Results for 'Games Industry'

987 found
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  1.  8
    Parkinsonian Balance Deficits Quantified Using a Game Industry Board and a Specific Battery of Four Paradigms.Olivier Darbin, Coral Gubler, Dean Naritoku, Daniel Dees, Anthony Martino & Elizabeth Adams - 2016 - Frontiers in Human Neuroscience 10:211884.
    This study describes a cost-effective screening protocol for parkinsonism based on combined objective and subjective monitoring of balance function. Objective evaluation of balance function was performed using a game industry balance board and an automated analyses of the dynamic of the center of pressure in time, frequency and non-linear domains collected during short series of stand up tests with different modalities and severity of sensorial deprivation. The subjective measurement of balance function was performed using the Dizziness Handicap Inventory questionnaire. (...)
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  2.  38
    Do LGBTQ-Supportive Corporate Policies Affect Consumer Behavior? Evidence from the Video Game Industry.Petr Parshakov, Iuliia Naidenova, Carlos Gomez-Gonzalez & Cornel Nesseler - 2022 - Journal of Business Ethics 187 (3):421-432.
    This paper empirically examines how consumers react when a company marks a product with a gay label. The company under scrutiny is one of the largest video game developers in the world, and the labeled product is a popular video game character. We use a regression discontinuity design to exploit the quasi-experimental setting. The main finding was significant drop in demand for this character and a return to previous levels after approximately 3 months. Possible mechanisms and dynamics were explored by (...)
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  3.  21
    Video Game Journalism and the Ideology of Anxiety: Implications for Effective Reporting in Niche Industries and Oligopolies.Howard D. Fisher & Sufyan Mohammed-Baksh - 2020 - Journal of Media Ethics 35 (1):45-59.
    Video games are a $20-billion-a-year industry, but it is still treated as a niche market. The video game corporations hold considerable power over the articles that journalists write. Through in-de...
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  4.  40
    Beyond the Game: Perceptions and Practices of Corporate Social Responsibility in the Professional Sport Industry.Hela Sheth & Kathy M. Babiak - 2010 - Journal of Business Ethics 91 (3):433-450.
    Corporate social responsibility (CSR) is an area of great interest, yet little is known about how CSR is perceived and practiced in the professional sport industry. This study employs a mixed-methods approach, including a survey, and a qualitative content analysis of responses to open-ended questions, to explore how professional sport executives define CSR, and what priorities teams have regarding their CSR activities. Findings from this study indicate that sport executives placed different emphases on elements of CSR including a focus (...)
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  5. Post-industrial Virtue Epistemology on Globalized Games and Robotics.Theodore Kabouridis - 2017 - In Zlatan Delić (ed.), Epistemology and Transformation of Knowledge in Global Age. [No place]: IntechOpen.
     
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  6.  78
    A social and ethical game-changer? An empirical ethics study of CRISPR in the salmon farming industry.Hannah Winther, Torill Blix, Lotte Holm, Anne Ingeborg Myhr & Bjørn Myskja - forthcoming - Environmental Values.
    The genome editing technology CRISPR is described as a technological game-changer because of its flexibility and precision, and as an ethical game-changer due to its ability to engineer traits in living organisms without crossing species, avoiding a significant objection to genetically modified organisms (GMOs). In salmon farming, applications of CRISPR in breeding hold the promise of handling environmental and fish welfare challenges yet require social acceptance. Adopting an empirical bioethics framework, this stakeholder interview study shows that respecting species borders is (...)
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  7. Philosophy Through Video Games.Jon Cogburn & Mark Silcox - 2008 - New York: Routledge. Edited by Mark Silcox.
    How can _Wii Sports_ teach us about metaphysics? Can playing _World of Warcraft_ lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from _Zork_, _Grand Theft Auto_, and _Civilization_? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned (...)
     
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  8.  53
    The effect of a male-oriented computer gaming culture on careers in the computer industry.Marc J. Natale - 2002 - Acm Sigcas Computers and Society 32 (2):24-31.
    If careers in the computer industry were viewed, it would be evident that there is a conspicuous gender gap between the number of male and female employees. The same gap can be observed at the college level where males are dominating females as to those who pursue and obtain a degree in computer science. The question that this research paper intends to show is: Why are males so dominant when it comes to computer related matter? I have traced this (...)
