Results for 'Games'

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  1. Games and the Art of Agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the (...)
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  2. Games: Agency as Art.C. Thi Nguyen - 2020 - New York: Oxford University Press.
    Games occupy a unique and valuable place in our lives. Game designers do not simply create worlds; they design temporary selves. Game designers set what our motivations are in the game and what our abilities will be. Thus: games are the art form of agency. By working in the artistic medium of agency, games can offer a distinctive aesthetic value. They support aesthetic experiences of deciding and doing. -/- And the fact that we play games shows (...)
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  3. Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2016 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that appreciating (...)
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  4.  30
    Technology Games: Using Wittgenstein for Understanding and Evaluating Technology.Mark Coeckelbergh - 2018 - Science and Engineering Ethics 24 (5):1503-1519.
    In the philosophy of technology after the empirical turn, little attention has been paid to language and its relation to technology. In this programmatic and explorative paper, it is proposed to use the later Wittgenstein, not only to pay more attention to language use in philosophy of technology, but also to rethink technology itself—at least technology in its aspect of tool, technology-in-use. This is done by outlining a working account of Wittgenstein’s view of language and by then applying that account (...)
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  5.  94
    Games in Dynamic-Epistemic Logic.Johan van Benthem - unknown
    We discuss games of both perfect and imperfect information at two levels of structural detail: players’ local actions, and their global powers for determining outcomes of the game. We propose matching logical languages for both. In particular, at the ‘action level’, imperfect information games naturally model a combined ‘dynamic-epistemic language’ – and we find correspondences between special axioms and particular modes of playing games with their information dynamics. At the ‘outcome level’, we present suitable notions of game (...)
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  6. Games and the Good.Thomas Hurka - 2006 - Proceedings of the Aristotelian Society 106 (1):217-235.
    Using Bernard Suits’s brilliant analysis (contra Wittgenstein) of playing a game, this paper examines the intrinsic value of game-playing. It argues that two elements in Suits’s analysis make success in games difficult, which is one ground of value, while a third involves choosing a good activity for the property that makes it good, which is a further ground. The paper concludes by arguing that game-playing is the paradigm modern (Marx, Nietzsche) as against classical (Aristotle) value: since its goal is (...)
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  7.  93
    Video Games as Self-Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2016 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that appreciating (...)
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  8.  85
    Extensive Games as Process Models.Johan van Benthem - 2002 - Journal of Logic, Language and Information 11 (3):289-313.
    We analyze extensive games as interactive process models, using modallanguages plus matching notions of bisimulation as varieties of gameequivalences. Our technical results show how to fit existing modalnotions into this new setting.
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  9.  78
    Games for Truth.P. D. Welch - 2009 - Bulletin of Symbolic Logic 15 (4):410-427.
    We represent truth sets for a variety of the well known semantic theories of truth as those sets consisting of all sentences for which a player has a winning strategy in an infinite two person game. The classifications of the games considered here are simple, those over the natural model of arithmetic being all within the arithmetical class of $\Sum_{3}^{0}$.
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  10.  52
    Games and Decisions: Introduction and Critical Survey.R. Duncan Luce & Howard Raiffa - 1958 - Philosophy and Phenomenological Research 19 (1):122-123.
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  11.  90
    The Grasshopper: Games, Life and Utopia.Bernard Suits & Thomas Hurka - 1978 - Broadview Press.
    In the mid twentieth century the philosopher Ludwig Wittgenstein famously asserted that games are indefinable; there are no common threads that link them all. "Nonsense," says the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games (...)
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  12.  45
    Designing Games to Teach Ethics.Peter Lloyd & Ibo van de Poel - 2008 - Science and Engineering Ethics 14 (3):433-447.
    This paper describes a teaching methodology whereby students can gain practical experience of ethical decision-making in the engineering design process. We first argue for the necessity to teach a ‘practical’ understanding of ethical issues in engineering education along with the usual theoretical or hypothetical approaches. We then show how this practical understanding can be achieved by using a collaborative design game, describing how, for example, the concept of responsibility can be explored from this practical basis. We conclude that the use (...)
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  13. Games, Beliefs and Credences.Brian Weatherson - 2016 - Philosophy and Phenomenological Research 92 (2):209-236.
