Results for 'Games'

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  1. Saṅgameśvarakrodam...Gummalūri Saṅgameśvarasāstri - 1933 - [Waltair],: Edited by Jagadīśatarkālaṅkāra.
     
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  2. Gender at Work.Ann Game & Rosemary Pringle - 1984
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  3.  10
    The Teacher’s Vocation: Ontology of Response.Ann Game & Andrew Metcalfe - 2008 - Studies in Philosophy and Education 27 (6):461-473.
    We argue that pedagogic authority relies on love, which is misunderstood if seen as a matter of actions and subjects. Love is based not on finite subjects and objects existing in Euclidean space and linear time, but, rather, on the non-finite ontology, space and time of relations. Loving authority is a matter of calling and vocation, arising from the spontaneous and simultaneous call-and-response of a lively relation. We make this argument through a reading of Buber’s I–You relation and Murdoch’ s (...)
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  4.  6
    Riding: Embodying the Centaur.Ann Game - 2001 - Body and Society 7 (4):1-12.
    Through a phenomenological study of horse-human relations, this article explores the ways in which, as embodied beings, we live relationally, rather than as separate human identities. Conceptually this challenges oppositional logic and humanist assumptions, but where poststructuralist treatments of these issues tend to remain abstract, this article is concerned with an embodied demonstration of the ways in which we experience a relational or in-between logic in our everyday lives.
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  5.  16
    A Question of Fit: Cultural and Individual Differences in Interpersonal Justice Perceptions.Annilee M. Game & Jonathan R. Crawshaw - 2017 - Journal of Business Ethics 144 (2):279-291.
    This study examined the link between employees’ adult attachment orientations and perceptions of line managers’ interpersonal justice behaviors, and the moderating effect of national culture. Participants from countries categorized as low collectivistic and high collectivistic completed an online survey. Attachment anxiety and avoidance were negatively related to interpersonal justice perceptions. Cultural differences did not moderate the effects of avoidance. However, the relationship between attachment anxiety and interpersonal justice was non-significant in the Southern Asia cultural cluster. Our findings indicate the importance (...)
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  6.  12
    Comments on "A power comparison of the F and L tests: I.".Paul A. Games - 1966 - Psychological Review 73 (4):372-375.
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  7.  5
    Non-equilibrium thermodynamics and the brain.C. J. A. Game - 1994 - In Karl H. Pribram (ed.), Origins: Brain and Self Organization. Lawrence Erlbaum. pp. 196.
  8. Primary literature.Mike Game - 2007 - In Diarmuid Costello & Jonathan Vickery (eds.), Art: key contemporary thinkers. New York: Berg. pp. 159.
     
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  9.  6
    A factorial analysis of verbal learning tasks.Paul A. Games - 1962 - Journal of Experimental Psychology 63 (1):1.
  10.  11
    Do brokers act in the best interests of their clients? New evidence from electronic trading systems.Annilee M. Game & Andros Gregoriou - 2014 - Business Ethics: A European Review 25 (2):187-197.
    Prior research suggests brokers do not always act in the best interests of clients, although morally obligated to do so. We empirically investigated this issue focusing on trades executed at best execution price, before and after the introduction of electronic limit-order trading, on the London Stock Exchange. As a result of limit-order trading, the proportion of trades executed at the best execution price for the customer significantly increased. We attribute this to a sustained increase in the liquidity of stocks as (...)
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  11. Foreword vii Acknowledgements viii.Essays on Cooperative Games, in Honor of Guillermo Owen & Gianfranco Gambarelli - 2004 - Theory and Decision 56:405-408.
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  12.  6
    RASMUSEN, ERIC, Folk Theorems for the Observable Implications of Repeated.Implications of Repeated Games - 1992 - Theory and Decision 32:147-164.
  13. Why AIs Cannot Play Games.David Koepsell - manuscript
    This paper explores the human experience of game-playing and its implications for artificial intelligence. The author uses phenomenology to examine game-playing from a human-centered perspective and applies it to language games played by artificial intelligences and humans. The paper argues that AI cannot truly play games because it lacks the intentionality, embodied experience, and social interaction that are fundamental to human game-playing. Furthermore, current AI lacks the ability to converse, which is argued to be equivalent to Wittgenstein’s view (...)
