Results for 'Gamers'

136 found
Order:
  1.  6
    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 (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  2.  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.
  3.  16
    Deception research today.Matthias Gamer & Wolfgang Ambach - 2014 - Frontiers in Psychology 5.
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  4.  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.
  5.  34
    Free‐market capitalism and democracy as ideological filters in world press reporting.Robert E. Gamer - 1996 - The European Legacy 1 (4):1652-1657.
  6.  2
    Wittgenstein at 100.N. Gamer - 1989 - Télos 1989 (80):201-204.
    Direct download  
     
    Export citation  
     
    Bookmark  
  7.  25
    Visuo-tactile congruency influences the body schema during full body ownership illusion.Marius Rubo & Matthias Gamer - 2019 - Consciousness and Cognition 73:102758.
  8.  3
    Artificial Faces Predict Gaze Allocation in Complex Dynamic Scenes.Lara Rösler, Marius Rubo & Matthias Gamer - 2019 - Frontiers in Psychology 10.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  9.  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.
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  10.  15
    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.
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark  
  11.  28
    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.
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   14 citations  
  12.  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.
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   9 citations  
  13.  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.
    Direct download (7 more)  
     
    Export citation  
     
    Bookmark  
  14.  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.
  15.  34
    The gamer’s dilemma: an expressivist response.Garry Young - 2024 - Ethics and Information Technology 26 (2):1-12.
    In this paper, I support a hybrid form of expressivism called constructive ecumenical expressivism (CEE) which I have previously used (to attempt) to resolve the gamer’s dilemma. (Young, 2016. Resolving the gamer’s dilemma. London: Palgrave Macmillan.) In support of CEE, I argue that the various other attempts at either resolving, dissolving or resisting the dilemma are consistent with CEE’s moral framework. That is, with its way of explaining what a claim to morality is, with how moral norms are established, with (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  16. The video gamer’s dilemmas.Rami Ali - 2022 - Ethics and Information Technology 24 (2).
    The gamer’s dilemma offers three plausible but jointly inconsistent premises: (1) Virtual murder in video games is morally permissible. (2) Virtual paedophelia in video games is not morally permissible. (3) There is no morally relevant difference between virtual murder and virtual paedophelia in video games. In this paper I argue that the gamer’s dilemma can be understood as one of three distinct dilemmas, depending on how we understand two key ideas in Morgan Luck’s (2009) original formulation. The two ideas are (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   6 citations  
  17.  70
    Virtual competitions and the gamer’s dilemma.Karim Nader - 2020 - Ethics and Information Technology 22 (3):239-245.
    This paper expands Rami Ali’s dissolution of the gamer’s dilemma (Ethics Inf Technol 17:267-274, 2015). Morgan Luck’s gamer’s dilemma (Ethics Inf Technol 11(1):31-36, 2009) rests on our having diverging intuition when considering virtual murder and virtual child molestation in video games. Virtual murder is seemingly permissible, when virtual child molestation is not and there is no obvious morally relevant difference between the two. Ali argues that virtual murder and virtual child molestation are equally permissible/impermissible when considered under different modes of (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   10 citations  
  18. 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 (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   10 citations  
  19. The gamer’s dilemma: An analysis of the arguments for the moral distinction between virtual murder and virtual paedophilia.Morgan Luck - 2009 - Ethics and Information Technology 11 (1):31-36.
    Most people agree that murder is wrong. Yet, within computer games virtual murder scarcely raises an eyebrow. In one respect this is hardly surprising, as no one is actually murdered within a computer game. A virtual murder, some might argue, is no more unethical than taking a pawn in a game of chess. However, if no actual children are abused in acts of virtual paedophilia (life-like simulations of the actual practice), does that mean we should disregard these acts with the (...)
    Direct download (8 more)  
     