    In previous work I’ve defended an interest-relative theory of belief. This paper continues the defence. It has four aims. -/- 1. To offer a new kind of reason for being unsatis ed with the simple Lockean reduction of belief to credence. 2. To defend the legitimacy of appealing to credences in a theory of belief. 3. To illustrate the importance of theoretical, as well as practical, interests in an interest-relative account of belief. 4. To revise my account to cover propositions (...)
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  14. Games and the Good.Thomas Hurka & John Tasioulas - 2006 - Proceedings of the Aristotelian Society, Supplementary Volumes( 80:217-264.
    [Thomas Hurka] Using Bernard Suits's brilliant analysis of playing a game, this paper examines the intrinsic value of game-playing. It argues that two elements in Suits's analysis make success in games difficult, which is one ground of value, while a third involves choosing a good activity for the property that makes it good, which is a further ground. The paper concludes by arguing that game-playing is the paradigm modern as against classical value: since its goal is intrinsically trivial, its (...)
     
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  15.  4
    Games in the Philosophy of Biology.Cailin O'Connor - 2020 - Cambridge University Press.
    This is an Element surveying the most important literature using game theory and evolutionary game theory to shed light on questions in the philosophy of biology. There are two branches of literature that the book focuses on. It begins with a short introduction to game theory and evolutionary game theory. It then turns to working using signaling games to explore questions related to communication, meaning, language, and reference. The second part of the book addresses prosociality - strategic behavior that (...)
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  16.  33
    Games and Full Completeness for Multiplicative Linear Logic.Abramsky Samson & Jagadeesan Radha - 1994 - Journal of Symbolic Logic 59 (2):543-574.
    We present a game semantics for Linear Logic, in which formulas denote games and proofs denote winning strategies. We show that our semantics yields a categorical model of Linear Logic and prove full completeness for Multiplicative Linear Logic with the MIX rule: every winning strategy is the denotation of a unique cut-free proof net. A key role is played by the notion of history-free strategy; strong connections are made between history-free strategies and the Geometry of Interaction. Our semantics incorporates (...)
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  17.  29
    Games That Agents Play: A Formal Framework for Dialogues Between Autonomous Agents. [REVIEW]Peter McBurney & Simon Parsons - 2002 - Journal of Logic, Language and Information 11 (3):315-334.
    We present a logic-based formalism for modeling ofdialogues between intelligent and autonomous software agents,building on a theory of abstract dialogue games which we present.The formalism enables representation of complex dialogues assequences of moves in a combination of dialogue games, and allowsdialogues to be embedded inside one another. The formalism iscomputational and its modular nature enables different types ofdialogues to be represented.
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  18.  57
    Ellsberg games.Frank Riedel & Linda Sass - 2014 - Theory and Decision 76 (4):469-509.
    In the standard formulation of game theory, agents use mixed strategies in the form of objective and probabilistically precise devices to conceal their actions. We introduce the larger set of probabilistically imprecise devices and study the consequences for the basic results on normal form games. While Nash equilibria remain equilibria in the extended game, there arise new Ellsberg equilibria with distinct outcomes, as we illustrate by negotiation games with three players. We characterize Ellsberg equilibria in two-person conflict and (...)
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  19. Explanatory Games.C. Mantzavinos - 2013 - Journal of Philosophy 110 (11):606-632.
    A philosophical theory of explanation should provide solutions to a series of problems, both descriptive and normative. The aim of this essay is to establish the claim that this can be best done if one theorizes in terms of explanatory games rather than focusing on the explication of the concept of explanation. The position that is adopted is that of an explanatory pluralism and it is elaborated in terms of the rules that incorporate the normative standards that guide the (...)
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  20.  11
    Games and The Fluidity of Layered Agency.Luca Ferrero - forthcoming - Journal of the Philosophy of Sport.
    In this paper, I use Thi Nguyen's analysis of striving games to sketch an outline of the structure of our agency at large. Following Nguyen, I argue that our agency is layered and fluid. Scarcity of deliberative resources and the need to coordinate multiple ends require us to introduce intermediate ends that are held temporarily fixed in guiding our conduct. This fixity is made possible by our ability to be absorbed in the pursuit of those intermediate ends as if (...)
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  21. Philosophy of Games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about (...)
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  22.  94
    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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  23. Signalling Games Select Horn Strategies.Robert van Rooy - 2004 - Linguistics and Philosophy 27 (4):493-527.