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  14. 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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  15.  13
    Cooperation Mechanisms for the Prisoner’s Dilemma with Bayesian Games.Wei Xiong - 2023 - In Natasha Alechina, Andreas Herzig & Fei Liang (eds.), Logic, Rationality, and Interaction: 9th International Workshop, LORI 2023, Jinan, China, October 26–29, 2023, Proceedings. Springer Nature Switzerland. pp. 284-291.
    This paper explores the cooperation mechanisms for the prisoner’s dilemma game, a canonical example for studying cooperation mechanisms, with Bayesian games. By the approach allowing simultaneous moves with the assumption that the players might be self-interested or norm-following, we establish four possible Bayesian game models, all of which are cooperation mechanisms for the prisoner’s dilemma game except for the model in which one of the two players must be self-interested.
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  16.  28
    The Grasshopper: Games, Life and Utopia.Bernard Suits & Thomas Hurka - 1978 - Peterborough, CA: 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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  17.  13
    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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  18. A Dialogue Concerning ‘Doing Philosophy with and within Computer Games’ – or: Twenty rainy minutes in Krakow.Michelle Westerlaken & Stefano Gualeni - 2017 - Proceedings of the 2017 International Conference of the Philosophy of Computer Games.
    ‘Philosophical dialogue’ indicates both a form of philosophical inquiry and its corresponding literary genre. In its written form, it typically features two or more characters who engage in a discussion concerning morals, knowledge, as well as a variety of topics that can be widely labelled as ‘philosophical’. Our philosophical dialogue takes place in Krakow, Poland. It is a rainy morning and two strangers are waiting at a tram stop. One of them is dressed neatly, and cannot stop fidgeting with his (...)
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  19.  84
    Self-assembling Games.Jeffrey A. Barrett & Brian Skyrms - 2017 - British Journal for the Philosophy of Science 68 (2):329-353.
    We consider how cue-reading, sensory-manipulation, and signaling games may initially evolve from ritualized decisions and how more complex games may evolve from simpler games by polymerization, template transfer, and modular composition. Modular composition is a process that combines simpler games into more complex games. Template transfer, a process by which a game is appropriated to a context other than the one in which it initially evolved, is one mechanism for modular composition. And polymerization is a (...)
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  20.  43
    Rights, games and social choice.Peter Gardenfors - 1981 - Noûs 15 (3):341-356.
  21.  69
    Self-Assembling Games.Jeffrey A. Barrett & Brian Skyrms - unknown
    We consider how cue-reading, sensory-manipulation, and signaling games may initially evolve from ritualized decisions and how more complex games may evolve from simpler games by polymerization, template transfer, and modular composition. Modular composition is a process that combines simpler games into more complex games. Template transfer, a process by which a game is appropriated to a context other than the one in which it initially evolved, is one mechanism for modular composition. And polymerization is a (...)
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  22.  6
    Logical Dialogue-games and Fallacies.Douglas N. Walton - 1984 - Lanham, Md. : University Press of America.
  23. Morality Play: A Model for Developing Games of Moral Expertise.Dan Staines, Paul Formosa & Malcolm Ryan - 2019 - Games and Culture 14 (4):410-429.
    According to cognitive psychologists, moral decision-making is a dual-process phenomenon involving two types of cognitive processes: explicit reasoning and implicit intuition. Moral development involves training and integrating both types of cognitive processes through a mix of instruction, practice, and reflection. Serious games are an ideal platform for this kind of moral training, as they provide safe spaces for exploring difficult moral problems and practicing the skills necessary to resolve them. In this article, we present Morality Play, a model for (...)
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  24.  57
    Some Reflections on Gaslighting and Language Games.Jeff Engelhardt - 2023 - Feminist Philosophy Quarterly 9 (3).
    This paper proposes that, in many cases, conversational norms permit gaslighting when socially subordinate speakers report systemic injustice. Section 1 introduces gaslighting and the kinds of cases on which I focus—namely, cases in which multiple people gaslight. I give examples and statistics to suggest that these cases are common in response to reports of race- or gender-based injustice; and I appeal to scholarship on epistemologies of ignorance to suggest that this kind of gaslighting is common because it is systematically produced (...)
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  25.  10
    Cooperation in Games and Epistemic Readings of Independence-Friendly Sentences.Fausto Barbero - 2017 - Journal of Logic, Language and Information 26 (3):221-260.
