Results for ' gaming on social networks, game design, innovation, creation, development, game authorship, hypercon- sumerist game player'

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  1.  28
    Les jeux sur Facebook : quelques paradoxes du gratuit et du convivial.Valérie Arrault & Emmanuelle Jacques - 2012 - Hermès: La Revue Cognition, communication, politique 62 (1):, [ p.].
    Entre l’achat de l’éditeur Zynga par Google environ 200 millions de dollars et l’acquisition pour 400 millions de dollars de Playfish par Electronic Arts, le phénomène des jeux sociaux utilisant les réseaux sociaux comme Facebook, quitte le secteur des studios indépendants pour rejoindre les acteurs majeurs de l’industrie numérique. Attirés par l’explosion des usages de ces plateformes participatives et leurs millions d’utilisateurs, ces éditeurs numériques s’intéressent aux marchés des joueurs occasionnels en ligne. Nous proposons dans cet article d’explorer deux phénomènes (...)
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  2.  6
    Networked participatory online learning design and challenges for academic integrity in higher education.Judy O’Connell - 2016 - International Journal for Educational Integrity 12 (1).
    A new multi-disciplinary degree program in education and information studies was developed to uniquely facilitate educators’ capacity to be responsive to the demands of a digitally connected world. Charles Sturt University’s Master of Education (Knowledge Networks and Digital Innovation) aims to develop agile leaders in new cultures of digital formal and informal learning. The co-construction of knowledge through interpersonal discourse creates a pedagogical tension between a focus on knowledge-based instruction and outcomes, and on praxis-based instruction. This digital context draws attention (...)
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  3. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the availability (...)
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  4.  46
    Cognitive and Social Structure of the Elite Collaboration Network of Astrophysics: A Case Study on Shifting Network Structures. [REVIEW]Richard Heidler - 2011 - Minerva 49 (4):461-488.
    Scientific collaboration can only be understood along the epistemic and cognitive grounding of scientific disciplines. New scientific discoveries in astrophysics led to a major restructuring of the elite network of astrophysics. To study the interplay of the epistemic grounding and the social network structure of a discipline, a mixed-methods approach is necessary. It combines scientometrics, quantitative network analysis and visualization tools with a qualitative network analysis approach. The centre of the international collaboration network of astrophysics is demarcated by identifying (...)
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  5. 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), (...)
     
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  6. Money as Media: Gilson Schwartz on the Semiotics of Digital Currency.Renata Lemos-Morais - 2011 - Continent 1 (1):22-25.
    continent. 1.1 (2011): 22-25. The Author gratefully acknowledges the financial support of CAPES (Coordenação de Aperfeiçoamento do Ensino Superior), Brazil. From the multifarious subdivisions of semiotics, be they naturalistic or culturalistic, the realm of semiotics of value is a ?eld that is getting more and more attention these days. Our entire political and economic systems are based upon structures of symbolic representation that many times seem not only to embody monetary value but also to determine it. The connection between monetary (...)
     
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  7.  15
    Engaging marginal stakeholders on social networking sites. A cross‐country exploratory analysis among Generation Z consumers.Marco Valerio Rossi, Pasquale Sasso, Andrea Perna & Ludovico Solima - forthcoming - Business Ethics, the Environment and Responsibility.
    This research explores the marginal stakeholder engagement and propensity to value cocreation in the fast-fashion industry by taking Generation Z consumers (GZCs) as observation unit and social networking sites (SNSs) as context of investigation. By undertaking 24 in-depth interviews with US and Italian GZCs, the study uncovers the main elements that influence their engagement generation on SNSs and highlights that at least four main paradoxes (PXs) exist in this scenario. Specifically, the interviewees reported that they do not trust those (...)
