Results for ' Non-Gamers'

977 found
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  1.  2
    Infamous Gaming: The Intergroup Bias of Non-gamers in the Chinese Marriage Market.Shuguang Zhao & Wenjian Zhang - 2022 - Frontiers in Psychology 13:682372.
    The link between gaming and negative outcomes has been explored by previous research and has led to the widespread adverse attitude toward gaming (ATG) and gamers, especially from those who are unfamiliar with this activity. By implementing an audit study with gamers and non-gamers as participants (N = 1,280), we found that non-gamer participants rated gamers less as similar to their ideal marriage partners compared to non-gamers, while gamer participants did not differentiate between gamers (...)
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  2. Resisting the Gamer’s Dilemma.Thomas Montefiore & Paul Formosa - 2022 - Ethics and Information Technology 24 (3):1-13.
    Intuitively, many people seem to hold that engaging in acts of virtual murder in videogames is morally permissible, whereas engaging in acts of virtual child molestation is morally impermissible. The Gamer’s Dilemma (Luck in Ethics Inf Technol 11:31–36, 2009) challenges these intuitions by arguing that it is unclear whether there is a morally relevant difference between these two types of virtual actions. There are two main responses in the literature to this dilemma. First, attempts to resolve the dilemma by defending (...)
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  3.  67
    Extending the Gamer’s Dilemma: empirically investigating the paradox of fictionally going too far across media.Thomas Montefiore, Paul Formosa & Vince Polito - forthcoming - Philosophical Psychology.
    The Gamer’s Dilemma is based on the intuitions that in single-player video games fictional acts of murder are seen as morally acceptable whereas fictional acts of sexual assault are seen as morally unacceptable. Recently, it has been suggested that these intuitions may apply across different forms of media as part of a broader Paradox of Fictionally Going Too Far. This study aims to empirically explore this issue by determining whether fictional murder is seen as more morally acceptable than fictional sexual (...)
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  4.  13
    An empirical investigation of the Gamer's Dilemma: a mixed methods study of whether the dilemma exists.Paul Formosa, Thomas Montefiore, Mitchell McEwan & Omid Ghasemi - 2023 - Behaviour and Information Technology 43 (3):571-589.
    The Gamer’s Dilemma challenges us to justify the moral difference between enacting virtual murder and virtual child molestation in video games. The Dilemma relies for its argumentative force on the claim that there is an intuitive moral difference between these acts, with the former intuited as morally acceptable and the latter as morally unacceptable. However, there has been no empirical investigation of these claims. To explore these issues, we developed an experimental survey study in which participants were asked to reflect (...)
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  5. Crossing the Fictional Line: Moral Graveness, the Gamer’s Dilemma, and the Paradox of Fictionally Going Too Far.Thomas Montefiore & Paul Formosa - 2023 - Philosophy and Technology 36 (3):1-21.
    The Gamer’s Dilemma refers to the philosophical challenge of justifying the intuitive difference people seem to see between the moral permissibility of enacting virtual murder and the moral impermissibility of enacting virtual child molestation in video games (Luck Ethics and Information Technology, 1:31, 2009). Recently, Luck in Philosophia, 50:1287–1308, 2022 has argued that the Gamer’s Dilemma is actually an instance of a more general “paradox”, which he calls the “paradox of treating wrongdoing lightly”, and he proposes a graveness resolution to (...)
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  6.  8
    Hippocampal Neurotransmitter Inhibition Suppressed During Gaming Explained by Skill Rather Than Gamer Status.Kelsey Prena, Hu Cheng & Sharlene D. Newman - 2020 - Frontiers in Human Neuroscience 14.
    Goal-directed spatial decision making video games combine spatial mapping, memory, and reward; all of which can involve hippocampal excitation through suppression of an inhibitory neurotransmitter, γ-aminobutyric acid. In this study, GABA was measured before and after 30 min of video game play within a voxel around the hippocampus. It was predicted that all participants would experience a decrease in GABA during gaming as a result of in-game rewards; and, those who were most competitive with the goal-directed spatial decision making game (...)
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  7.  32
    “Fueling up” Gamers. The Ethics of Marketing Energy Drinks to Gamers.Francisco Javier Lopez Frias - 2020 - Neuroethics 14 (2):239-249.
    In this article, I investigate whether states should regulate energy-drink marketing practices targeting gamers. Energy drinks are high-sugar, high-caffeine, non-alcoholic beverages that allegedly improve energy, stamina, cognitive performance, and concentration. First, I define what “gamer” means and identify the market agents that play a crucial role in the gaming community, including the energy-drink industry. In doing so, I analyze energy-drink marketing practices and explore calls for regulating them. Second, I draw parallels between regulation of energy-drink marketing and marketing of (...)
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  8.  10
    Faster Visual Information Processing in Video Gamers Is Associated With EEG Alpha Amplitude Modulation.Yannik Hilla, Jörg von Mankowski, Julia Föcker & Paul Sauseng - 2020 - Frontiers in Psychology 11.
    Video gaming, specifically action video gaming, seems to improve a range of cognitive functions. The basis for these improvements may be attentional control in conjunction with reward-related learning to amplify the execution of goal-relevant actions while suppressing goal-irrelevant actions. Given that EEG alpha power reflects inhibitory processing, a core component of attentional control, it might represent the electrophysiological substrate of cognitive improvement in video gaming. The aim of this study was to test whether non-video gamers, non-action video gamers (...)
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  9.  2
    Community Case Study: Stack Up’s Overwatch Program, an Online Suicide Prevention and Peer Support Program for Video Gamers.Michelle Colder Carras, Mathew Bergendahl & Alain B. Labrique - 2021 - Frontiers in Psychology 12.
    Traditional mental health services are often not enough to meet the needs of people at risk for suicide, especially in populations where help-seeking is stigmatized. Stack Up, a non-profit veteran organization whose goal is to use video games to bring veterans together, recognized a need in its gaming-focused online community and created the Overwatch Program. This suicide prevention and crisis intervention program is delivered entirely through the Internet by trained community members through Discord text and voice chat. By combining aspects (...)
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  10.  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. (...)
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  11.  10
    Brain–Heart Interaction and the Experience of Flow While Playing a Video Game.Shiva Khoshnoud, Federico Alvarez Igarzábal & Marc Wittmann - 2022 - Frontiers in Human Neuroscience 16.
    The flow state – an experience of complete absorption in an activity – is linked with less self-referential processing and increased arousal. We used the heart-evoked potential, an index representing brain–heart interaction, as well as indices of peripheral physiology to assess the state of flow in individuals playing a video game. 22 gamers and 21 non-gamers played the video game Thumper for 25 min while their brain and cardiorespiratory signals were simultaneously recorded. The more participants were absorbed in (...)
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  12. Is it distinctively wrong to simulate doing wrong?John Tillson - 2018 - Ethics and Information Technology 20 (3):205-217.
    This paper is concerned with whether there is a moral difference between simulating wrongdoing and consuming non-simulatory representations of wrongdoing. I argue that simulating wrongdoing is (as such) a pro tanto wrong whose wrongness does not tarnish other cases of consuming representations of wrongdoing. While simulating wrongdoing (as such) constitutes a disrespectful act, consuming representations of wrongdoing (as such) does not. I aim to motivate this view in part by bringing a number of intuitive moral judgements into reflective equilibrium, and (...)
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  13.  3
    Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse.E. S. Sokolov - 2020 - Sociology of Power 32 (3):165-188.
    The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence in video games (...)
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  14. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio Negri’s Empire (2000), which (...)
     
