Results for 'Gamification'

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  1.  24
    Gamification of Labor and the Charge of Exploitation.Tae Kim - 2018 - Journal of Business Ethics 152 (1):27-39.
    Recently, business organizations have increasingly turned to a novel form of non-monetary incentives—that is, “gamification,” which refers to a motivation technique using video game elements, such as digital points, badges, and friendly competition in non-game contexts like workplaces. The introduction of gamification to the context of human resource management has immediately become embroiled in serious moral debates. Most notable is the accusation that using gamification as a motivation tool, employers exploit workers. This article offers an in-depth analysis (...)
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  2.  15
    Citizen Science and Gamification.Karola V. Kreitmair & David C. Magnus - 2019 - Hastings Center Report 49 (2):40-46.
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  3.  26
    Gaming Science: The “Gamification” of Scientific Thinking.Bradley J. Morris, Steve Croker, Corinne Zimmerman, Devin Gill & Connie Romig - 2013 - Frontiers in Psychology 4.
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  4.  16
    Gamification as Transformative Assessment in Higher Education.Erna Oliver - 2017 - Hts Theological Studies 73 (3).
    Gamification in education is still a very new concept in South Africa. Being a 21st-centuryinvention, it has already established itself in the world within the environs of the corporatemarket, marketing, training and the social world. This article will first discuss gamification and its applications in general; thereafter, the focus will be onthe application of gamification within the environment of education, and more specificallywith an emphasis on assessment. The burning question for South Africa is whethergamification can enhance a (...)
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  5.  13
    Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students.Chor-lam Chau, Yvonne Yin-yau Tsui & Cecilia Cheng - 2019 - Frontiers in Psychology 10.
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  6.  9
    The Gamification of Political Participation.Wulf Loh - 2019 - Moral Philosophy and Politics 6 (2):261-280.
    Political participation lies at the heart of normative democratic theory. To foster participatory interactions between citizens, some advocates and designers are resorting to gamification as the use of psycho-motivational involvement strategies from games in non-game contexts. The hope is that through gamification mechanisms, citizens will be drawn more easily towards participation platforms, apps, and digital services, as well as remain there longer, thereby effectively enhancing participation numbers and time. In this article, I will explore the potential problems of (...)
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  7.  5
    Enhancing Consumer Online Purchase Intention Through Gamification in China: Perspective of Cognitive Evaluation Theory.Yan Xu, Zhong Chen, Michael Yao-Ping Peng & Muhammad Khalid Anser - 2020 - Frontiers in Psychology 11.
    The application of game elements of gamification in online shopping is attracting interest from researchers and practitioners. However, it remains unclear how gamification affects and improves consumer purchase intention on online shopping platforms, which still leaves a gap in our knowledge. To narrow this theoretical gap, a theoretical model has been built in this study. This model adopts cognitive evaluation theory to explain the impact of gamification elements on consumer purchase intention. Data was collected from 322 online (...)
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  8.  3
    Gamification as Online Teaching Strategy During COVID-19: A Mini-Review.Francisco Antonio Nieto-Escamez & María Dolores Roldán-Tapia - 2021 - Frontiers in Psychology 12.
    The ongoing pandemic caused by coronavirus disease 2019 has enforced a shutdown of educative institutions of all levels, including high school and university students, and has forced educators and institutions to adapt teaching strategies in a hasty way. This work reviews the use of gamification-based teaching during the pandemic lockdown through a search in Scopus, PsycINFO, ERIC, and Semantic Scholar databases. A total of 11 papers from Chemistry, Business, Computer Science, Biology, and Medical areas have been identified and included (...)
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  9.  8
    Gamification of Learning Deactivates the Default Mode Network.Paul A. Howard-Jones, Tim Jay, Alice Mason & Harvey Jones - 2015 - Frontiers in Psychology 6.
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  10.  10
    Gamification in Learning and Education: Enjoy Learning Like Gaming.Jingjing Hu - 2020 - British Journal of Educational Studies 68 (2):265-267.
  11.  9
    Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises.Katinka van der Kooij, Rosanne van Dijsseldonk, Milou van Veen, Frans Steenbrink, Coen de Weerd & Krista E. Overvliet - 2019 - Frontiers in Psychology 10.