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  9.  60
    Ethics and Video Games.Christopher Bartel - 2023 - In James Harold (ed.), Oxford Handbook of Ethics and Art. New York, NY: Oxford University Press.
    Ethics in video gaming is broad topic that extends beyond the familiar instances of “moral panics”. This chapter will first divide ethical issues into internal and external moral questions. Roughly, this equates to a distinction between the ethics in games and the ethics of games. The ethical issues internal to video games arise due to both their status as fictions and their status as games. Many games afford players the opportunity to perform violent and vicious (...)
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  10.  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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  11. Differential Games in Economics and Management Science.Engelbert J. Dockner, Steffen Jorgensen, Ngo Van Long & Gerhard Sorger - 2000 - Cambridge University Press.
    A comprehensive, self-contained survey of the theory and applications of differential games, one of the most commonly used tools for modelling and analysing economics and management problems which are characterised by both multiperiod and strategic decision making. Although no prior knowledge of game theory is required, a basic knowledge of linear algebra, ordinary differential equations, mathematical programming and probability theory is necessary. Part One presents the theory of differential games, starting with the basic concepts of game theory and (...)
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  12. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio (...)
     
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  13. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of (...)
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  14.  10
    Generic drug competition: The pharmaceutical industry “gaming” controversy.Thomas A. Hemphill - 2019 - Business and Society Review 124 (4):467-477.
    Among American adults 20 years and older, 59 percent take at least one prescription drug on a regular basis. Unlike most branded drugs, which are generally drugs that have a trade name and are protected by a patent, off‐patent generic drugs make up approximately 90 percent of prescriptions annually filled in the United States; yet in 2017, generic drugs made up only 23 percent of total drug costs in the U.S. The U.S. Food and Drug Administration has taken the lead (...)
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  15.  83
    Game-related assessments for personnel selection: A systematic review.Pedro J. Ramos-Villagrasa, Elena Fernández-del-Río & Ángel Castro - 2022 - Frontiers in Psychology 13.
    Industrial development in recent decades has led to using information and communication technologies to support personnel selection processes. One of the most notable examples is game-related assessments, supposedly as accurate as conventional tests but which generate better applicant reactions and reduce the likelihood of adverse impact and faking. However, such claims still lack scientific support. Given practitioners’ increasing use of GRA, this article reviews the scientific literature on gamification applied to personnel selection to determine whether the current state of the (...)
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  16.  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 the (...)
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  17.  13
    A ‘Game’ Bird? On Why Hunting is Not a Game and Thus Not a Sport.Rebekah Humphreys - 2023 - Sport, Ethics and Philosophy 17 (4):432-442.
    This paper aims to provide a conceptual analysis of blood-sport as a concept. Through utilising a generalised notion of sport as well as the concept of fair-play, the objective will be to examine whether blood-sports are games and analyse to what extent, if any, blood-sports can be properly called ‘sports’. For the purposes of application and because of the sheer numbers of birds used in the sports-shooting industry, the paper will focus on a discussion of game-birding, but the (...)
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  18.  62
    Pharmaceutical Industry discursives and the marketization of nursing work: a case example.Rusla Anne Springer - 2011 - Nursing Philosophy 12 (3):214-228.
    Increasing pharmaceutical industry presence in health care research and practice has evoked critical social, political, economic, and ethical questions and concern among health care providers, ethicists, economists, and the general citizenry. The case example presented of the ‘marketization’ of nursing practice not only reveals the magnitude of the purview of the pharmaceutical industry, it demonstrates how that industry imparts effect upon the organization of nursing work, an area of health care professional practice where the ethical polemic of (...)
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  19.  42
    Les politiques de soutien à l’industrie vidéoludique. Une analyse comparative.Jean-Paul Simon - 2012 - Hermès: La Revue Cognition, communication, politique 62 (1):, [ p.].
    Cet article offre une analyse comparative des politiques publiques de soutien, à l’industrie des jeux vidéo. Il souligne la forte implication de certains gouvernements et la relative faiblesse des initiatives européennes dans le domaine, à l’exception de quelques États membres comme la France ou les pays nordiques et des initiatives de la Commission européenne.This article offers a comparative analysis of public policies to support the video games industry. We highlight the substantial involvement of some governments and the relatively (...)