    In the literature on logics of imperfect information it is often stated, incorrectly, that the Game-Theoretical Semantics of Independence-Friendly quantifiers captures the idea that the players of semantical games are forced to make some moves without knowledge of the moves of other players. We survey here the alternative semantics for IF logic that have been suggested in order to enforce this “epistemic reading” of sentences. We introduce some new proposals, and a more general logical language which distinguishes between “independence (...)
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  26. The Mathematical Facts Of Games Of Chance Between Exposure, Teaching, And Contribution To Cognitive Therapies: Principles Of An Optimal Mathematical Intervention For Responsible Gambling.Catalin Barboianu - 2013 - Romanian Journal of Experimental Applied Psychology 4 (3):25-40.
    On the question of whether gambling behavior can be changed as result of teaching gamblers the mathematics of gambling, past studies have yielded contradictory results, and a clear conclusion has not yet been drawn. In this paper, I bring some criticisms to the empirical studies that tended to answer no to this hypothesis, regarding the sampling and laboratory testing, and I argue that an optimal mathematical scholastic intervention with the objective of preventing problem gambling is possible, by providing the principles (...)
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  27.  99
    Video Games and Imaginative Identification.Stephanie Patridge - 2017 - Journal of Aesthetics and Art Criticism 75 (2):181-184.
  28. Comments on Thi Nguyen’s Games: The Art of Agency.Nick Riggle - manuscript
    Comments on Thi Nguyen’s Games: The Art of Agency, delivered at the 2021 American Society for Aesthetics Annual Meeting in Montreal.
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  29.  75
    Genocidal Language Games.Lynne Tirrell - 2012 - In Ishani Maitra & Mary Kate McGowan (eds.), Speech and Harm: Controversies Over Free Speech. Oxford: Oxford University Press. pp. 174--221.
    This chapter examines the role played by derogatory terms (e.g., ‘inyenzi’ or cockroach, ‘inzoka’ or snake) in laying the social groundwork for the genocide of the Tutsi in Rwanda in 1994. The genocide was preceded by an increase in the use of anti-Tutsi derogatory terms among the Hutu. As these linguistic practices evolved, the terms became more openly and directly aimed at Tutsi. Then, during the 100 days of the genocide, derogatory terms and coded euphemisms were used to direct killers (...)
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  30.  31
    Message Exchange Games in Strategic Contexts.Nicholas Asher, Soumya Paul & Antoine Venant - 2017 - Journal of Philosophical Logic 46 (4):355-404.
    When two people engage in a conversation, knowingly or unknowingly, they are playing a game. Players of such games have diverse objectives, or winning conditions: an applicant trying to convince her potential employer of her eligibility over that of a competitor, a prosecutor trying to convict a defendant, a politician trying to convince an electorate in a political debate, and so on. We argue that infinitary games offer a natural model for many structural characteristics of such conversations. We (...)
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  31.  47
    Self-Assembling Games and the Evolution of Salience.Jeffrey A. Barrett - 2023 - British Journal for the Philosophy of Science 74 (1):75-89.
    This article considers how a generalized signalling game may self-assemble as the saliences of the agents evolve by reinforcement on those sources of information that in fact lead to successful action. On the present account, generalized signalling games self-assemble even as the agents co-evolve meaningful representations and successful dispositions for using those representations. We will see how reinforcement on successful information sources also provides a mechanism whereby simpler games might compose to form more complex games. Along the (...)
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  32.  21
    Partiality and games: propositional logic.G. Sandu & A. Pietarinen - 2001 - Logic Journal of the IGPL 9 (1):101-121.
    We study partiality in propositional logics containing formulas with either undefined or over-defined truth-values. Undefined values are created by adding a four-place connective W termed transjunction to complete models which, together with the usual Boolean connectives is shown to be functionally complete for all partial functions. Transjunction is seen to be motivated from a game-theoretic perspective, emerging from a two-stage extensive form semantic game of imperfect information between two players. This game-theoretic approach yields an interpretation where partiality is generated as (...)
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  33.  47
    Rules in games and sports: why a solution to the problem of penalties leads to the rejection of formalism as a useful theory about the nature of sport.Sinclair A. MacRae - 2020 - Journal of the Philosophy of Sport 47 (1):49-62.
