Results for 'Computer Games Education'

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  1.  11
    Digital Learning Games for Mathematics and Computer Science Education: The Need for Preregistered RCTs, Standardized Methodology, and Advanced Technology.Lara Bertram - 2020 - Frontiers in Psychology 11.
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    Nurture by Tetris: On the Ideological Foundations of the Soviet Computer Game.A. D. Muzhdaba & A. O. Tsarev - 2020 - Sociology of Power 32 (3):114-141.
    The authors attempt to speculatively reconstruct the concept of the “So­viet computer game”. They propose to consider gaming practices associ­ated with computers as a derivative of the accepted ideological guidelines that accompany the Soviet project of machine modernization. Within this framework, the concept of the Soviet computer game appears as an unre­alized historical alternative to the normative game design that has devel­oped in countries with market economies. Despite the industry — or the electronic entertainment market — not having (...)
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  3.  16
    Human–computer interaction tools with gameful design for critical thinking the media ecosystem: a classification framework.Elena Musi, Lorenzo Federico & Gianni Riotta - forthcoming - AI and Society:1-13.
    In response to the ever-increasing spread of online disinformation and misinformation, several human–computer interaction tools to enhance data literacy have been developed. Among them, many employ elements of gamification to increase user engagement and reach out to a broader audience. However, there are no systematic criteria to analyze their relevance and impact for building fake news resilience, partly due to the lack of a common understanding of data literacy. In this paper we put forward an operationalizable definition of data (...)
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  4.  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 (...)
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  5. Game Technologies to Assist Learning of Communication Skills in Dialogic Settings for Persons with Aphasia.Ylva Backman, Viktor Gardelli & Peter Parnes - 2021 - International Journal of Emerging Technologies in Learning 16 (3):190-205.
    Persons with aphasia suffer from a loss of communication ability as a consequence of a brain injury. A small strand of research indicates effec- tiveness of dialogic interventions for communication development for persons with aphasia, but a vast amount of research studies shows its effectiveness for other target groups. In this paper, we describe the main parts of the hitherto technological development of an application named Dialogica that is (i) aimed at facilitating increased communicative participation in dialogic settings for persons (...)
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  6.  11
    We the gamers: how games teach ethics and civics.Karen Schrier - 2021 - New York: Oxford University Press.
    The world is in crisis. We, the people of the world, are all connected. We rely on each other to make ethical decisions and to solve thorny civic problems, together. Ethics and civics have always mattered, but perhaps now more than ever, we are starting to realize how much they matter. Teaching ethics and civics is essential to our future. This book argues that games can encourage the practice of ethics and civics. They help us to connect, deliberate, and (...)
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  7.  42
    Gaming, Texting, Learning? Teaching Engineering Ethics Through Students' Lived Experiences With Technology.Georgina Voss - 2013 - Science and Engineering Ethics 19 (3):1375-1393.
    This paper examines how young peoples’ lived experiences with personal technologies can be used to teach engineering ethics in a way which facilitates greater engagement with the subject. Engineering ethics can be challenging to teach: as a form of practical ethics, it is framed around future workplace experience in a professional setting which students are assumed to have no prior experience of. Yet the current generations of engineering students, who have been described as ‘digital natives’, do however have immersive personal (...)
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  8.  22
    The Well-Played Game: A Player's Philosophy.Bernie DeKoven - 2013 - MIT Press.
    The return of a classic book about games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and (...)
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  9.  72
    Effects of a Pair Programming Educational Robot-Based Approach on Students’ Interdisciplinary Learning of Computational Thinking and Language Learning.Ting-Chia Hsu, Ching Chang, Long-Kai Wu & Chee-Kit Looi - 2022 - Frontiers in Psychology 13.
    Using educational robots to integrate computational thinking with cross-disciplinary content has gone beyond Science, Technology, Engineering, and Mathematics, to include foreign-language learning and further cross-context target-language acquisition. Such integration must not solely emphasise CT problem-solving skills. Rather, it must provide students with interactive learning to support their target-language interaction while reducing potential TL anxiety. This study aimed to validate the effects of the proposed method of pair programming along with question-and-response interaction in a board-game activity on young learners’ CT skills (...)
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  10.  19
    Role-Playing Computer Ethics: Designing and Evaluating the Privacy by Design (PbD) Simulation.Katie Shilton, Donal Heidenblad, Adam Porter, Susan Winter & Mary Kendig - 2020 - Science and Engineering Ethics 26 (6):2911-2926.