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  15.  16
    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. Thus, I (...)
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  16.  12
    Internet Gaming Disorder Increases Mind-Wandering in Young Adults.Jiawen Zhang, Hui Zhou, Fengji Geng, Xiaolan Song & Yuzheng Hu - 2021 - Frontiers in Psychology 11.
    As a primary symptom defining Internet gaming disorder, preoccupation indicates a mind state in which gamers think about a gaming activity so much that other things appear less important and/or interesting to them. Previous studies have examined the negative impacts of IGD on both cognitive and affective functions, yet no study has investigated the influence of IGD on daily mind state changes that interfere with ongoing tasks. The current study hypothesized that more IGD symptoms lead to a higher frequency (...)
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  17.  12
    Exploring the Mechanism of Pathological Gaming in Adolescents: Focused on the Mediation Paths and Latent Group Comparison.Hyeon Gyu Jeon, Eui Jun Jeong, Sung Je Lee & Jeong Ae Kim - 2022 - Frontiers in Psychology 12.
    Pathological gaming among adolescents has been reported to hamper the achievement of a balanced life and to threaten the development of social competencies. Despite the increasing social concerns on the adolescent users, however, the mechanism of gaming behavior of adolescents has not been sufficiently examined. This study explored the mechanism of pathological gaming among adolescents from 3-year longitudinal data of 778 Korean adolescent gamers, by analyzing the effects of negative affects on the degree of pathological gaming through the mediation (...)
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  18.  13
    Who is looking at me? The cone of gaze widens in social phobia.Matthias Gamer, Heiko Hecht, Nina Seipp & Wolfgang Hiller - 2011 - Cognition and Emotion 25 (4):756-764.
  19.  5
    Die Intertextualität der Bilder: Methodendiskussionen zwischen Kunstgeschichte und Literaturtheorie.Elisabeth-Christine Gamer - 2018 - Berlin: Reimer.
    Das Nachdenken über Beziehungen zwischen Bildern ist ein kunsthistorisches Kerngeschäft. Zugleich ist es jedoch auch eine Herausforderung für die Theorien und Methoden des Faches. Was bedeutet es daher, im Rückgriff auf die Literaturtheorie von der Intertextualität der Bilder zu sprechen? Worin besteht der Unterschied zur Rede von Bildzitaten, vom Bezug auf Quellen oder die ikonografische Tradition? Seit den 1960er Jahren wird dies lebhaft diskutiert. Elisabeth-Christine Gamer zeichnet in ihrem Buch die Geschichte des Diskurses über fünf Dekaden nach und berücksichtigt dabei (...)
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  20.  16
    Deception research today.Matthias Gamer & Wolfgang Ambach - 2014 - Frontiers in Psychology 5.
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  21.  26
    P300 amplitudes in the concealed information test are less affected by depth of processing than electrodermal responses.Matthias Gamer & Stefan Berti - 2012 - Frontiers in Human Neuroscience 6.
  22.  34
    Free‐market capitalism and democracy as ideological filters in world press reporting.Robert E. Gamer - 1996 - The European Legacy 1 (4):1652-1657.
  23.  2
    Wittgenstein at 100.N. Gamer - 1989 - Télos 1989 (80):201-204.
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  24.  5
    Fische und Fischkulte im Alten ÄgyptenFische und Fischkulte im Alten Agypten.Rostislav Holthoer & Ingrid Gamer-Wallert - 1973 - Journal of the American Oriental Society 93 (4):579.
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  25.  25
    Visuo-tactile congruency influences the body schema during full body ownership illusion.Marius Rubo & Matthias Gamer - 2019 - Consciousness and Cognition 73:102758.
  26.  2
    Artificial Faces Predict Gaze Allocation in Complex Dynamic Scenes.Lara Rösler, Marius Rubo & Matthias Gamer - 2019 - Frontiers in Psychology 10.
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  27.  14
    The Orienting Response in Healthy Aging: Novelty P3 Indicates No General Decline but Reduced Efficacy for Fast Stimulation Rates.Stefan Berti, Gerhard Vossel & Matthias Gamer - 2017 - Frontiers in Psychology 8.
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  28.  26
    Are irrational reactions to unfairness truly emotionally-driven? Dissociated behavioural and emotional responses in the Ultimatum Game task.Claudia Civai, Corrado Corradi-Dell’Acqua, Matthias Gamer & Raffaella I. Rumiati - 2010 - Cognition 114 (1):89-95.
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  29. " Primum non nocere"(" above all, do no harm"), today GR Burgio.Primum Non Nocere - 1994 - Primum Non Nocere Today: A Symposium on Pediatric Bioethics: Proceedings of the International Symposium on Pediatric Bioethics, Pavia, 26-28 May 1994 1071:1.
     