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  12.  1
    Initiating Count Down - Gamification of Academic Integrity.Priyanka Harish, Ajrina Hysaj, Soly Mathew Biju, Shivadas Sivasubramaniam, Dita Henek Dlabolová, Sandra F. Gomes, Sonja Bjelobaba, Jarret Dyer & Zeenath Reza Khan - 2021 - International Journal for Educational Integrity 17 (1).
    Any problem is a problem until a solution is designed and implemented. This paper reports on a workshop that highlights preliminary work done by the working group on Gamification in the scope of European Network for Academic Integrity, which aims to explore the possibility of developing and testing a gamified learning module on academic integrity values. In this paper, the group aims to look at proposing steps we are currently using to develop storyboards of scenarios for the first phase (...)
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  13.  1
    Recommendations for Implementing Gamification for Mental Health and Wellbeing.Vanessa Wan Sze Cheng - 2020 - Frontiers in Psychology 11.
    Gamification is increasingly being proposed as a strategy to increase engagement for mental health and wellbeing technologies. However, its implementation has been criticized as atheoretical, particularly in relation to behavior change theory and game studies theories. Definitions of the term “gamification” vary, sometimes widely, between and within academic fields and the effectiveness of gamification is yet to be empirically established. Despite this, enthusiasm for developing gamified mental health technologies, such as interventions, continues to grow. There is a (...)
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  14.  12
    The Unobserved Heterogeneneous Influence of Gamification and Novelty-Seeking Traits on Consumers’ Repurchase Intention in the Omnichannel Retailing.Cheong Kim, Francis Joseph Costello & Kun Chang Lee - 2020 - Frontiers in Psychology 11.
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  15.  23
    The Ethics of Gamification in a Marketing Context.Andrea Stevenson Thorpe & Stephen Roper - 2019 - Journal of Business Ethics 155 (2):597-609.
    Gamification is an increasingly common marketing tool. Yet, to date, there has been little examination of its ethical implications. In light of the potential implications of this type of stealth marketing for consumer welfare, this paper discusses the ethical dilemmas raised by the use of gamified approaches to marketing. The paper draws on different schools of ethics to examine gamification as an overall system, as well as its constituent parts. This discussion leads to a rationale and suggestions for (...)
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  16.  37
    On Semantic Gamification.Ignacio Ojea Quintana - 2017 - In S. Ghosh & S. Prasad (eds.), Logic and its Applications, Lecture Notes in Computer Science 10119. Springer.
    The purpose of this essay is to study the extent in which the semantics for different logical systems can be represented game theoretically. I will begin by considering different definitions of what it means to gamify a semantics, and show completeness and limitative results. In particular, I will argue that under a proper definition of gamification, all finitely algebraizable logics can be gamified, as well as some infinitely algebraizable ones (like Łukasiewicz) and some non-algebraizable (like intuitionistic and van Fraassen (...)
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  17.  19
    DoGood: Examining Gamification, Civic Engagement, and Collective Intelligence.Sebastian Rehm, Marcus Foth & Peta Mitchell - 2018 - AI and Society 33 (1):27-37.
    The mobile internet provides new and easier ways for people to organise themselves, raise issues, take action, and interact with their city. However, lack of information or motivation often prevents citizens from regularly contributing to the common good. In this paper, we present DoGood, a mobile app that aims at motivating citizens to join civic activities in their local community. Our study asks to what extent gamification can motivate users to participate in civic activities. The term civic activity is (...)
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  18.  7
    I’M Not Playing: Gamification, Mental Illness, and Neoliberal Subjectivity.Francis Russell - 2018 - Journal for Cultural Research 22 (4):396-411.
    ABSTRACTFor many researchers, medical professionals, and politicians, the gamification of mental health treatment is a possibly innovative and efficient means to utilise the popularity of gaming in order to help combat the ever-growing global rates of mental illness. Despite this optimism, critics of gamification point to this trend as an extension of neoliberal governance, warning that gamification only encourages the further quantification and control of life under metrics of utility, productivity, and competitiveness. Accordingly, this article critically examines (...)
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  19. Ode to Sparklepony-Gamification in Action.Wendi Sierra & Kyle Stedman - forthcoming - Kairos.