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  8. Proceedings of the 4th World Conference on Research Integrity: Brazil, Rio de Janeiro. 31 May - 3 June 2015.Lex Bouter, Melissa S. Anderson, Ana Marusic, Sabine Kleinert, Susan Zimmerman, Paulo S. L. Beirão, Laura Beranzoli, Giuseppe Di Capua, Silvia Peppoloni, Maria Betânia de Freitas Marques, Adriana Sousa, Claudia Rech, Torunn Ellefsen, Adele Flakke Johannessen, Jacob Holen, Raymond Tait, Jillon Van der Wall, John Chibnall, James M. DuBois, Farida Lada, Jigisha Patel, Stephanie Harriman, Leila Posenato Garcia, Adriana Nascimento Sousa, Cláudia Maria Correia Borges Rech, Oliveira Patrocínio, Raphaela Dias Fernandes, Laressa Lima Amâncio, Anja Gillis, David Gallacher, David Malwitz, Tom Lavrijssen, Mariusz Lubomirski, Malini Dasgupta, Katie Speanburg, Elizabeth C. Moylan, Maria K. Kowalczuk, Nikolas Offenhauser, Markus Feufel, Niklas Keller, Volker Bähr, Diego Oliveira Guedes, Douglas Leonardo Gomes Filho, Vincent Larivière, Rodrigo Costas, Daniele Fanelli, Mark William Neff, Aline Carolina de Oliveira Machado Prata, Limbanazo Matandika, Sonia Maria Ramos de Vasconcelos & Karina de A. Rocha - 2016 - Research Integrity and Peer Review 1 (Suppl 1).
    Table of contentsI1 Proceedings of the 4th World Conference on Research IntegrityConcurrent Sessions:1. Countries' systems and policies to foster research integrityCS01.1 Second time around: Implementing and embedding a review of responsible conduct of research policy and practice in an Australian research-intensive universitySusan Patricia O'BrienCS01.2 Measures to promote research integrity in a university: the case of an Asian universityDanny Chan, Frederick Leung2. Examples of research integrity education programmes in different countriesCS02.1 Development of a state-run “cyber education program of research ethics” in (...)
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  9.  9
    Situational game design.Brian Upton - 2018 - Boca Raton, FL: Taylor & Francis, CRC Press.
    Situational Design lays out a new methodology for designing and critiquing videogames. While most game design books focus on games as formal systems, Situational Design concentrates squarely on player experience. It looks at how playfulness is not a property of a game considered in isolation, but rather the result of the intersection of a game with an appropriate player. Starting from simple concepts, the book advances step-by-step to build up a set of practical tools for (...)
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  10.  13
    Flow of innovation in deviantArt: following artists on an online social network site.Alkim Almila Akdag Salah & Albert Ali Salah - 2013 - Mind and Society 12 (1):137-149.
    Computer and communication technologies created new modes of creating and sharing arts. In this paper, we apply ‘diffusion of innovation’ theory to investigate how artistic content travels in an online social network site called deviantArt, a site designed for sharing user-generated artworks. We first define what innovation corresponds to in such a context, and then discuss how it can be measured with the help of network, image and text analysis methods. We propose to use user-shared resources as relatively easy (...)
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  11.  24
    Are socially exclusive values embedded in the avatar creation interfaces of MMORPGs?Tyler Pace, Aaron Houssian & Victoria McArthur - 2009 - Journal of Information, Communication and Ethics in Society 7 (2/3):192-210.
    PurposeThe purpose of this paper is to show how both the presentation and limitation of visual choices in massively multiplayer online role‐playing games (MMORPG) avatar creation interfaces tends to exclude or favor different real life social groups.Design/methodology/approachA novel method combining both quantitative and critical analysis of the syntagmatic‐paradigmatic structure of MMORPG avatar creation interfaces is used to inform the findings of this study.FindingsThis study concludes that as cultural interfaces, current fantasy themed MMORPGs remediate socially exclusive values both from fantasy (...)
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  12.  88
    Networking in organizations: Developing a social practice perspective for innovation and knowledge sharing in emerging work contexts.Lucia Garcia-Lorenzo - 2006 - World Futures 62 (3):171 – 192.
    This article focuses on the micro-level phenomena related to emergent ways of organizing. It explores how new ways of organizing might be enabled or inhibited through the networking activities and knowledge flows that organizational members engage in within a multinational business organization after the set-up of an innovative Internet business unit. The article considers innovation and networking as social practices mediated in this particular case study through knowledge-sharing activities. This perspective on innovation, networking, and knowledge leads to a conceptualization (...)
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  13.  8
    Efficiency and fairness trade-offs in two player bargaining games.David Freeborn - 2023 - European Journal for Philosophy of Science 13 (4):1-23.