    ABSTRACTBernard Suits and other formalists endorse both the logical incompatibility thesis and the view that rule-breakings resulting in penalties can be a legitimate part of a game. This is what Fred D’Agostino calls ‘the problem of penalties’. In this paper, I reject both Suits’ and D’Agostino’s responses to the problem and argue instead that the solution is to abandon Suits’ view that the constitutive rules of all games are alike. Whereas the logical incompatibility thesis applies to games in (...)
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  34.  52
    Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge.Lazaros Michailidis, Emili Balaguer-Ballester & Xun He - 2018 - Frontiers in Psychology 9:393107.
    One of the most pleasurable aspects of video games is their ability to induce immersive experiences. However, there appears to be a tentative conceptualization of what an immersive experience is. In this short review, we specifically focus on the terms of flow and immersion, as they are the most widely used and applied definitions in the video game literature, whilst their differences remain disputable. We critically review the concepts separately and proceed with a comparison on their proposed differences. We (...)
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  35.  20
    Two-cardinal diamond and games of uncountable length.Pierre Matet - 2015 - Archive for Mathematical Logic 54 (3-4):395-412.
    Let μ,κ\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$${\mu, \kappa}$$\end{document} and λ\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$${\lambda}$$\end{document} be three uncountable cardinals such that μ=cf<κ=cf<λ.\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$${\mu = {\rm cf} < \kappa = {\rm cf} < \lambda.}$$\end{document} The game ideal NGκ,λμ\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$${NG_{\kappa,\lambda}^\mu}$$\end{document} is a normal ideal on Pκ\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$${P_\kappa }$$\end{document} defined using (...) of length μ\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$${\mu}$$\end{document}. We show that if 2≤λ\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$${2^{} \leq \lambda}$$\end{document} and there are no large cardinals in an inner model, then the diamond principle ♢κ,λ[NGκ,λμ]\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$${\diamondsuit_{\kappa,\lambda} [{NG}_{\kappa,\lambda}^\mu]}$$\end{document} holds. We also show that if ♢κ\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$${\diamondsuit_\kappa }$$\end{document} holds, where S is a stationary subset of κ\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$${\kappa}$$\end{document}, then ♢κ,λ:a∩κ∈S})\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$${\diamondsuit_{\kappa,\lambda} : a \cap \kappa \in S\})}$$\end{document} holds. (shrink)
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  36.  15
    Games, justice and the general will.W. G. Runciman & Amartya K. Sen - 1965 - Mind 74 (296):554-562.
  37.  30
    Emotions in Sport and Games.Alfred Archer & Nathan Wildman (eds.) - 2020 - Routledge.
    Emotions play an important role in both sport and games, from the pride and joy of victory, the misery and shame of defeat, and the anger and anxiety felt along the way. This volume brings together experts in the philosophy of sport and games and experts in the philosophy of emotion to investigate this important area of research. The book discusses the role of the emotions for both participants and spectators of sports and games, including detailed discussions (...)
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  38. Theory of Games and Economic Behavior.John von Neumann & Oskar Morgenstern - 1944 - Science and Society 9 (4):366-369.
     
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  39. Language-Games for Quantifiers.Jaakko Hintikka - 1968 - In Nicholas Rescher (ed.), Studies in Logical Theory. Oxford,: Blackwell. pp. 46--72.
     
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  40.  20
    Shortening clopen games.Juan P. Aguilera - 2021 - Journal of Symbolic Logic 86 (4):1541-1554.
    For every countable wellordering $\alpha $ greater than $\omega $, it is shown that clopen determinacy for games of length $\alpha $ with moves in $\mathbb {N}$ is equivalent to determinacy for a class of shorter games, but with more complicated payoff. In particular, it is shown that clopen determinacy for games of length $\omega ^2$ is equivalent to $\sigma $ -projective determinacy for games of length $\omega $ and that clopen determinacy for games of (...)
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  41.  54
    Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.Walter R. Boot, Anna Sumner, Tyler J. Towne, Paola Rodriguez & K. Anders Ericsson - 2017 - Topics in Cognitive Science 9 (2):413-436.
    Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for the superior (...)
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  42.  59
    The Evolution of Compositionality in Signaling Games.Michael Franke - 2016 - Journal of Logic, Language and Information 25 (3-4):355-377.
    Compositionality is a key design feature of human language: the meaning of complex expressions is, for the most part, systematically constructed from the meanings of its parts and their manner of composition. This paper demonstrates that rudimentary forms of compositional communicative behavior can emerge from a variant of reinforcement learning applied to signaling games. This helps explain how compositionality could have emerged gradually: if unsophisticated agents can evolve prevalent dispositions to communicate compositional-like, there is a direct evolutionary benefit for (...)