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  30.  20
    Visual Complexity and Affect: Ratings Reflect More Than Meets the Eye.Christopher R. Madan, Janine Bayer, Matthias Gamer, Tina B. Lonsdorf & Tobias Sommer - 2018 - Frontiers in Psychology 8.
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  31.  14
    Manipulating item proportion and deception reveals crucial dissociation between behavioral, autonomic and neural indices of concealed information.Suchotzki Kristina, Verschuere Bruno, Peth Judith, Crombez Geert & Gamer Matthias - 2015 - Frontiers in Human Neuroscience 9.
  32.  33
    Brain mechanisms of short-term habituation and sensitization toward dyspnea.M. Cornelia Stoeckel, Roland W. Esser, Matthias Gamer, Christian Bã¼Chel & Andreas von Leupoldt - 2015 - Frontiers in Psychology 6.
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  33.  14
    Party contributions from non-classical logics.Contributions From Non-Classical Logics - 2004 - In S. Rahman (ed.), Logic, Epistemology, and the Unity of Science. Dordrecht: Kluwer Academic Publishers. pp. 457.
  34. Comptes-rendus [de] René Guénon.René Guénon - 1929 - Paris,: Éditions traditionnelles.
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  35.  18
    The reign of quantity and the signs of the times.René Guénon - 1953 - [London]: Luzac.
    QUALITY AND QUANTITY are fairly generally regarded as complementary terms, although the profound reason for their comple- mentarism is often far from being understood, this reason lying in the 'polar' correspondence referred to toward ...
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  36. Possible Worlds-A Stapp in the Wrong Direction'(joint paper with RK Clifton and J. Butterfield).Non-Local Influences - 1990 - British Journal for the Philosophy of Science 41:5-58.
  37. Joachim ballweg and Helmut frosch.Non-Stative Verbs - 1981 - In Hans-Jürgen Eikmeyer & Hannes Rieser (eds.), Words, worlds, and contexts: new approaches in word semantics. New York: W. de Gruyter. pp. 6--210.
     