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  20.  84
    Women's Games in Japan.Hyeshin Kim - 2009 - Theory, Culture and Society 26 (2-3):165-188.
    Women's games refers to a category of games developed and marketed exclusively for the consumption of women and girls in the Japanese gaming industry. Essentially gender-specific games comparable to the `games for girls' proposed by the girls' game movement in the USA, Japanese women's games are significant for their history, influence and function as a site for female gamers to play out various female identities and romantic fantasies within diverse generic structures. This article will (...)
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  21.  19
    Fighting games and Go: Exploring the aesthetics of play in professional gaming.Mark R. Johnson & Jamie Woodcock - 2017 - Thesis Eleven 138 (1):26-45.
    This paper examines the varied cultural meanings of computer game play in competitive and professional computer gaming and live-streaming. To do so it riffs off Andrew Feenberg’s 1994 work exploring the changing meanings of the ancient board game of Go in mid-century Japan. We argue that whereas Go saw a de-aestheticization with the growth of newspaper reporting and a new breed of ‘westernized’ player, the rise of professionalized computer gameplay has upset this trend, causing a re-aestheticization of professional game competition (...)
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  22.  21
    Gaming Google: Some Ethical Issues Involving Online Reputation Management.Jo Ann Oravec - 2013 - Journal of Business Ethics Education 10:61-81.
    Using the search engine Google to locate information linked to individuals and organizations has become part of everyday functioning. This article addresses whether the “gaming” of Internet applications in attempts to modify reputations raises substantial ethical concerns. It analyzes emerging approaches for manipulation of how personally-identifiable information is accessed online as well as critically-important international differences in information handling. Itinvestigates privacy issues involving the data mining of personally-identifiable information with search engines and social media platforms. Notions of “gaming” and “manipulation” (...)
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  23.  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 ethical responsibilities (...)
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  24.  6
    Serious games in theology.Willem H. Oliver - 2019 - HTS Theological Studies 75 (4):1-8.
    In South Africa, the implementation of serious games and gamification in the design of curricula, being presented in schools and institutions of higher education, is mostly a novelty. As we are in a transitional phase with education, especially on two levels, namely, with the decolonisation of education and preparing education for the Fourth Industrial Revolution, it would be fitting and high time to fully implement gaming into the curricula. This article takes a look at the implementation of a serious (...)
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  25.  39
    Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective.Elena Petrovskaya & David Zendle - 2021 - Journal of Business Ethics 181 (4):1065-1081.
    Technological shifts within the video game industry have enabled many games to evolve into platforms for repeated expenditure, rather than a one-time purchase product. Monetising a game as a service is challenging, and there is concern that some monetisation strategies may constitute unfair or exploitative practices which are not adequately covered by existing law. We asked 1104 players of video games to describe a time when they had been exposed to transactions which were perceived to be misleading, (...)
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  26. Gaming Google: Some Ethical Issues Involving Online Reputation Management.Jo Ann Oravec - 2013 - Journal of Business Ethics Education 10:61-81.
    Using the search engine Google to locate information linked to individuals and organizations has become part of everyday functioning. This article addresses whether the “gaming” of Internet applications in attempts to modify reputations raises substantial ethical concerns. It analyzes emerging approaches for manipulation of how personally-identifiable information is accessed online as well as critically-important international differences in information handling. It investigates privacy issues involving the data mining of personally-identifiable information with search engines and social media platforms. Notions of “gaming” and (...)
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  27.  10
    Evolutionary Game Analysis of Knowledge Sharing in Low-Carbon Innovation Network.Cuicui Zheng - 2021 - Complexity 2021:1-11.
    Low-carbon technological innovation is the main means to develop a low-carbon economy, and network knowledge sharing and collaborative innovation is an effective model for the development of low-carbon technologies. First of all, this article adopts a decision-making experiment and evaluation laboratory method and interpretation structure model, combines the two methods, extracts the advantages of the two, and discards the shortcomings of the two, thus constructing a new optimized and upgraded interpretation structure model. We give methods to explore the main influencing (...)