    Recent work on the evolution of social contracts and conventions has often used models of bargaining games, with reinforcement learning. A recent innovation is the requirement that every strategy must be invented either through through learning or reinforcement. However, agents frequently get stuck in highly-reinforced “traps” that prevent them from arriving at outcomes that are efficient or fair to the both players. Agents face a trade-off between exploration and exploitation, i.e. between continuing to invent new strategies and reinforcing strategies (...)
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  14.  4
    The community and the algorithm: a digital interactive poetics.Andrew Klobucar (ed.) - 2021 - Wilmington, Delaware, United States: Vernon Press.
    Digital media presents an array of interesting challenges adapting new modes of collaborative, online communication to traditional writing and literary practices at the practical and theoretical levels. For centuries, popular concepts of the modern author, regardless of genre, have emphasized writing as a solo exercise in human communication, while the act of reading remains associated with solitude and individual privacy. "The Community and the Algorithm: A Digital Interactive Poetics" explores important cultural changes in these relationships thanks to the rapid development (...)
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  15.  68
    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 (...)
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  16.  16
    Agencing an innovative territorial trade scheme between crop and livestock farming: the contributions of the sociology of market agencements to alternative agri-food network analysis.Ronan Le Velly & Marc Moraine - 2020 - Agriculture and Human Values 37 (4):999-1012.
    The aim of this article is to show the relevance of the sociology of market agencements for studying the creation of alternative agri-food networks. The authors start with their finding that most research into alternative agri-food networks takes a strictly informative, cursory look at the conditions under which these networks are gradually created. They then explain how the sociology of market agencements analyzes the construction of innovative markets and how it can be used in agri-food studies. The relevance of this (...)
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  17.  66
    On social utility payoffs in games: a methodological comparison between Behavioural and Rational Game Theory. [REVIEW]Luca Zarri - 2010 - Theory and Decision 69 (4):587-598.
    Are the recent findings of Behavioural Game Theory (BGT) on unselfish behaviours relevant for the progress of game theory? Is the methodology of BGT, centred around the attempt to study theoretically players’ utility functions in the light of the feedback that experimental evidence can produce on the theory, a satisfactory one? Or is the creation of various types of ‘social preferences’ just wasteful tinkering? This article compares BGT with the methodology of Rational Game Theory (RGT). BGT (...)
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  18.  3
    Flow of innovation in deviantArt: following artists on an online social network site.Alkim Akdag Salah & Albert Salah - 2013 - Mind and Society 12 (1):137-149.
    Computer and communication technologies created new modes of creating and sharing arts. In this paper, we apply ‘diffusion of innovation’ theory to investigate how artistic content travels in an online social network site called deviantArt, a site designed for sharing user-generated artworks. We first define what innovation corresponds to in such a context, and then discuss how it can be measured with the help of network, image and text analysis methods. We propose to use user-shared resources as relatively easy (...)
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  19.  44
    Layering privacy on operating systems, social networks, and other platforms by design.Dawn N. Jutla - 2010 - Identity in the Information Society 3 (2):319-341.
    Pervasive, easy-to-use privacy services are keys to enabling users to maintain control of their private data in the online environment. This paper proposes (1) an online privacy lifecycle from the user perspective that drives and categorizes the development of these services, (2) a layered platform design solution for online privacy, (3) the evolution of the PeCAN (Personal Context Agent Networking) architecture to a platform for pervasively providing multiple contexts for user privacy preferences and online informational privacy services, and (4) use (...)
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  20.  56
    The Ethics of Computer Games.Miguel Sicart - 2011 - MIT Press.
    Despite the emergence of computer games as a dominant cultural industry, we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues (...)
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  21.  3
    Designing a ‘concept of operations’ architecture for next-generation multi-organisational service networks.Tomás Seosamh Harrington & Jagjit Singh Srai - 2023 - AI and Society 38 (6):2533-2545.
    Networked service organisations are increasingly adopting a ‘smarter networking’ philosophy in their design of more agile and customer-focused supply models. Changing consumer behaviours and the emergence of transformative technologies—industry 4.0, artificial intelligence, big data analytics, the Internet of Things—are driving a series of innovations, in terms of ‘products’ and business models, with major implications for the industrial enterprise, in their design of more ‘digitalised’ supply chains. For B2B systems, emerging ‘product-service’ offerings are requiring greater visibility, alignment and integration across an (...)