    In this paper I will discuss why (un) marked expressionstypically get an (un)marked interpretation: Horn''sdivision of pragmatic labor. It is argued that it is aconventional fact that we use language this way.This convention will be explained in terms ofthe equilibria of signalling games introduced byLewis (1969), but now in an evolutionary setting. Iwill also relate this signalling game analysis withParikh''s (1991, 2000, 2001) game-theoretical analysis ofsuccessful communication, which in turn is compared withBlutner''s: 2000) bi-directional optimality theory.
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  24.  37
    Dialogue Games in Multi-Agent Systems.Peter McBurney & Simon Parsons - 2002 - Informal Logic 22 (3).
    Formal dialogue games have been studied in philosophy since at least the time of Aristotle. Recently they have been applied in various contexts in computer science and artificial intelligence, particularly as the basis for interaction between autonomous software agents. We review these applications and discuss the many open research questions and challenges at this exciting interface between philosophy and computer science.
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  25.  28
    EPIC: A Framework for Using Video Games in Ethics Education.Karen Schrier - 2015 - Journal of Moral Education 44 (4):393-424.
    Ethics education can potentially be supplemented through the use of video games. This article proposes a novel framework, which helps educators choose games to be used for ethics education purposes. The EPIC Framework is derived from a number of classic moral development, learning, and ethical decision-making models, including frameworks and theories associated with games and ethics, as well as prior empirical and theoretical research literature. The EPIC Framework consists of seven ethics education goals, and 12 strategies associated (...)
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  26. Constitutive Rules: Games, Language, and Assertion.Indrek Reiland - 2020 - Philosophy and Phenomenological Research 100 (1):136-159.
    Many philosophers think that games like chess, languages like English, and speech acts like assertion are constituted by rules. Lots of others disagree. To argue over this productively, it would be first useful to know what it would be for these things to be rule-constituted. Searle famously claimed in Speech Acts that rules constitute things in the sense that they make possible the performance of actions related to those things (Searle 1969). On this view, rules constitute games, languages, (...)
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  27.  92
    Video Games and the Transhuman Inclination.Robert M. Geraci - 2012 - Zygon 47 (4):735-756.
    Video games and virtual worlds play substantial roles in contemporary transhumanism. Many transhumanists appreciate the freedom and power that accompany these digital landscapes and recognize that they can promote transhumanist ways of thinking beyond the borders of explicitly transhumanist groups. Video games and virtual worlds enable transcendence through their design and contribute to transhumanism through the options they enable and the influence they have. Because of their significant place in transhumanism, video games and virtual worlds are thus (...)
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  28.  23
    Population Games and Evolutionary Dynamics.William H. Sandholm - 2010 - MIT Press.
    A systematic, rigorous, comprehensive, and unified overview of evolutionary game theory.
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  29.  18
    Games and Kinds.Cailin O’Connor - 2016 - British Journal for the Philosophy of Science:axx027.
    In response to those who argue for ‘property cluster’ views of natural kinds, I use evolutionary models of sim-max games to assess the claim that linguistic terms will appropriately track sets of objects that cluster in property spaces. As I show, there are two sorts of ways this can fail to happen. First, evolved terms that do respect property structure in some senses can be conventional nonetheless. Second, and more crucially, because the function of linguistic terms is to facilitate (...)
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  30. Explaining Games: The Epistemic Programme in Game Theory.Boudewijn de Bruin - 2010 - Springer.
    Contents. Introduction. 1. Preliminaries. 2. Normal Form Games. 3. Extensive Games. 4. Applications of Game Theory. 5. The Methodology of Game Theory. Conclusion. Appendix. Bibliography. Index. Does game theory—the mathematical theory of strategic interaction—provide genuine explanations of human behaviour? Can game theory be used in economic consultancy or other normative contexts? Explaining Games: The Epistemic Programme in Game Theory—the first monograph on the philosophy of game theory—is an attempt to combine insights from epistemic logic and the philosophy (...)
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  31. Games, Rules, and Conventions.William J. Morgan - 2014 - Philosophy of the Social Sciences 44 (3):383-401.
    In a recent article in this journal, Del Mar offered two main criticisms of Marmor’s account of social conventions. The first took issue with Marmor’s claim that the constitutive rules of games and kindred social practices determine in an objective way their central aims and values; the second charged Marmor with scanting the historical context in which conventions do their important normative work in shaping the goals of games. I argue that Del Mar’s criticism of Marmor’s account of (...)