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  28.  10
    Evolutionary Game Analysis of Construction Workers' Unsafe Behaviors Based on Incentive and Punishment Mechanisms.Jianbo Zhu, Ce Zhang, Shuyi Wang, Jingfeng Yuan & Qiming Li - 2022 - Frontiers in Psychology 13.
    Construction is one of the most dangerous industries because of its open working environment and risky construction conditions. In the process of construction, risk events cause great losses for owners and workers. Most of the risk events are closely related to unsafe behaviors of workers. Therefore, it is of great significance for contractors to establish management measures, e.g., incentive and punishment mechanism, to induce workers to reduce unsafe behaviors. This paper aims to take the incentive and punishment mechanism into consideration (...)
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  29.  29
    The Representational Necropolitics of Black Women in Zombie Dystopia Video Games.Eric Andrew James - 2021 - Feminist Studies 47 (1):147-174.
    In lieu of an abstract, here is a brief excerpt of the content:Feminist Studies 47, no. 1. © 2021 by Feminist Studies, Inc. 147 Eric Andrew James The Representational Necropolitics of Black Women in Zombie Dystopia Video Games Though Stuart Hall defends popular representation as an important terrain of political struggle, he also argues that images of difference are dominated by “racialized regimes of representation” manifest in stereotypes and invisibilities.1 These ensure that marginal identities are reduced, essentialized, and rendered (...)
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  30.  20
    The Invisible Hand in Virtual Worlds: The Economic Order of Video Games.Matthew McCaffrey (ed.) - 2022 - Cambridge University Press.
    Video games aren't merely casual entertainment: they are the heart of one of the fastest-growing media industries in the world, and a cultural phenomenon in their own right. Gaming has evolved from a niche pastime into a global business that rivals film and television, creating, in the process, new art forms and social arenas and have become the subject of endless public debate. This book shows that games also provide a unique space in which to study economic behavior. (...)
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  31.  60
    Fixing the Game? Legitimacy, Morality Policy and Research in Gambling.Rohan Miller & Grant Michelson - 2013 - Journal of Business Ethics 116 (3):601-614.
    It is a truism that some industries are controversial either because the processes employed or the resulting products, for instance, can potentially harm the well-being of people. The controversy that surrounds certain industries can sharply polarise public opinion and debate. In this article, we employ legitimacy theory and morality policy to show how one industry sector (the electronic gaming machine sector as part of the wider gambling industry) is subject to this reaction. We suggest that the difficulty in (...)
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  32.  9
    Changing the game: animal liberation in the twenty-first century.Norm Phelps - 2015 - New York: Lantern Books, A Division of Booklight.
    Norm Phelps has long been one of the leading theoreticians, historians, and strategists of the animal advocacy movement. His new book collects his recent writings on this subject, as well as offers in print for the first time a fully revised and updated version of the e-book he published with Lantern in 2013 (978-1-59056-379-3). Phelps argues that faced with the overwhelming wealth and power of the animal exploitation industries, animal activists are like David trying to stand up to Goliath. But (...)
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  33.  9
    Understanding gift-giving in game live streaming on Douyu: An evaluation of PSR/social presence.Wenchi Zhang - 2022 - Frontiers in Psychology 13.
    In China, live streaming has grown rapidly in recent years, with gift-giving, a unique business model in live streaming, driving the development of many industries. This article explores the association between gift-giving behavior in game live streaming and viewers' live streaming experience. Specifically, this study aims to explore the correlation between Para-social Relationships, Social Presence, and gift-giving in the context of China. Based on the survey and interview of the viewer on Douyu, a Chinese live streaming platform, this study found (...)
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  34.  89
    Who should own access rights? A game-theoretical approach to striking the optimal balance in the debate over digital rights management.Yu-Lin Chang - 2007 - Artificial Intelligence and Law 15 (4):323-356.
    The development of access rights as, perhaps, a replacement for copyright in digital rights management (DRM) systems, draws our attention to the importance of ‚the balance problem’ between information industries and the individual user. The nature of just what this ‚balance’ is, is often mentioned in copyright writings and judgments, but is rarely discussed. In this paper I focus upon elucidating the idea of balance in intellectual property and propose that the balance concept is not only the most feasible way (...)