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  22.  34
    The Social Strategy Game.Stacey L. Rucas, Michael Gurven, Hillard Kaplan & Jeffrey Winking - 2010 - Human Nature 21 (1):1-18.
    This paper examines social determinants of resource competition among Tsimane Amerindian women of Bolivia. We introduce a semi-anonymous experiment (the Social Strategy Game) designed to simulate resource competition among women. Information concerning dyadic social relationships and demographic data were collected to identify variables influencing resource competition intensity, as measured by the number of beads one woman took from another. Relationship variables are used to test how the affiliative or competitive aspects of dyads affect the extent of (...)
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  23.  34
    Science, Technology and Innovation as Social Goods for Development: Rethinking Research Capacity Building from Sen’s Capabilities Approach.Maru Mormina - 2019 - Science and Engineering Ethics 25 (3):671-692.
    Science and technology are key to economic and social development, yet the capacity for scientific innovation remains globally unequally distributed. Although a priority for development cooperation, building or developing research capacity is often reduced in practice to promoting knowledge transfers, for example through North–South partnerships. Research capacity building/development tends to focus on developing scientists’ technical competencies through training, without parallel investments to develop and sustain the socioeconomic and political structures that facilitate knowledge creation. This, the paper argues, significantly contributes (...)
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  24. 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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  25.  46
    Innovation in Multistakeholder Settings: The Case of a Wicked Issue in Health Care.Edwin Rühli, Sybille Sachs, Ruth Schmitt & Thomas Schneider - 2017 - Journal of Business Ethics 143 (2):289-305.
    In this article, we offer an approach of how participative stakeholder innovation can be evaluated in complex multistakeholder settings that address wicked issues. Based on the principle of mutual value creation, we present an evaluation framework that accounts for the social interaction process during which stakeholders integrate their resources and capabilities to develop innovative products and services. To assess this evaluation framework, we collected multiple data from the case study of the Swiss Cardiovascular Network, which represents a multistakeholder setting (...)
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  26. Principles of Liberty: A Design-based Research on Liberty as A Priori Constitutive Principle of the Social in the Swiss Nation Story.Tabea Hirzel - 2015 - Dissertation, Scm University, Zug, Switzerland
    One of the still unsolved problems in liberal anarchism is a definition of social constituency in positive terms. Partially, this had been solved by the advancements of liberal discourse ethics. These approaches, built on praxeology as a universal framework for social formation, are detached from the need of any previous or external authority or rule for the discursive partners. However, the relationship between action, personal identity, and liberty within the process of a community becoming solely generated from the (...)
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  27.  9
    Future Design Phenomenon: Effect of Metronome.Natalia A. Lukianova, Лукьянова Наталия Александровна, Oksana A. Skalnaya & Скальная Оксана Анатольевна - 2023 - RUDN Journal of Philosophy 27 (2):443-456.
    The article is dedicated to the phenomenon of designing future in the paradigm of objective reality. Based on the I. Prigozhin’s conclusions on the process of coherence of separate parts into a whole through the establishment of a common development pace of subsystems and the idea of constructivism that a person comprehends social reality through construction, one of the ways of the process of designing the future via its construction by the “extended self” is described. The concept of “the (...)
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  28.  8
    Garbo and cenacoli of Italian design in the 1960s: A second-order approach to innovation.Matteo Tonoli & Roberto Carradore - 2021 - Technoetic Arts 19 (1):79-86.
    After the Second World War, Italy experienced an economic miracle accompanied by the emergence of a material culture highly dense with meaning. This article adopts a second-order approach, which focuses on two concepts that emphasize the component of invention contained within the innovation process.Garboindicates the peculiarly Italian way of solving a constrained optimization problem in the design of everyday objects. Meanwhile, the concept ofcenacolo– whose etymological roots indicate conviviality and good living – made possible the study of the peculiar (...) networks of the Milanese cultural landscape during the 1960s, which enabled important cross-fertilizations between industry, culture and art. To demonstrate the connections between invention andgarboandcenacoli, the examples of Olivetti (key player in then-nascent personal computer technology) and Bialetti (producer of the Moka coffee machine) are used as case studies of innovative solutions to constrained problems. Following an outline of elements promoting the success of each, the article identifies historically determined mechanisms, which enable us to imagine and (potentially) establish the evolutionary conditions for new pathways of invention. (shrink)
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  29.  6
    Influence of Traditional Sporting Games on the Development of Creative Skills in Team Sports. The Case of Football.Alexandre Oboeuf, Sylvain Hanneton, Joséphine Buffet, Corinne Fantoni & Lazhar Labiadh - 2020 - Frontiers in Psychology 11.