    There is growing consensus that teaching computer ethics is important, but there is little consensus on how to do so. One unmet challenge is increasing the capacity of computing students to make decisions about the ethical challenges embedded in their technical work. This paper reports on the design, testing, and evaluation of an educational simulation to meet this challenge. The privacy by design simulation enables more relevant and effective computer ethics education by letting students experience and make (...)
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  11.  7
    The use of interactive storytelling, cartoon animation and educational gaming to communicate the biblical message to preschool children.Dirk G. van der Merwe - 2020 - HTS Theological Studies 76 (2):10.
    This article focuses on how biblical content and spiritualities can be communicated, probably more effectively, to (late) preschool children by using information technology, which has already been implemented successfully for years in secular and religious environments. Because children enjoy listening to stories, watching cartoons and playing every day, the approach in this research will be to propose a particular construct to communicate biblical content to preschool children. This construct comprises interactive storytelling, cartoon animation and educational gaming, which constitute a trilogy (...)
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  12.  53
    Meeting Galileo: Testing the Effectiveness of an Immersive Video Game to Teach History and Philosophy of Science to Undergraduates.Logan L. Watts & Peter Barker - 2018 - Transversal: International Journal for the Historiography of Science 5:133-145.
    Can video games teach students about the history and philosophy of science? This paper reports the results of a study investigating the effects of playing an educational video game on students’ knowledge of Galileo’s life and times, the nature of scientific evidence, and Aristotle’s and Galileo’s views of the cosmos. In the game, students were immersed in a computer simulation of 16th century Venice where they interacted with an avatar of Galileo and other characters. Over a period of (...)
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  13.  3
    The Computer in College: For Learning or Leisure?Peter Stine - 1998 - Bulletin of Science, Technology and Society 18 (6):426-431.
    A survey on computer use was conducted on 152 college students majoring in elementary education. The students used computers an average of 11.8 hours per week. The uses included academic uses such as writing papers and conducting research over the Internet, as well as leisure uses such as chatting, playing games, and cruising the Web. A strong correlation is seen between the number of hours a student spends on the computer for academics and the number of (...)
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  14. Attractions to violence and the limits of education.Paul Duncum - 2006 - Journal of Aesthetic Education 40 (4):21-38.
    In lieu of an abstract, here is a brief excerpt of the content:The Journal of Aesthetic Education 40.4 (2006) 21-38 MuseSearchJournalsThis JournalContents[Access article in PDF]Attractions to Violence and the Limits of EducationPaul DuncumThe effects of violent media fare upon young people are of great concern for educators and parents alike. Recently, some visual art educators have attempted to deal with the issue under the rubric of visual culture. 1 Adopting a critical position toward media violence, they have developed programs (...)
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  15.  28
    Is the learner a computer peripheral?Julian Hilton - 1987 - AI and Society 1 (2):127-136.
    Interactive Video (IV) is now firmly established as a training tool in commerce and industry; the electronic maintenance manual is gaining ground; IV is making inroads into marketing strategies, as a point of sales device; any respectable amusement arcade will have at least one interactive video game; and of course the allied technologies of compact sound disc and CD ROM are both beginning to revolutionise their respective fields of information storage and dissemination.This paper concentrates on the specific problem of Interactive (...)
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  16. Zastosowanie koncepcji kapitału społecznego w badaniach ludologicznych. Przykład branży gier komputerowych.Andrzej Klimczuk - 2010 - Homo Ludens 2:51--59.
    More and more people around the world are using computer (video) games. The development of the gaming industry means increasing of its complexity in all aspects. Not only is the content represented in games continuously differentiating, but we also see the increasing diversity among their creators, users, researchers and the public. This article aims to draw attention to the possibility of using the concept of social capital in ludologists’ research as well as in improving the quality of (...)
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  17.  28
    Media literacy education in art: Motion expression and the new vision of art education.Kenta Motomura - 2003 - Journal of Aesthetic Education 37 (4):58-64.
    In lieu of an abstract, here is a brief excerpt of the content:The Journal of Aesthetic Education 37.4 (2003) 58-64 [Access article in PDF] Media Literacy Education in Art:Motion Expression and the New Vision of Art EducationThe Bauhaus, which established the foundation of modern design, has greatly influenced Japanese design and art education. It is a historical fact that the movement views "synthetic art" as an integration of the various fields and the integration of the art and (...)