    Export citation  
     
    Bookmark   49 citations  
  20. Has Ali dissolved the gamer’s dilemma?Morgan Luck - 2018 - Ethics and Information Technology 20 (3):157-162.
    In this paper I will evaluate Ali’s dissolution of the gamer’s dilemma. To this end the dilemma will be summarized and Ali’s dissolution formulated. I conclude that Ali has not dissolved the dilemma (at least not fully).
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   15 citations  
  21.  71
    Splintering the gamer’s dilemma: moral intuitions, motivational assumptions, and action prototypes.Jens Kjeldgaard-Christiansen - 2020 - Ethics and Information Technology 22 (1):93-102.
    The gamer’s dilemma :31–36, 2009) asks whether any ethical features distinguish virtual pedophilia, which is generally considered impermissible, from virtual murder, which is generally considered permissible. If not, this equivalence seems to force one of two conclusions: either both virtual pedophilia and virtual murder are permissible, or both virtual pedophilia and virtual murder are impermissible. In this article, I attempt, first, to explain the psychological basis of the dilemma. I argue that the two different action types picked out by “virtual (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   9 citations  
  22.  73
    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 (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  23.  77
    What does the gamer do?Rebecca Davnall - 2020 - Ethics and Information Technology 23 (3):225-237.
    The 'Gamer's Dilemma' is the problem of why some actions occurring in video game contexts seem to have similar, albeit attenuated, kinds of moral significance to their real-world equivalents, while others do not. In this paper, I argue that much of the confusion in the literature on this problem is not ethical but metaphysical. The Gamer's Dilemma depends on a particular theory of the virtual, which I call 'inflationary', according to which virtual worlds are a metaphysical novelty generated almost exclusively (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   10 citations  
  24. How to (dis)solve the Gamer’s Dilemma.Erick Jose Ramirez - 2020 - Ethical Theory and Moral Practice (1):1-21.
    The Gamer's Dilemma challenges us to find a distinction between virtual murder and virtual pedophilia. Without such a distinction, we are forced to conclude that either both are morally acceptable or that both should be morally illicit. This paper argues that the best way to solve the dilemma is, in one sense, to dissolve it. The Gamer's Dilemma rests on a misunderstanding in the sense that it does not distinguish between the form of a simulation and its surface content. A (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   15 citations  
  25. A new solution to the gamer’s dilemma.Rami Ali - 2015 - Ethics and Information Technology 17 (4):267-274.
    Luck (2009) argues that gamers face a dilemma when it comes to performing certain virtual acts. Most gamers regularly commit acts of virtual murder, and take these acts to be morally permissible. They are permissible because unlike real murder, no one is harmed in performing them; their only victims are computer-controlled characters, and such characters are not moral patients. What Luck points out is that this justification equally applies to virtual pedophelia, but gamers intuitively think that such (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   30 citations  
  26. Resolving the gamer’s dilemma.Christopher Bartel - 2012 - Ethics and Information Technology 14 (1):11-16.
    Morgan Luck raises a potentially troubling problem for gamers who enjoy video games that allow the player to commit acts of virtual murder. The problem simply is that the arguments typically advanced to defend virtual murder in video games would appear to also support video games that allowed gamers to commit acts of virtual paedophilia. Luck’s arguments are persuasive, however, there is one line of argument that he does not consider, which may provide the relevant distinction: as virtual (...)
    Direct download (9 more)  
     