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  43.  12
    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. Dordrecht, Netherland: Springer Verlag. pp. 153--208.
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  44.  13
    Notes on language games as a source of methods for studying the formal properties of linguistic events1.Harold Garfinkel - 2019 - European Journal of Social Theory 22 (2):148-174.
    One of three distinct approaches to his famous ‘Trust’ argument, this paper written by Garfinkel in 1960, and never before published, proposed a rethinking of rules, games and linguistic classifications in interactional terms consistent with Wittgenstein’s language games. Garfinkel had been working in collaboration with Parsons since 1958 to craft an approach to culture that would replace conceptual classification with the constitutive expectancies of interaction and systems of interaction. The argument challenged the work of cultural anthropologists influenced by (...)
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  45.  42
    Applying Aspects of the Expert Performance Approach to Better Understand the Structure of Skill and Mechanisms of Skill Acquisition in Video Games.Walter R. Boot, Anna Sumner, Tyler J. Towne, Paola Rodriguez & K. Anders Ericsson - 2016 - Topics in Cognitive Science 8 (4).
    Video games are ideal platforms for the study of skill acquisition for a variety of reasons. However, our understanding of the development of skill and the cognitive representations that support skilled performance can be limited by a focus on game scores. We present an alternative approach to the study of skill acquisition in video games based on the tools of the Expert Performance Approach. Our investigation was motivated by a detailed analysis of the behaviors responsible for the superior (...)
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  46. Indirect reports as language games.Alessandro Capone - 2012 - Pragmatics and Cognition 20 (3):593-613.
    In this chapter I deal with indirect reports in terms of language games. I try to make connections between the theory of language games and the theory of indirect reports, in the light of the issue of clues and cues. Indirect reports are based on an interplay of voices. The voice of the reporter must allow hearers to ‘reconstruct’ the voice of the reported speaker. Ideally, it must be possible to separate the reporter’s voice from that of the (...)
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  47.  10
    ‘In the Beginning is Relation’: Martin Buber’s Alternative to Binary Oppositions. [REVIEW]Andrew Metcalfe & Ann Game - 2012 - Sophia 51 (3):351-363.
    Abstract In this article we develop a relational understanding of sociality, that is, an account of social life that takes relation as primary. This stands in contrast to the common assumption that relations arise when subjects interact, an account that gives logical priority to separation. We will develop this relational understanding through a reading of the work of Martin Buber, a social philosopher primarily interested in dialogue, meeting, relationship, and the irreducibility and incomparability of reality. In particular, the article contrasts (...)
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  48.  12
    Economic Organizations as Games.Ken Binmore & Partha Dasgupta (eds.) - 1986 - Wiley-Blackwell.
    Economists have in recent years found the theory of games to be an attractive route for exploring imperfectly competitive markets. In this collection of articles, some of the best minds in contemporary economics on both sides of the Atlantic explore both the potential and the limitations of this theoretical framework.
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  49.  47
    Vagueness and Imprecise Imitation in Signalling Games.Michael Franke & José Pedro Correia - 2018 - British Journal for the Philosophy of Science 69 (4):1037-1067.
    Signalling games are popular models for studying the evolution of meaning, but typical approaches do not incorporate vagueness as a feature of successful signalling. Complementing recent like-minded models, we describe an aggregate population-level dynamic that describes a process of imitation of successful behaviour under imprecise perception and realization of similar stimuli. Applying this new dynamic to a generalization of Lewis’s signalling games, we show that stochastic imprecision leads to vague, yet by-and-large efficient signal use, and, moreover, that it (...)
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  50.  23
    The Evolution of Coding in Signaling Games.Jeffrey A. Barrett - 2009 - Theory and Decision 67 (2):223-237.
    Signaling games with reinforcement learning have been used to model the evolution of term languages (Lewis 1969, Convention. Cambridge, MA: Harvard University Press; Skyrms 2006, “Signals” Presidential Address. Philosophy of Science Association for PSA). In this article, syntactic games, extensions of David Lewis’s original sender–receiver game, are used to illustrate how a language that exploits available syntactic structure might evolve to code for states of the world. The evolution of a language occurs in the context of available vocabulary (...)
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