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  18.  24
    Media Literacy Education in Art: Motion Expression and the New Vision of Art Education.Kenta Motomura - 2003 - Journal of Aesthetic Education 37 (4):58.
    In lieu of an abstract, here is a brief excerpt of the content:The Journal of Aesthetic Education 37.4 (2003) 58-64 [Access article in PDF] Media Literacy Education in Art:Motion Expression and the New Vision of Art EducationThe Bauhaus, which established the foundation of modern design, has greatly influenced Japanese design and art education. It is a historical fact that the movement views "synthetic art" as an integration of the various fields and the integration of the art and (...)
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  19. The role of mental rotation in TetrisTM gameplay: an ACT-R computational cognitive model.Antonio Lieto - 2022 - Cognitive Systems Research 40 (1):1-38.
    The mental rotation ability is an essential spatial reasoning skill in human cognition and has proven to be an essential predictor of mathematical and STEM skills, critical and computational thinking. Despite its importance, little is known about when and how mental rotation processes are activated in games explicitly targeting spatial reasoning tasks. In particular, the relationship between spatial abilities and TetrisTM has been analysed several times in the literature. However, these analyses have shown contrasting results between the effectiveness of (...)
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  20. Gry komputerowe i branża gier a sztuka komiksowa.Andrzej Klimczuk - 2011 - In Grażyna Gajewska & Rafał Wójcik (eds.), Contextual Mix. Through Graphic Stories to Analyses of Contemporary Culture. Poznańskie Towarzystwo Przyjaciół Nauk. pp. 385--396.
    Growth in popularity of computer games is a noticeable change in recent years. Electronic entertainment increasingly engages the wider society and reaches to new audiences by offering them satisfy of wide variety of needs and aspirations. As a mass media games not only provide entertainment, but they are also an important source of income, knowledge and social problems. Article aims to bring closer look on the common areas of games and comics. On the one hand designers (...)
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  21.  6
    Do Personality Traits Matter? Exploring Anti-drug Behavioral Patterns in a Computer-Assisted Situated Learning Environment.Tien-Chi Huang & Yu-Jie Chen - 2022 - Frontiers in Psychology 13.
    Drug abuse has been and continues to be, a common social issue worldwide, yet the efficiency of widely adopted sweeping speech for anti-drug campaigns has proven inefficient. To provide students with a safe and efficient learning situation related to drug refusal skills, we used a novel approach rooted in a serious learning game and concept map during a brief extracurricular period to help students understand drugs and their negative effects. The proposed game-based situational learning system allowed all students to participate (...)
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  22.  20
    A Theory of Business Ethics Simulation Games.Wayne F. Buck - 2014 - Journal of Business Ethics Education 11:217-238.
    This article discusses the use of computer-based simulation games to teach business ethics. The current theory of business ethics simulation games (BESGs) is built on two axioms. The first is that BESGs are best used to teach students ethical principles, and the second is that this is best accomplished by presenting students with ethical dilemmas. This article disputes both of these axioms and proposes new theory. The purpose of BESGs, on the new theory, is to induce in (...)
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  23.  3
    The Teachers Got Me Into This.Cam Cobb - 2013-08-26 - In Kevin S. Decker (ed.), Ender's Game and Philosophy. Wiley. pp. 7–20.
    This chapter considers what Ender's experiences tell us about the differences between liberal education, vocational training, critical inquiry, and that elusive matter of freedom in, and as a result of education. Specifically, the chapter addresses the following questions: Does everyone need a liberal education? Are schools training grounds for the workplace? And finally, is critical inquiry essential to being an educated person? Ender does get a kind of liberal education with three core aspects. First, in terms (...)
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  24.  25
    Using a Virtual Learning Environment as a Key to the Development of Innovative Medical Education.Wiesław Półjanowicz, Magdalena Roszak, Wojciech Kowalewski & Barbara Kołodziejczak - 2014 - Studies in Logic, Grammar and Rhetoric 39 (1):123-142.
    This article shows the organization of distance learning, particularly the idea of b-learning, combining the accomplishment of classes carried on in the traditional way and via computers. The authors present learning activities related to complementary education herein. Some of these course types may be successfully adapted to an e-learning background. The models and structure of the university virtual environment for distance learning are described. These illustrate a new approach to creating a virtual space for medical and technical studies where (...)