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  35.  14
    ‘The Impact of Personal and Organizational Moral Philosophies on Marketing Exchange Relationships: A Simulation Using the Prisoner’s Dilemma Game’.Alison Watkins & Ronald Paul Hill - 2005 - Journal of Business Ethics 62 (3):253-265.
    The purpose of this research is to examine the impact of individual and firm moral philosophies on marketing exchange relationships. Personal moral philosophies range from the extreme forms of true altruists and true egoists, along with three hybrids that represent middle ground. Organizational postures are defined as Ethical Paradigm, Unethical Paradigm, and Neutral Paradigm, which result in changes to personal moral philosophies and company and industry performance. The study context is a simulation of an exchange environment using a variation (...)
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  36. Social context in massively-multiplayer online games (MMOGs): ethical questions in shared space.Dorothy E. Warner & Mike Raiter - 2005 - International Review of Information Ethics 4 (7):46-52.
    Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games . The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and Disney’s (...)
     
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  37.  10
    Reverse Knowledge Transfer in Cross-Border Mergers and Acquisitions in the Chinese High-Tech Industry under Government Intervention.Yi Su, Wen Guo & Zaoli Yang - 2021 - Complexity 2021:1-18.
    The high-tech industry is the main force promoting the development of China’s national economy. As its industrial economic strength grows, China’s high-tech industry is increasingly using cross-border mergers and acquisitions as an important way to “go out.” To explore the rules governing the process and operation mechanism of reverse knowledge transfer through the CBM&A of China’s high-tech industry under government intervention, a tripartite evolutionary game model of the government, the parent company, and the subsidiary as the main (...)
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  38.  2
    Do Largest Shareholders Incentively Affect Financial Sustainability Under Holdings Heterogeneity? Regulation/Intermediary of Financial Constraints Through Managerial Behavior Games.Lipai Zhang - 2022 - Frontiers in Psychology 13.
    The real estate industry is characterized by a high degree of financial intensity and is more significant in certain areas. The relative enterprises require certain financial ability and large shareholders’ controlling power to support their survivals and competitiveness. However, due to the multiple adverse impacts of current state policies on banks and private capital, the problem of capital restraints of real estate has become increasingly serious. From a corporate governance perspective, this paper studies the interactions among financial constraints, ownership (...)
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  39.  36
    Virtue(al) games—real drugs.John T. Holden, Anastasios Kaburakis & Joanna Wall Tweedie - 2018 - Sport, Ethics and Philosophy 13 (1):19-32.
    The growth of esports as a recognized, organized, competitive activity in North America and Europe has evolved steadily from one of the most prominent sport industries in several Asian countries. Esports, which is still pursuing a widely accepted governance structure, has struggled to control the factors that typically act as a breeding ground for sport corruption. Within the esports industry, there is alleged widespread use of both prescription and off-label use of stimulants, such as modafinil, methylphenidate, and dextroamphetamine. Anti-doping (...)
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  40. The olympic games and the cyborg- athlete: Any room for improvement?Andy Miah - unknown
    This paper is prompted by the radical emergence of technology that exists in contemporary sport and culture. Of particular interest are the technologies that threaten to alter an already changing concept of the human condition, such as genetic engineering and prosthetics. However, it is fundamental to consider the more subtle technologies, which influence change in sports, such as the equipment used by an athlete and the methods of training that are unmistakably technological. Such subtle technologies, I argue, can provoke a (...)
     
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  41. 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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  42.  1
    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 had (...)
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  43.  5
    Market Structure and Competition Policy: Game-Theoretic Approaches.George Norman & Jacques-François Thisse (eds.) - 2000 - Cambridge University Press.
    This 2000 text applies modern advances in game theory to the analysis of competition policy and develops some of the theoretical and policy concerns associated with the pioneering work of Louis Phlips. Containing contributions by leading scholars from Europe and North America, this book observes a common theme in the relationship between the regulatory regime and market structure. Since the inception of the new industrial organization, economists have developed a better understanding of how real-world markets operate. These results have particular (...)
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  44.  9
    Children at Play: Thoughts about the impact of networked toys in the game of life and the role of law.Ulrich Gaspar - 2018 - International Review of Information Ethics 27.