    The aim of this present study is to investigate the influence of three learning contexts on the development of motor creativity of young footballers. In team sport, creativity is a fundamental issue because it allows players to adapt in an environment of high social uncertainty. To carry out this work, we suggest a method for assessing motor creativity into ecological situations based on the analysis of praxical communications. Creativity originates from an interaction between divergence and convergence. In our case, (...)
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  30. PAPA knows best: Principles for the ethical sharing of information on social networking sites. [REVIEW]James L. Parrish - 2010 - Ethics and Information Technology 12 (2):187-193.
    The advent of social networking sites has changed the face of the information society Mason wrote of 23 years ago necessitating a reevaluation of the social contracts designed to protect the members of the society. Despite the technological and societal changes that have happened over the years, the information society is still based on the exchange of information. This paper examines various historical events involving social networking sites through the lens of the PAPA framework (Mason 1986 ) (...)
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  31.  37
    Best Practices for the Design and Development of Ethical Learning Video Games.Rudy McDaniel & Stephen M. Fiore - 2012 - International Journal of Cyber Ethics in Education 2 (4):1-23.
    This article builds upon earlier research in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of gameplay. To update and expand this (...)
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  32.  20
    Online and Face-to-Face Social Networks and Dispositional Affectivity. How to Promote Entrepreneurial Intention in Higher Education Environments to Achieve Disruptive Innovations?Héctor Pérez-Fernández, Natalia Martín-Cruz, Juan B. Delgado-García & Ana I. Rodríguez-Escudero - 2020 - Frontiers in Psychology 11.
    Although entrepreneurial intention has been widely studied using cognitive models, we still lack entrepreneurial vocation and, therefore, lack disruptive innovations. Entrepreneurship scholars have some understanding of the reasons underlying this weakness, although there is much room for improvement in our learning concerning how to promote entrepreneurship among university students, especially in the transformed context of digital technologies. This paper focuses on the early stages of start-up, and in particular seeks to evaluate what role social and psychological factors play in (...)
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  33.  5
    The Intrinsic Logic of Design.Gerhard M. Buurman & Marc Rölli (eds.) - 2016 - Niggli.
    "In recent years, design has grown in importance for economic and technical development projects. This increase is in turn associated with very topical social issues. Yet, how can this dimension of design, i.e. "social design", be researched and made visible? This was the question that was tackled by the authors of this book to shed light on the specific rationalities of the processes and methods of design. Based on eight selected projects of applied design at the Zurich University (...)
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  34.  13
    Interactive Design Psychology and Artificial Intelligence-Based Innovative Exploration of Anglo-American Traumatic Narrative Literature.Xia Hou, Noritah Omar & Jue Wang - 2022 - Frontiers in Psychology 12.
    The advent of the intelligence age has injected new elements into the development of literature. The synergic modification of Anglo-American traumatic narrative literature by artificial intelligence technology and interactive design psychology will produce new possibilities in literary creation. First, by studying natural language processing technology, this study proposes a modification language model based on the double-layered recurrent neural network algorithm and constructs an intelligent language modification system based on the improved LM model. The results show that the performance of the (...)
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  35.  36
    Fair Trade in France: From Individual Innovators to Contemporary Networks.Nil Özçağlar-Toulouse, Amina Béji-Bécheur & Patrick E. Murphy - 2009 - Journal of Business Ethics 90 (S4):589-606.
    Fair trade aims at humanising the capitalist economy by serving the community, instead of simply striving for financial profit. The current fair trade sector is an excellent example of an innovation where networks based on ethical principles can help to effectively serve this market. Our analysis is based on 48 interviews amongst fair trade innovators in France and illustrates the advent of a new type of entrepreneur, one that is grounded in the social and solidarity economy (SSE). Based on (...)
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  36. Editorial: Social, Technological and Health Innovation: Opportunities and Limitations for Social Policy, Health Policy, and Environmental Policy.Andrzej Klimczuk, Magdalena Klimczuk-Kochańska & Jorge Felix - 2022 - Frontiers in Political Science 4:1–4.