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  25.  46
    Why computer games can be essential for human flourishing.Barbro Fröding & Martin Peterson - 2013 - Journal of Information, Communication and Ethics in Society 11 (2):81-91.
    – The purpose of this paper is to argue that playing computer games for lengthy periods of time, even in a manner that will force the player to forgo certain other activities normally seen as more important, can be an integral part of human flourishing., – The authors' claim is based on a modern reading of Aristotle's Nichomacean Ethics. It should be emphasized that the authors do not argue that computer gaming and other similar online activities are (...)
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  26.  7
    For the Love of It: Amateuring and Its Rivals (review).Anne Sinclair - 2002 - Philosophy of Music Education Review 10 (2):140-143.
    In lieu of an abstract, here is a brief excerpt of the content:Book Review Wayne C. Booth. For the Love ofIt: Amateuring and Its Rivals (Chicago: University of Chicago Press, 1999). For the Love ofIt is a delightful exposition on life-long music making written with love by amateur cellist Wayne Booth (professor emeritus ofEnglish, University ofChicago). Employing a combination of journal entries, memories, and romantic prose on the topic oftaking up the cello at age thirty-one, he writes insightfully on the (...)
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  27. Violent computer games, empathy, and cosmopolitanism.Mark Coeckelbergh - 2007 - Ethics and Information Technology 9 (3):219-231.
    Many philosophical and public discussions of the ethical aspects of violent computer games typically centre on the relation between playing violent videogames and its supposed direct consequences on violent behaviour. But such an approach rests on a controversial empirical claim, is often one-sided in the range of moral theories used, and remains on a general level with its focus on content alone. In response to these problems, I pick up Matt McCormick’s thesis that potential harm from playing (...) games is best construed as harm to one’s character, and propose to redirect our attention to the question how violent computer games influence the moral character of players. Inspired by the work of Martha Nussbaum, I sketch a positive account of how computer games can stimulate an empathetic and cosmopolitan moral development. Moreover, rather than making a general argument applicable to a wide spectrum of media, my concern is with specific features of violent computer games that make them especially morally problematic in terms of empathy and cosmopolitanism, features that have to do with the connections between content and medium, and between virtuality and reality. I also discuss some remaining problems. In this way I hope contribute to a less polarised discussion about computer games that does justice to the complexity of their moral dimension, and to offer an account that is helpful to designers, parents, and other stakeholders. (shrink)
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  28.  19
    Meaning in life in adolescents with developmental trauma: A qualitative study.Kjersti Olstad, Torgeir Sørensen, Lars Lien & Lars J. Danbolt - 2024 - Archive for the Psychology of Religion 46 (1):16-34.
    Aim:The purpose of this study was to explore how adolescent patients displaying developmental trauma experience and describe meaning in life. Schnell’s model of meaning in life is applied to explore meaningfulness, crises of meaning and sources of meaning. Method: The study has a qualitative design based on individual interviews with eight adolescents aged 14–18 years in treatment in an outpatient clinic for mental health care for children and adolescents. The interviews were transcribed and analyzed using systematic text condensation. Results: The (...)
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  29.  37
    Toward a Theory of Intrinsically Motivating Instruction.Thomas W. Malone - 1981 - Cognitive Science 5 (4):333-369.
    First, a number of previous theories of intrinsic motivation are reviewed. Then, several studies of highly motivating computer games are described. These studies focus on what makes the games fun, not on what makes them educational. Finally, with this background, a rudimentary theory of intrinsically motivating instruction is developed, based on three categories: challenge, fantasy, and curiosity.Challenge is hypothesized to depend on goals with uncertain outcomes. Several ways of making outcomes uncertain are discussed, including variable difficulty level, (...)
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  30. The Ethics of Computer Games.Miguel Sicart - 2009 - MIT Press.
    Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design.
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  31.  17
    "Virtual reality" as a tool for global manipulation of socio-cultural identity.Pavel Gennadievich Bylevskiy - forthcoming - Philosophy and Culture (Russian Journal).
    The subject of the article is the philosophical and cultural methodology of digital "virtual reality", comparing the declarations of developers with the practical possibilities and social consequences of using such technologies. The developers presented projects of online digital content services for all five senses using special equipment (glasses, headphones, interactive gloves, joysticks, costumes, printers of smells and tastes, etc.). It was assumed that virtual reality would surpass the reliability of previous multimedia content and interactive computer games, and the (...)