     
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  20.  5
    Progressive Training for Motor Imagery Brain-Computer Interfaces Using Gamification and Virtual Reality Embodiment.Filip Škola, Simona Tinková & Fotis Liarokapis - 2019 - Frontiers in Human Neuroscience 13.
  21.  1
    Simulation and Gamification in the Modern Educational Space in the Teaching System of RCTs.Tatiana Igorevna Tikhanovich - 2021 - Kant 38 (1):344-348.
    The article covers the simulation approach as a part of communicative-oriented teaching, where its main task is to remove psychological barriers in education leading to the fast and effective language learning. The main aim of this method is to provide a life experience through the modern educational environment. Modeling creates situations which helps us to try other strategies while sinking into screenplay. An example in the article we consider a linguo-didactic resource "Время говорить по-русски". The research relevant is vivid: the (...)
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  22.  12
    System to Detect Racial-Based Bullying Through Gamification.José A. Álvarez-Bermejo, Luis J. Belmonte-Ureña, Africa Martos-Martínez, Ana B. Barragán-Martín & María del Mar Simón-Marquez - 2016 - Frontiers in Psychology 7.
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  23. Competitive Debate as Innovation in Gamification and Training for Adult Learners: A Conceptual Analysis.Guillermo A. Sánchez Prieto, María José Martín Rodrigo & Antonio Rua Vieites - 2021 - Frontiers in Psychology 12.
    Adult learners demand teaching innovations that are ever more rapid and attractive. As a response to these demands and the challenges of skills training, this article presents a conceptual analysis that introduces competitive debate as an impact training model. The aim is to learn whether debate can be considered to fall within the frame of gamification, so that the full potential of debate as gamification can be exploited. There is a significant research gap regarding competitive debate as a (...)
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  24.  50
    KAPP, Karl M. The gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeiffer, 2012. [REVIEW]Marcelo Luis Fardo - 2013 - Conjectura: Filosofia E Educação 18 (1):201-206.
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  25.  27
    Sur L’Échelle de la Ludicité. Création Et Gamification.Aymeric D'afflon - 2012 - Hermès: La Revue Cognition, communication, politique 62 (1):, [ p.].
    L’objectif de cet article est de présenter deux axes généraux d’analyse des jeux vidéo. Le premier axe précise les différents degrés de différenciation entre le play et le game . Le second axe, la « composition actantielle », permet d’évaluer la relation nouée par le joueur avec la collectivité. La combinaison de ces deux critères révèle une forte polarisation entre deux expositions contemporaines : celle du Grand Palais à Paris , et le festival GamerZ d’Aix-En-Provence. Partant de cette observation, nous (...)
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  26.  2
    The Concepts of “Communicative Competence” and “Gamification of English Learning for Special Purpose” in Scientific Discourse.Alona Yurzhenko - 2018 - EUREKA: Social and Humanities 6:34-38.
    The article defines the essence of the concepts of "competence" and "competence in learning". These concepts’ understanding by different researchers is highlighted, differences and similarities of these concepts definition by scientists are shown. The concepts of "communicative competence" and "professional communicative competence" are defined, their features are outlined. Our study also examines the problem of losing interest in the learning as one of the main issues of modern pedagogy, analyzes a relatively new motivation tool "gamification". The definitions of this (...)
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  27.  3
    Effects on Personal Factors Through Flipped Learning and Gamification as Combined Methodologies in Secondary Education.Adrián Segura-Robles, Arturo Fuentes-Cabrera, María Elena Parra-González & Jesús López-Belmonte - 2020 - Frontiers in Psychology 11.
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  28.  1
    Neoliberalizing News Discourse: A Semio-Discursive Reading of News Gamification.Rania Magdi Fawzy - 2019 - Discourse and Communication 13 (5):497-515.
    Gamified news is a clear example of contemporary convergent practices which conflate the functionalities of formerly separate entities, video games and journalism. This practice marks a shift in the journalistic norms, positioning journalism and news users within the neoliberal paradigm. In this view, the study proposes a discursive approach to examine how gamified news discourse is colonized by the neoliberal values of marketization and commodification. The analysis takes a case study of Pirate Fishing: An Interactive Investigation, a gamified news launched (...)
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  29.  8
    Sur L’Échelle de la Ludicité. Création Et Gamification.Aymeric D'afflon - 2012 - Hermes 62:, [ p.].