    Export citation  
     
    Bookmark   33 citations  
  27.  18
    Can we solve the Gamer’s Dilemma by resisting it?Morgan Luck - 2024 - Ethics and Information Technology 26 (2):1-8.
    The Gamer’s Dilemma (Luck, 2009a) is a paradox concerning the moral permissibility of two types of acts performed within computer games. Some attempt to resolve the dilemma by finding a relevant difference between these two acts (Bartel, 2012; Patridge, 2013; Young, 2016; Nader, 2020; Kjeldgaard-Christiansen, 2020; and Milne & Ivankovic, 2021), or to dissolve the dilemma by arguing that the permissibility of these acts is not as they seem (Ali, 2015; Ramirez, 2020). More recently some have attempted to resist the (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  28. Can E-Sport Gamers Permissibly Engage with Off-Limits Virtual Wrongdoings?Thomas Montefiore & Paul Formosa - 2023 - Philosophy and Technology 36 (4):1-3.
    David Ekdahl (2023), in a constructive and thoughtful commentary, outlines both points of agreement with and suggestions for further research arising from our paper ‘Crossing the Fictional Line: Moral Graveness, the Gamer’s Dilemma, and the Paradox of Fictionally Going Too Far’ (Montefiore & Formosa, 2023).
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  29.  93
    Players, Characters, and the Gamer's Dilemma.Craig Bourne & Emily Caddick Bourne - 2019 - Journal of Aesthetics and Art Criticism 77 (2):133-143.
    Is there any difference between playing video games in which the player’s character commits murder and video games in which the player’s character commits pedophilic acts? Morgan Luck’s “Gamer’s Dilemma” has established this question as a puzzle concerning notions of permissibility and harm. We propose that a fruitful alternative way to approach the question is through an account of aesthetic engagement. We develop an alternative to the dominant account of the relationship between players and the actions of their characters, and (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  30.  20
    Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives.Olatz Lopez-Fernandez, A. Jess Williams & Daria J. Kuss - 2019 - Frontiers in Psychology 10.
    Research investigating female gaming is relatively scarce, and past research has demonstrated that men are more likely to be problematic gamers. Few studies have focused on female gamers in community samples, and those that have been published have mainly collected data qualitatively in Europe. There is case study evidence suggesting clinicians are increasingly treating problem female gamers. The aim of this study is threefold: (i) to establish an international female gamer profile, (ii) to determine predictors associated with (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  31.  18
    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 (...)
    Direct download  
     
    Export citation  
     
    Bookmark   5 citations  
  32. Why Gamers Are Not Performers.Andrew Kania - 2018 - Journal of Aesthetics and Art Criticism 76 (2):187-199.
    I argue that even if video games are interactive artworks, typical video games are not works for performance and players of video games do not perform these games in the sense in which a musician performs a musical composition (or actors a play, dancers a ballet, and so on). Even expert playings of video games for an audience fail to qualify as performances of those works. Some exemplary playings may qualify as independent “performance-works,” but this tells us nothing about the (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   5 citations  
  33. 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 (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  34.  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 reflect. (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  35. Has Bartel resolved the gamer’s dilemma?Morgan Luck & Nathan Ellerby - 2013 - Ethics and Information Technology 15 (3):229-233.
    In this paper we consider whether Christopher Bartel has resolved the gamer’s dilemma. The gamer’s dilemma highlights a discrepancy in our moral judgements about the permissibility of performing certain actions in computer games. Many gamers have the intuition that virtual murder is permissible in computer games, whereas virtual paedophilia is not. Yet finding a relevant moral distinction to ground such intuitions can be difficult. Bartel suggests a relevant moral distinction may turn on the notion that virtual paedophilia harms women (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   11 citations  
  36.  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 economics.,Finally, the author (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  37.  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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  38.  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 (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  39.  73
    Gary Young, Resolving the gamer’s dilemma: examining the moral and psychological differences between virtual murder and virtual paedophilia: Palgrave Macmillan, 2016. ISBN 978-3-319-46594-4; pp. v, 139.Ryan Dennison - 2017 - Ethics and Information Technology 19 (3):237-239.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  40. Ready Player Two: Women Gamers and Designed Identity.Shira Chess - 2017
    No categories
     