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  32.  74
    Logic Games Are Complete for Game Logics.Johan van Benthem - 2003 - Studia Logica 75 (2):183-203.
    Game logics describe general games through powers of players for forcing outcomes. In particular, they encode an algebra of sequential game operations such as choice, dual and composition. Logic games are special games for specific purposes such as proof or semantical evaluation for first-order or modal languages. We show that the general algebra of game operations coincides with that over just logical evaluation games, whence the latter are quite general after all. The main tool in proving (...)
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  33.  30
    Logic in Games.Johan van Benthem - 2014 - MIT Press.
    A comprehensive examination of the interfaces of logic, computer science, and game theory, drawing on twenty years of research on logic and games.
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  34.  60
    Games of Sport, Works of Art, and the Striking Beauty of Asian Martial Arts.Barry Allen - 2013 - Journal of the Philosophy of Sport 40 (2):241 - 254.
    Martial-arts practice is not quite anything else: it is like sport, but is not sport; it constantly refers to and as it were cohabits with violence, but is not violent; it is dance-like but not dance. It shares a common athleticism with sports and dance, yet stands apart from both, especially through its paradoxical commitment to the external value of being an instrument of violence. My discussion seeks to illuminate martial arts practice by systematic contrast to games of sport (...)
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  35.  40
    Video Games and Imaginative Identification.Stephanie Patridge - 2017 - Journal of Aesthetics and Art Criticism 75 (2):181-184.
  36. Deception in Sender–Receiver Games.Manolo Martínez - 2015 - Erkenntnis 80 (1):215-227.
    Godfrey-Smith advocates for linking deception in sender-receiver games to the existence of undermining signals. I present games in which deceptive signals can be arbitrarily frequent, without this undermining information transfer between sender and receiver.
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  37.  16
    Mind Games: Game Engines as an Architecture for Intuitive Physics.Tomer D. Ullman, Elizabeth Spelke, Peter Battaglia & Joshua B. Tenenbaum - 2017 - Trends in Cognitive Sciences 21 (9):649-665.
  38.  5
    Playing Games and Learning From Shared Experiences.Jessey Wright - 2018 - American Association of Philosophy Teachers Studies in Pedagogy 4:134-160.
    One way for an experience to provide an effective scaffold for learning is when the concepts and theories it is intended to help students grasp and understand can be used to productively analyze, make sense of, and discuss the experience itself. In this essay I propose that games and game mechanics can be used to create learning experiences amenable to this kind of scaffold.
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  39.  21
    Games, Rules, and Practices.Yuval Eylon & Amir Horowitz - 2018 - Sport, Ethics and Philosophy 12 (3):241-254.
    We present and defend a view labeled “practiceism” which provides a solution to the incompatibility problems. The classic incompatibility problem is inconsistency of:1. Someone who intentionally violates the rules of a game is not playing the game.2. In many cases, players intentionally violate the rules as part of playing the game.The problem has a normative counterpart:1’. In normal cases, it is wrong for a player to intentionally violate the rules of the game.2’. In many normal cases, it is not wrong (...)
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  40.  29
    Evolutionary Games in the Agricultural Product Quality and Safety Information System: A Multiagent Simulation Approach.Xin Su, Shengsen Duan, Shubing Guo & Haolong Liu - 2018 - Complexity 2018:1-13.
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  41. Games and the Moral Transformation of Violence.C. Thi Nguyen - 2018 - In Jon Robson & Grant Tavinor (eds.), The Aesthetics of Videogames. Routledge. pp. 181-197.
  42.  65
    Games and Quantity Implicatures.Robert van Rooij - 2008 - Journal of Economic Methodology 15 (3):261-274.
    In this paper we seek to account for scalar implicatures and Horn's division of pragmatic labor in game?theoretical terms by making use mainly of refinements of the standard solution concept of signaling games. Scalar implicatures are accounted for in terms of Farrell's (1993) notion of a ?neologism?proof? equilibrium together with Grice's maxim of Quality. Horn's division of pragmatic labor is accounted for in terms of Cho and Kreps? (1987) notion of ?equilibrium domination? and their ?Intuitive Criterion?