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  30.  14
    Is There a Case for Gamification in Business Ethics Education? An Empirical Study.Michael D. Baumtrog, Hilary Martin, Zahra Vahedi & Sahar Ahadi - 2019 - Teaching Ethics 19 (2):113-127.
    This study compares two uniquely developed tools for engaging undergraduate business ethics students in case discussions: paper-based cases and interactive digital games. The cases we developed address borderline instances of sexual harassment and racism in the workplace and were used to facilitate students’ affective appreciation of the content of course lectures and readings. The purpose of the study was to assess the relative effectiveness of these two tools as teaching aids in increasing affective learning. Pre- and post-test surveys thus focused (...)
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  31.  8
    OntoGamif: A Modular Ontology for Integrated Gamification.Rokia Bouzidi, Antonio De Nicola, Fahima Nader & Rachid Chalal - 2019 - Applied Ontology 14 (3):215-249.
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  32.  12
    Playing with your heart?: Patrick Jagoda: Experimental games: critique, play, and design in the age of gamification. Chicago: University of Chicago Press, 320 pp, $27.50 PB. [REVIEW]A. G. Holdier - 2021 - Metascience 30 (3):483-486.
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  33. How Twitter Gamifies Communication.C. Thi Nguyen - 2021 - In Jennifer Lackey (ed.), Applied Epistemology. Oxford University Press. pp. 410-436.
    Twitter makes conversation into something like a game. It scores our communication, giving us vivid and quantified feedback, via Likes, Retweets, and Follower counts. But this gamification doesn’t just increase our motivation to communicate; it changes the very nature of the activity. Games are more satisfying than ordinary life precisely because game-goals are simpler, cleaner, and easier to apply. Twitter is thrilling precisely because its goals have been artificially clarified and narrowed. When we buy into Twitter’s gamification, then (...)
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  34. Taking Politics Seriously - but Not Too Seriously.Charles Blattberg - 2019 - Philosophy 94 (2):271-94.
    John Rawls’ gamification of justice leads him – along with many other monist political philosophers, not least Ronald Dworkin – to fail to take politics seriously enough. I begin with why we consider games frivolous and then show how Rawls’ theory of justice is not merely analogous to a game, as he himself seems to claim, but is in fact a kind of game. As such, it is harmful to political practice in two ways: one as regards the citizens (...)
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  35. The Quantified Relationship.John Danaher, Sven Nyholm & Brian D. Earp - 2018 - American Journal of Bioethics 18 (2):3-19.
    The growth of self-tracking and personal surveillance has given rise to the Quantified Self movement. Members of this movement seek to enhance their personal well-being, productivity, and self-actualization through the tracking and gamification of personal data. The technologies that make this possible can also track and gamify aspects of our interpersonal, romantic relationships. Several authors have begun to challenge the ethical and normative implications of this development. In this article, we build upon this work to provide a detailed ethical (...)
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  36.  40
    The Benefits and Risks of Quantified Relationship Technologies: Response to Open Peer Commentaries on “The Quantified Relationship”.John Danaher, Sven Nyholm & Brian D. Earp - 2018 - American Journal of Bioethics 18 (2):3-6.
    The growth of self-tracking and personal surveillance has given rise to the Quantified Self movement. Members of this movement seek to enhance their personal well-being, productivity, and self-actualization through the tracking and gamification of personal data. The technologies that make this possible can also track and gamify aspects of our interpersonal, romantic relationships. Several authors have begun to challenge the ethical and normative implications of this development. In this article, we build upon this work to provide a detailed ethical (...)
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  37.  50
    Self-Tracking Practices and Digital (Re)Productive Labour.Karen Dewart McEwen - 2018 - Philosophy and Technology 31 (2):235-251.
    Self-tracking practices include the use of personal data-gathering apps, wearable devices, and data analysis tools to record patterns from daily activities, as well as the organization, visualization, and analysis of this data. This paper draws on theories of digital labour and feminist political economy to build a framework of digital productive labour that highlights the exploitation of activities external to the formal labour relationship. Self-tracking practices are analysed through the lens of digital productive insofar as they fulfill three roles: they (...)
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  38.  19
    Meeting Galileo: Testing the Effectiveness of an Immersive Video Game to Teach History and Philosophy of Science to Undergraduates.Logan L. Watts & Peter Barker - 2018 - Transversal: International Journal for the Historiography of Science 5:133-145.
