional institutions, and those involved have often worked in relative isolation from each other, work in this growing field has often failed to reflect (...)
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  46.  31
    Risk Factors for Gambling Problems on Online Electronic Gaming Machines, Race Betting and Sports Betting.Nerilee Hing, Alex M. Russell & Matthew Browne - 2017 - Frontiers in Psychology 8.
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  47.  18
    Corrigendum: Language Learning Enhanced by Massive Multiple Online Role-Playing Games and the Underlying Behavioral and Neural Mechanisms.Yongjun Zhang, Hongwen Song, Xiaoming Liu, Dinghong Tang, Yue-E. Chen & Xiaochu Zhang - 2019 - Frontiers in Human Neuroscience 13.
  48.  14
    Language Learning Enhanced by Massive Multiple Online Role-Playing Games and the Underlying Behavioral and Neural Mechanisms.Yongjun Zhang, Hongwen Song, Xiaoming Liu, Dinghong Tang, Yue-E. Chen & Xiaochu Zhang - 2017 - Frontiers in Human Neuroscience 11.
  49.  7
    Gambling, Gaming, and Internet Behavior in a Sexual Minority Perspective. A Cross-Sectional Study in Seven European Countries.Niroshani Broman, Fulvia Prever, Ester di Giacomo, Susana Jiménez-Murcia, Anna Szczegielniak, Helena Hansson & Anders Håkansson - 2022 - Frontiers in Psychology 12.
    BackgroundAddictive behavior of gambling, gaming and internet activity is partly a new research domain and has not been well investigated with regard to sexual minority populations. Although health disparities between sexual minorities and the general population are well documented, there is a lack of inclusion of sexual minorities in both research and clinic. Among lesbian, gay and bisexual populations certain features could be present that play a role for the development of addictive behaviors, such as social isolation and increased risk (...)
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  50. 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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