    Export citation  
     
    Bookmark  
  41. A Kantian response to the Gamer’s Dilemma.Samuel Ulbricht - 2023 - Ethics and Information Technology 25 (3):1-11.
    The Gamer’s Dilemma consists of three intuitively plausible but conflicting assertions: (i) Virtual murder is morally permissible. (ii) Virtual child molestation is morally forbidden. (iii) There is no relevant moral difference between virtual murder and virtual child molestation in computer games. Numerous attempts to resolve (or dissolve) the Gamer’s Dilemma line the field of computer game ethics. Mostly, the phenomenon is approached using expressivist argumentation: Reprehensible virtual actions express something immoral in their performance but are not immoral by themselves. Consequentialists, (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  42. Investigating male gamers' behavioral intention to play PUBG: Insights from playful-consumption experiences.Umair Rehman, Muhammad Umair Shah, Amir Zaib Abbasi, Helmut Hlavacs & Rameen Iftikhar - 2022 - Frontiers in Psychology 13.
    This research investigates the factors that affect male gamers' behavioral intention to play PlayerUnknown's Battlegrounds, which is one of the most widely played online games of today's era. We examine the factors through the lens of the hedonic consumption model and use the gratification theory to predict behavioral intention to play PUBG. Data from 248 male PUBG gamers were analyzed using PLS-SEM analyses. The study involved an initial stage where an estimation model was analyzed to assess the constructs' (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  43.  37
    Between death and suffering: resolving the gamer’s dilemma.Thomas Coghlan & Damian Cox - 2023 - Ethics and Information Technology 25 (3):1-9.
    The gamer’s dilemma, initially proposed by Luck (Ethics and Information Technology 11(1):31–36, 2009) posits a moral comparison between in-game acts of murder and in-game acts of paedophilia within single-player videogames. Despite each activity lacking the obvious harms of their real-world equivalents, common intuitions suggest an important difference between them. Some responses to the dilemma suggest that intuitive responses to the two cases are based on important differences between the acts themselves or their social meaning. Others challenge the fundamental assumptions of (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  44. The Grave Resolution to the Gamer’s Dilemma: an Argument for a Moral Distinction Between Virtual Murder and Virtual Child Molestation.Morgan Luck - 2022 - Philosophia 50 (3):1287-1308.
    In this paper a new resolution to the gamer’s dilemma is presented. The first part of the paper is devoted to strictly formulating the dilemma, and the second to establishing its resolution. The proposed resolution, the grave resolution, aims to resolve not only the gamer’s dilemma, but also a wider set of analogous paradoxes – which together make up the paradox of treating wrongdoing lightly.
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   13 citations  
  45.  4
    Missions for thoughtful gamers.Andrew Cutting - 2011 - [Pittsburgh, Pa.]: ETC Press.
    Who am I? How do I live a good life? What is reality? Such perennial questions may seem remote from the pleasures of playing videogames for entertainment and fantasy. yet gamers too, in the midst of having fun, are potentially embarked upon a quest for understanding and for meaning. Missions for thoughtful gamers presents a sequence of 40 challenges, ranging from thought experiments to design exercises, each one inviting players to become more creatively curious and self-aware."--Back cover.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  46.  16
    Career as a Professional Gamer: Gaming Motives as Predictors of Career Plans to Become a Professional Esport Player.Fanni Bányai, Ágnes Zsila, Mark D. Griffiths, Zsolt Demetrovics & Orsolya Király - 2020 - Frontiers in Psychology 11.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  47.  21
    From the Gamer’s Dilemma to the Real World: Commentary on Montefiore and Formosa’s “Crossing the Fictional Line: Moral Graveness, the Gamer’s Dilemma, and the Paradox of Fictionally Going Too Far”.David Ekdahl - 2023 - Philosophy and Technology 36 (3):1-5.
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  48.  34
    Has Montefiore and Formosa resisted the Gamer’s Dilemma?Morgan Luck - 2023 - Ethics and Information Technology 25 (2):1-6.
    Montefiore and Formosa (Ethics Inf Technol 24:31, 2022) provide a useful way of narrowing the Gamer’s Dilemma to cases where virtual murder seems morally permissible, but not virtual child molestation. They then resist the dilemma by theorising that the intuitions supporting it are not moral. In this paper, I consider this theory to determine whether the dilemma has been successfully resisted. I offer reason to think that, when considering certain variations of the dilemma, Montefiore and Formosa’s theory may not be (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  49.  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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  50.  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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
1 — 50 / 136