    Innovation is progressively needed in responding to global challenges. Moreover, the increasing complexity of challenges implies demand for the usage of multisectoral and policy mix approaches. Wicked problems can be tackled by "integrated innovation" that combines the coordinated implementation of social, technological, and health innovation co-created by entities of the public sector, the private sector, the non-governmental sector, and the informal sector. This Research Topic focuses on filling the knowledge gaps about the selected types of innovation. First, regarding (...) innovation that can be understood as new strategies, concepts, products, services, and organizational forms that allow the satisfaction of human needs. Second, a technological innovation that refers to new or remarkably improved products, goods, or services in terms of their technical specifications, components, materials, software, design, or other functional features. Third, health innovation that focuses on novel or enhanced health policies, systems, products, technologies, services, and care delivery schemes to improve people’s health. Finally, this Research Topic highlights attempts to develop integrated innovation that can add value to social policy, health policy, and environmental policy by improving efficiency, effectiveness, quality, sustainability, safety, and affordability. (shrink)
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  37.  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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  38.  27
    Using Network Science to Analyse Football Passing Networks: Dynamics, Space, Time, and the Multilayer Nature of the Game.Javier M. Buldú, Javier Busquets, Johann H. Martínez, José L. Herrera-Diestra, Ignacio Echegoyen, Javier Galeano & Jordi Luque - 2018 - Frontiers in Psychology 9.
    During the last decade, Network Science has become one of the most active fields in applied physics and mathematics, since it allows the analysis of a diversity of social, biological and technological systems [24]. From the diversity of applications of Network Science, in this Opinion paper we are concerned about its potential to analyse one of the most extended group sports, Football (soccer in U.S. terminology) [29], since it allows addressing different aspects of the team organization and performance not (...)
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  39. Contexts of social capital : social networks in communities, markets, and organizations.Ray-May Hsung, Nan Lin & Ronald Breiger - 2011 - In Ann Brooks (ed.), Social theory in contemporary Asia. New York, NY: Routledge.
    The concept of social capital refers to the ways in which people make use of their social networks in "getting ahead." Social capital isn't just about the connections in networks, but fundamentally concerns the distribution of resources on the basis of exchanges. This volume focuses on how social capital interacts with social institutions, based on the premise that markets, communities, and families are the major contexts within which people meet and build up social networks (...)
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  40.  16
    The Neural String Network.Paul Sermon - 2013 - Technoetic Arts 11 (1):71-83.
    An interactive collaborative drawing ‘machine’ designed on the concept of a neural network, allowing participants to experience a shared creative process, using the principles of open-source and social networked communication through an analogue string system. The underlying concept of the String Neural Network is to introduce participants to the idea of collaborative-shared drawing practice, as a dispersed collective that alludes to Roland Barthes The Death of the Author (1967) whereby each participant plays an equal role as both viewer and (...)
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  41.  40
    Research 2.0: Social Networking and Direct-To-Consumer (DTC) Genomics.Sandra Soo-Jin Lee & LaVera Crawley - 2009 - American Journal of Bioethics 9 (6-7):35-44.
    The convergence of increasingly efficient high throughput sequencing technology and ubiquitous Internet use by the public has fueled the proliferation of companies that provide personal genetic information (PGI) direct-to-consumers. Companies such as 23andme (Mountain View, CA) and Navigenics (Foster City, CA) are emblematic of a growing market for PGI that some argue represents a paradigm shift in how the public values this information and incorporates it into how they behave and plan for their futures. This new class of social (...)
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  42.  80
    Regulation by Design: Features, Practices, Limitations, and Governance Implications.Kostina Prifti, Jessica Morley, Claudio Novelli & Luciano Floridi - 2024 - Minds and Machines 34 (2):1-23.
    Regulation by design (RBD) is a growing research field that explores, develops, and criticises the regulative function of design. In this article, we provide a qualitative thematic synthesis of the existing literature. The aim is to explore and analyse RBD’s core features, practices, limitations, and related governance implications. To fulfil this aim, we examine the extant literature on RBD in the context of digital technologies. We start by identifying and structuring the core features of RBD, namely the goals, regulators, regulatees, (...)