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  43.  22
    Dialogue Games: Conventions of Human Interaction. [REVIEW]William C. Mann - 1988 - Argumentation 2 (4):511-532.
    Natural dialogue does not proceed haphazardly; it has an easily recognized “episodic” structure and coherence which conform to a well developed set of conventions. This paper represents these conventions formally in terms related to speech act theory and to a theory of action.The major formal unit, the dialogue game, specifies aspects of the communication of both participants in a dialogue. We define the formal notion of dialogue games, and describe some of the important games of English. Dialogue (...) are conventions of interactive goal pursuit. Using them, each participant pursues his own goals in a way which sometimes serves the goals of the other. The idea of dialogue games can thus be seen as a part of a broader theoretical perspective which characterizes virtually all communication as goal pursuit activity.We also define and exemplify the property of Motivational Coherence of dialogues. Motivational Coherence can be used as an interpretive principle in explaining language comprehension.Actual dialogue games have a kind of causal connectedness which is not a consequence of their formal properties. This is explained in terms of a theory of action, which is also seen to explain a similar attribute of speech acts. (shrink)
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  44.  17
    Intuitionistic Games: Determinacy, Completeness, and Normalization.Paweł Urzyczyn - 2016 - Studia Logica 104 (5):957-1001.
    We investigate a simple game paradigm for intuitionistic logic, inspired by Wajsberg’s implicit inhabitation algorithm and Beth tableaux. The principal idea is that one player, ∃ros, is trying to construct a proof in normal form while his opponent, ∀phrodite, attempts to build a counter-model. The determinacy of the game implies therefore both completeness and semantic cut-elimination.
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  45.  51
    Games as Formal Tools Versus Games as Explanations in Logic and Science.Ahti-Veikko Pietarinen - 2003 - Foundations of Science 8 (4):317-364.
    This paper addresses the theoretical notion of a game as it arisesacross scientific inquiries, exploring its uses as a technical andformal asset in logic and science versus an explanatory mechanism. Whilegames comprise a widely used method in a broad intellectual realm(including, but not limited to, philosophy, logic, mathematics,cognitive science, artificial intelligence, computation, linguistics,physics, economics), each discipline advocates its own methodology and aunified understanding is lacking. In the first part of this paper, anumber of game theories in formal studies are critically (...)
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  46. Are Video Games Art?Aaron Smuts - 2005 - Contemporary Aesthetics 3.
    I argue that by any major definition of art many modern video games should be considered art. Rather than defining art and defending video games based on a single contentious definition, I offer reasons for thinking that video games can be art according to historical, aesthetic, institutional, representational and expressive theories of art. Overall, I argue that while many video games probably should not be considered art, there are good reasons to think that some video (...) should be classified as art. I also show that the debates over the artistic status of chess and sports offer some insights into the status of video games. (shrink)
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  47. Philosophy Through Video Games.Jon Cogburn - 2008 - Routledge.
    I, player : the puzzle of personal identity (MMORPGS and Virtual Communities) -- The game inside the mind, the mind inside the game (The Nintendo Wii Gaming Console) -- Realistic blood and gore : do violent games make violent gamers? (First-person Shooters) -- Games and God's goodness (World-builder and Tycoon Games) -- The metaphysics of interactive art (Puzzle and Adventure Games) -- Artificial and human intelligence (Single-player RPGS) -- Epilogue: Video games and the meaning of (...)
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  48.  17
    Games Between Humans and AIs.Stephen J. DeCanio - 2018 - AI and Society 33 (4):557-564.
    Various potential strategic interactions between a “strong” Artificial intelligence and humans are analyzed using simple 2 × 2 order games, drawing on the New Periodic Table of those games developed by Robinson and Goforth. Strong risk aversion on the part of the human player leads to shutting down the AI research program, but alternative preference orderings by the human and the AI result in Nash equilibria with interesting properties. Some of the AI-Human games have multiple equilibria, and (...)
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  49.  38
    Rights, Games and Social Choice.Peter Gardenfors - 1981 - Noûs 15 (3):341-356.
  50.  59
    From Games to Dialogues and Back.Shahid Rahman & Tero Tulenheimo - 2009 - In Ondrej Majer, Ahti-Veikko Pietarinen & Tero Tulenheimo (eds.), Games: Unifying Logic, Language, and Philosophy. Springer Verlag. pp. 153--208.
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