    Information communication technology is spreading fast and wide. Driven by convenience, it enables people to undertake personal tasks and make decisions more easily and efficiently. Convenience enjoys an air of liberation as well as self-expression affecting all areas of life. The industry for children's toys is a major economic market becoming ever more tech-related and drawn into the battle for convenience. Like any other tech-related industry, this battle is about industry dominance and, currently, that involves networked toys. (...)
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  45.  9
    Advances in Artificial Intelligence: From Theory to Practice: 30th International Conference on Industrial Engineering and Other Applications of Applied Intelligent Systems, Iea/Aie 2017, Arras, France, June 27-30, 2017, Proceedings, Part I.Salem Benferhat, Karim Tabia & Moonis Ali (eds.) - 2017 - Springer Verlag.
    The two-volume set LNCS 10350 and 10351 constitutes the thoroughly refereed proceedings of the 30th International Conference on Industrial, Engineering and Other Applications of Applied Intelligent Systems, IEA/AIE 2017, held in Arras, France, in June 2017. The 70 revised full papers presented together with 45 short papers and 3 invited talks were carefully reviewed and selected from 180 submissions. They are organized in topical sections: constraints, planning, and optimization; data mining and machine learning; sensors, signal processing, and data fusion; recommender (...)
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  46.  7
    Information Fusion Algorithm for Big Data in Digital Publishing Industry Chain.Haixiang He - 2021 - Complexity 2021:1-10.
    This paper studies the information of big data in the digital publishing industry chain and adopts advanced algorithms for its fusion calculation. The basic theory of digital publishing ecological chain is dissected, the construction requirements, construction methods, and construction paths of digital publishing ecological chain are analysed, and feasible construction measures are proposed. It also defines the connotation of the fusion of knowledge services between publishing institutions and libraries in the digital era; then analyses the characteristics and principles of (...)
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  47.  58
    ‘The Impact of Personal and Organizational Moral Philosophies on Marketing Exchange Relationships: A Simulation Using the Prisoner’s Dilemma Game’. [REVIEW]Alison Watkins & Ronald Paul Hill - 2005 - Journal of Business Ethics 62 (3):253 - 265.
    The purpose of this research is to examine the impact of individual and firm moral philosophies on marketing exchange relationships. Personal moral philosophies range from the extreme forms of true altruists and true egoists, along with three hybrids that represent middle ground (i.e., realistic altruists, tit-for-tats, and realistic egoists). Organizational postures are defined as Ethical Paradigm, Unethical Paradigm, and Neutral Paradigm, which result in changes to personal moral philosophies and company and industry performance. The study context is a simulation (...)
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  48.  24
    Nietzsche’s Dangerous Game. [REVIEW]Christopher Field - 1999 - Review of Metaphysics 52 (3):668-670.
    As the Nietzsche industry continues to thrive, offering Zarathustra zealots everything from coffee table photography books to quasi-fictional accounts of Nietzsche’s mad dance into insanity and posterity, Daniel Conway offers a sober account of Nietzsche’s late writings, choosing to address quite seriously the shrill excesses that mark Nietzsche’s work from 1885–8. Conway undertakes to present Nietzsche’s own decadence and inheriting readership as evidence of the failure of his later project. Nietzsche embarks on voyages toward terrible seas, seeking to unsterilize (...)
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  49.  11
    Mind the Gaps: Western Modernity, Chinese Feminine Subjectivity, and the Industrial-Rural Divide in Han Bo’s China Eastern Railway Poetics.Yuming Piao - 2022 - philoSOPHIA: A Journal of Continental Feminism 12 (1):179-185.
    Abstract:“Modern Sexual Organicity” (《现代性器》 Xiàndài Xìngqì) and “Super Killer” (《大杀器》 Dà Shaqì) by Han Bo, which I translate and discuss here, unfold around the poet’s playfully sustained series of observations of the irreconcilable gaps and irreducible dissonances between Western modernity and Chinese contemporaneity. Focusing on the (post)structural dimension of the extreme intricacy and intensity of Han’s language game that polysemically intersects with traditional Chinese poetic moves as well, which itself mirrors the structurally (bi)polarized and gendered social realities in China, this (...)
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  50. 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 and (...)
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