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  43.  55
    Gaming and the limits of digital embodiment.Robert Farrow & Ioanna Iacovides - 2014 - Philosophy and Technology 27 (2):221-233.
    This paper discusses the nature and limits of player embodiment within digital games. We identify a convergence between everyday bodily actions and activity within digital environments, and a trend towards incorporating natural forms of movement into gaming worlds through mimetic control devices. We examine recent literature in the area of immersion and presence in digital gaming; Calleja’s (2011) recent Player Involvement Model of gaming is discussed and found to rely on a probematic notion of embodiment (...)
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  44.  16
    Lying in online social networks: a bug or a feature.Mahed Maddah & Pouyan Esmaeilzadeh - 2023 - Journal of Information, Communication and Ethics in Society 21 (4):438-451.
    Purpose Online social networks can bridge the gap between distant individuals by simulating online experiences that closely resemble physical interactions. While people have positive experiences, such as joy, in a physical relationship and would like to enjoy those experiences online, they also have negative experiences, such as being subject to a lie. An online social network may allow users to lie to simulate a real-world social group better. However, lying must be prevented on social networks as (...)
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  45.  74
    Making games for social change.Mary Flanagan - 2006 - AI and Society 20 (4):493-505.
    This paper provides an overview of creating games for change from within an academic context, focusing specifically on the development of educational computer games for middle school girls. The essay addresses larger issues such as the cultural importance of computer games, the difficulty in categorizing a diverse user group such as “girls,” and the ways in which one could design game goals to promote diverse play and learning styles. Through such alternate design strategies, both media makers and students can (...)
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  46.  46
    Gaming the gamer? – The ethics of exploiting psychological research in video games.Johnny Hartz Søraker - 2016 - Journal of Information, Communication and Ethics in Society 14 (2):106-123.
    The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design.,The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral (...)
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  47.  19
    Creating socially networked knowledge through interdisciplinary collaboration.Eric Chuk, Rama Hoetzlein, David Kim & Julia Panko - 2012 - Arts and Humanities in Higher Education 11 (1-2):93-108.
    We report on the experience of creating a socially networked system, the Research-oriented Social Environment , for representing knowledge in the form of relationships between people, documents, and groups. Developed as an intercampus, interdisciplinary project of the University of California, this work reflects on a collaboration between scholars in the humanities, software engineering, and information studies by providing an opportunity not only to synthesize different disciplinary perspectives, but also to interrogate and challenge the assumptions each brings to team-based design (...)
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  48. Social networks and medical knowledge. A study through co-athouries in “Archivo Médico de Camaguey”.Rosa Luisa Aguirre del Busto & José Hidalgo Reboredo - 2007 - Humanidades Médicas 7 (3).
    Las redes sociales asociadas al conocimiento resultan de interés tanto a los estudios en Ciencia Tecnología y Sociedad, como al desenvolvimiento del pensamiento de la complejidad que se desarrolla en el país. Su análisis explica la naturaleza social de la producción científica y la existencia del capital social, cuyas características se vinculan con la satisfacción y resolución de las necesidades sociales dentro de la población cubana. Se muestra una red, conformada en torno a la Publicación Archivo Médico de (...)
     
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  49.  77
    On crimes and punishments in virtual worlds: bots, the failure of punishment and players as moral entrepreneurs.Stefano De Paoli & Aphra Kerr - 2012 - Ethics and Information Technology 14 (2):73-87.
    This paper focuses on the role of punishment as a critical social mechanism for cheating prevention in MMORPGs. The role of punishment is empirically investigated in a case study of the MMORPG Tibia and by focusing on the use of bots to cheat. We describe the failure of punishment in Tibia, which is perceived by players as one of the elements facilitating the proliferation of bots. In this process some players act as a moral enterprising group contributing to the (...)
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  50.  10
    The More We Know: Nbc News, Educational Innovation, and Learning From Failure.Eric Klopfer, Jason Haas & Henry Jenkins - 2012 - MIT Press.
    In 2006, young people were flocking to MySpace, discovering the joys of watching videos of cute animals on YouTube, and playing online games. Not many of them were watching network news on television; they got most of their information online. So when NBC and MIT launched iCue, an interactive learning venture that combined social networking, online video, and gaming in one multimedia educational site, it was perfectly in tune with the times. iCue was a surefire way for NBC (...)
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