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  32.  7
    The meaning of the body schema in reaching maturity during late adolescence.Beata Mirucka - 2016 - Polish Psychological Bulletin 47 (1):149-158.
    The objective of the research presented in this paper was to investigate whether an association existed between the activation of the body schema and reaching adulthood among people in late adolescence. Three activities that are known to enjoy popularity among young people were analysed, namely: dancing, playing computer games that require motor involvement, and playing computer games of an educational and entertaining character. It was assumed that the chosen forms of activity correspond to three levels of (...)
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  33.  89
    Children, Intuitive Knowledge and Philosophy.Maria daVenza Tillmanns - 2017 - Philosophy Now 119:20-23.
    This paper explores the notion that children have a knowledge of the world of their own – an intuitive knowledge. Being fully immersed in the world as adults are, they too have a knowledge of the world. In contrast to adults, who have developed a cognitive knowledge of the world, children still depend on their intuitive knowledge. Children certainly have a strong grasp of the world they live in; it’s just not dependent on cognitive knowledge. In my paper I compare (...)
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  34.  23
    Exploring the influence of task assignment and output modalities on computerized training for autism.Ouriel Grynszpan, Jean-Claude Martin & Jacqueline Nadel - 2007 - Interaction Studies 8 (2):241-266.
    Our exploratory research aims at suggesting design principles for educational software dedicated to people with high functioning autism. In order to explore the efficiency of educational games, we developed an experimental protocol to study the influence of the specific constraints of the learning areas as well as Human Computer Interface modalities. We designed computer games that were tested with 10 teenagers diagnosed with high functioning autism, during 13 sessions, at the rate of one session per week. (...)
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  35.  13
    Exploring the influence of task assignment and output modalities on computerized training for autism.Ouriel Grynszpan, Jean-Claude Martin & Jacqueline Nadel - 2007 - Interaction Studies. Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies / Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies 8 (2):241-266.
    Our exploratory research aims at suggesting design principles for educational software dedicated to people with high functioning autism. In order to explore the efficiency of educational games, we developed an experimental protocol to study the influence of the specific constraints of the learning areas as well as Human Computer Interface modalities. We designed computer games that were tested with 10 teenagers diagnosed with high functioning autism, during 13 sessions, at the rate of one session per week. (...)
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  36.  57
    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 (...)
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  37.  64
    The immorality of computer games: Defending the endorsement view against Young’s objections.Sebastian Ostritsch & Samuel Ulbricht - 2020 - Ethics and Information Technology (3):1-7.
    Garry Young has made three objections against Sebastian Ostritsch’s endorsement view on the immorality of computer games. In this paper, we want to defend the endorsement view against all three of them.
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  38.  55
    Craft, Creativity, Computer Games: the Fusion of Play and Material Consciousness.Bjarke Liboriussen - 2013 - Philosophy and Technology 26 (3):273-282.
    In a historical perspective, what is novel about computer games is that they are not pure games but cultural objects which allow the playful desires identified by Caillois to be fused with craftsmanship, the desire to do a job well for its own sake (Sennett). Play is often defined in opposition to work, for example by Huizinga and Caillois, but craftsmanship has two qualities which can be found in both. Firstly, craftsmanship entails creative attention to the material (...)
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  39.  20
    Ambient Lights Influence Perception and Decision-Making.Sichao Song & Seiji Yamada - 2019 - Frontiers in Psychology 9.
    Today's computers are becoming ever more versatile. They are used in various applications, such as for education, entertainment, and information services. In other words, computers are often required to not only inform users of information but also communicate with them socially. Previous studies explored the design of ambient light displays and suggested that such systems can convey information to people in the periphery of their attention without distracting them from their primary work. However, they mainly focused on using ambient (...)
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  40.  6
    Book review: Wayne C. Booth. For the love of it: Amateuring and its rivals. (Chicago: University of chicago press, 1999). [REVIEW]Anne Sinclair - 2002 - Philosophy of Music Education Review 10 (2):140-143.
    In lieu of an abstract, here is a brief excerpt of the content:Book Review Wayne C. Booth. For the Love ofIt: Amateuring and Its Rivals (Chicago: University of Chicago Press, 1999). For the Love ofIt is a delightful exposition on life-long music making written with love by amateur cellist Wayne Booth (professor emeritus ofEnglish, University ofChicago). Employing a combination of journal entries, memories, and romantic prose on the topic oftaking up the cello at age thirty-one, he writes insightfully on the (...)