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  38. Georges bonjean.Non Linéaire - 1968 - In Jean-Louis Destouches & Evert Willem Beth (eds.), Logic and foundations of science. Dordrecht,: D. Reidel. pp. 102.
     
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  39. Edward R. hope.Non-Syntactic Constraints On Lisu & Noun Phrase Order - 1973 - Foundations of Language 10:79.
     
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  40. Paul Humphreys.Non-Nietzschean Decision Making - 1988 - In J. H. Fetzer (ed.), Probability and Causality: Essays in Honor of Wesley C. Salmon. D. Reidel. pp. 253.
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  41.  7
    Man and his becoming.René Guénon - 1946 - London,: Luzac & co.. Edited by Richard C. Nicholson.
    Description: Contents: Preface 1. General Remarks on the Vedanta 2. Fundamental Distinction Between The Self and the Ego 3. The Vital Centre of the Human Being, Seat of Brahma 4. Purusha and Prakriti 5. Purusha Unaffected by Individual Modifications 6. The Degrees of Individual Manifestation 7. Buddhi or the Higher Intellect 8. Manas or the Inward Sense : The Ten External Faculties of Sensation and Action 9. The Envelopes of the Self ; The Five Vayus or Vital Functions 10. The (...)
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  42. Kymlicka, multiculturalism, and.Non-Western Nations - 2003 - Public Affairs Quarterly 17 (4):291.
     
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  43.  24
    Email: Unruh@ physics. Ubc. ca.is Quantum Mechanics Non-Local - 2002 - In Tomasz Placek & Jeremy Butterfield (eds.), Non-locality and Modality. Dordrecht and Boston: Kluwer Academic Publishers.
  44. [deleted]2 On the Implications of Scientific Composition and Completeness.Non-Reductive Physicalism - 2010 - In Antonella Corradini & Timothy O'Connor (eds.), Emergence in science and philosophy. New York: Routledge. pp. 6--25.
     
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  45. Archibald A. hill.Non-Grammatical Prerequisites - forthcoming - Foundations of Language.
     
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  46. Medium Enterprises in Indonesia'.Non-Farm Small - forthcoming - Knowledge, Technology & Policy.
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  47.  24
    Online Cover Figure.Non-Transferable Knowledge & D. Juste - 2012 - Annals of Science 69 (2):e1.
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  48.  34
    Winner of the Annals of Science Prizefor 2011.Non-Transferable Knowledge & D. Juste - 2012 - Annals of Science 69 (2):299.
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  49.  23
    Naomi Scheman.Non-Negotiable Demands & Politics Metaphysics - 2001 - In Juliet Floyd & Sanford Shieh (eds.), Future pasts: the analytic tradition in twentieth-century philosophy. New York: Oxford University Press. pp. 315.
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  50.  30
    The Reign of Quantity and the Signs of the Times.René Guénon - 2001 - Hillsdale, NY: Sophia Perennis. Edited by James R. Wetmore. Translated by Lord Northbourne.
    The Reign of Quantity gives a concise but comprehensive view of the present state of affairs in the world, as it appears from the point of view of the 'ancient wisdom', formerly common both to the East and to the West, but now almost entirely lost sight of. The author indicates with his fabled clarity and directness the precise nature of the modern deviation, and devotes special attention to the development of modern philosophy and science, and to the part played (...)
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