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  41.  20
    Computer game associating self-concept to images of acceptance can reduce adolescents' aggressiveness in response to social rejection.Mark W. Baldwin, Jodene R. Baccus & Marina Milyavskaya - 2010 - Cognition and Emotion 24 (5):855-862.
  42.  58
    Game ethics-Homo Ludens as a computer game designer and consumer.Gordana Dodig-Crnkovic & Thomas Larsson - 2005 - International Review of Information Ethics 4 (12):19-23.
    Play and games are among the basic means of expression in intelligent communication, influenced by the relevant cultural environment. Games have found a natural expression in the contemporary computer era in which communications are increasingly mediated by computing technology. The widespread use of e-games results in conceptual and policy vacuums that must be examined and understood. Humans involved in design-ing, administering, selling, playing etc. computer games encounter new situations in which good and bad, right (...)
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  43. Computer Games, Philosophy and the Online Self.Soraj Hongladarom - 2016 - In The Online Self: Externalism, Friendship and Games. Cham: Springer Verlag.
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  44.  28
    Computer games for the elderly.G. Robert Whitcomb - 1990 - Acm Sigcas Computers and Society 20 (3):112-115.
    Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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  45. Integrating Ethics into Computer Science Education: Multi-, Inter-, and Transdisciplinary Approaches.Trystan S. Goetze - 2023 - Proceedings of the 54Th Acm Technical Symposium on Computer Science Education V. 1 (Sigcse 2023).
    While calls to integrate ethics into computer science education go back decades, recent high-profile ethical failures related to computing technology by large technology companies, governments, and academic institutions have accelerated the adoption of computer ethics education at all levels of instruction. Discussions of how to integrate ethics into existing computer science programmes often focus on the structure of the intervention—embedded modules or dedicated courses, humanists or computer scientists as ethics instructors—or on the specific content (...)
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  46.  47
    Game cultures: computer games as new media.Jon Dovey - 2006 - New York, NY: Open University Press. Edited by Helen W. Kennedy.
    This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines (...)
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  47.  29
    Physical Entropy in Computer Games.Andreas Schiffler - 2010 - Technoetic Arts 8 (1):39-45.
    Digital computers are by design completely deterministic, yet they are often consumers of randomness in cryptography, simulations, science experiments and computer games. To generate randomness in software, programmers implement special mathematical algorithms, which produce a series of numbers that appear nondeterministic, so called pseudo random number generators (PRNGs). Computer games make heavy use of such PRNGs to make game simulations and behaviors of game elements appear more natural. An important design element of many video games (...)
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  48.  6
    Set Phasers to Teach!: Star Trek in Research and Teaching.Stefan Rabitsch, Martin Gabriel, Wilfried Elmenreich & John N. A. Brown (eds.) - 2018 - Cham: Springer Verlag.
    For 50 years, Star Trek has been an inspiration to its fans around the world, helping them to dream of a better future. This inspiration has entered our culture and helped to shape much of the technology of the early 21st Century. The contributors to this volume are researchers and teachers in a wide variety of disciplines; from Astrophysics to Ethnology, from English and History to Medicine and Video Games, and from American Studies to the study of Collective Computing (...)
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  49.  76
    Introduction to the Special Issue on the Philosophy of Computer Games.Patrick John Coppock, Graeme Kirkpatrick, Olli Tapio Leino & Anita Leirfall - 2014 - Philosophy and Technology 27 (2):151-157.
    The seven articles that constitute this special issue illustrate scholarly interactions between philosophy and game studies. The wide range of game types/genres and the multiple philosophical issues concerning them are rich and productive. They indicate well the significant contribution that philosophical approaches can make to further development of scholarly understandings of computer games and gaming. Each article breaks new conceptual ground in ways likely to resonate within the new discipline of computer game studies but also, beyond this, (...)
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    Game, player, ethics: A virtue ethics approach to computer games.Miguel Sicart - 2005 - International Review of Information Ethics 4 (12):13-18.
    As the contemporary heirs of popular music or cinema, computer games are gradually taking over the mar-kets of entertainment. Much like cinema and music, computer games are taking the spotlight in another front – that which blames them for encouraging unethical behaviors. Apparently, computer games turn their users into blood thirsty zombies with a computer game learnt ability of aiming with deadly precision. The goal of this paper is to pay attention to the (...)
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