    Can video games teach students about the history and philosophy of science? This paper reports the results of a study investigating the effects of playing an educational video game on students’ knowledge of Galileo’s life and times, the nature of scientific evidence, and Aristotle’s and Galileo’s views of the cosmos. In the game, students were immersed in a computer simulation of 16th century Venice where they interacted with an avatar of Galileo and other characters. Over a period of two weeks, (...)
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  39. Gamified Approach to Blended Philosophy Course: Social Search and Multilingual Communication Experience.Mikhail Bukhtoyarov - 2020 - In Claudia Urrea (ed.), EPiC Series in Education Science. pp. 20-26.
    The challenge of updating the existing curriculum to meet the requirements of blended, interactive and gamified approaches is complex. This article presents the design and results of the application of a gamified activity that was used to enrich a blended Philosophy course taught for two years and taken by more than 450 sophomore students in a large public university in Russia. The combination of social search with multilingual communication became an important educational experience for the participating students.
     
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  40.  10
    Model for the Enhancement of Learning in Higher Education Through the Deployment of Emerging Technologies.Pedro Isaías - 2018 - Journal of Information, Communication and Ethics in Society 16 (4):401-412.
    Purpose Change is the operative word in higher education; as roles shift, classrooms are reinvented, and content becomes increasingly more accessible. At the core of these changes is the pervasiveness of learning technology. This papers aims to propose a model for the selection and adoption of emerging learning technologies to enhance learning within the context of higher education. Design/methodology/approach Higher education institutions are resorting to the deployment of learning technologies to address the demands of the twenty-first century learners and to (...)
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  41.  1
    Knowledge Gaps in Mobile Health Research for Promoting Physical Activity in Adults With Autism Spectrum Disorder.Daehyoung Lee - 2021 - Frontiers in Psychology 12.
    A growing body of research highlights that adults with autism spectrum disorder have poor health outcomes, yet effective health interventions are lacking for this population. While mobile health applications demonstrate potential for promoting physical activity in adults with ASD, scientific evidence for supporting this tool’s long-term effectiveness on PA behavior change remains inconclusive. This study aimed to provide the latest information on PA research and the prospective role of mobile health applications for promoting PA in adults with ASD. A literature (...)
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  42.  4
    Nature in Your Face – Disruptive Climate Change Communication and Eco-Visualization as Part of a Garden-Based Learning Approach Involving Primary School Children and Teachers in Co-Creating the Future.Erica Löfström, Christian A. Klöckner & Ine H. Nesvold - 2020 - Frontiers in Psychology 11.
    The paper describes an innovative structured workshop methodology in garden-based-learning called “Nature in Your Face” aimed at provoking a change in citizens behavior and engagement as a consequence of the emotional activation in response to disruptive artistic messages. The methodology challenges the assumption that the change needed to meet the carbon targets can be reached with incremental, non-invasive behavior engineering techniques such as nudging or gamification. Instead, it explores the potential of disruptive communication to push citizens out of their (...)
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  43. Effects of an Educational Hybrid Physical Education Program on Physical Fitness, Body Composition and Sedentary and Physical Activity Times in Adolescents: The Seneb’s Enigma.David Melero-Cañas, Vicente Morales-Baños, David Manzano-Sánchez, Dani Navarro-Ardoy & Alfonso Valero-Valenzuela - 2021 - Frontiers in Psychology 11.
    Physical activity, body composition and sedentary behavior may affect the health of children. Therefore, this study examined the effect of an educational hybrid physical education program on physical fitness, body composition and sedentary and PA times in adolescents. A 9-month group-randomized controlled trial was conducted in 150 participants allocated into the control group and experimental group. Cardiorespiratory fitness, speed, strength, agility, flexibility and body mass index were assessed through previously validated field tests. Sedentary time, PA at school and afterschool were (...)
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  44.  8
    ‘Playing Sport Playfully’: On the Playful Attitude in Sport.Emily Ryall & Lukáš Mareš - 2021 - Journal of the Philosophy of Sport 48 (2):293-306.
    ABSTRACT There has been extensive debate among various disciplines about the nature and value of play. From these discussions it seems clear that play is a phenomenon with more than just one dimension: as a specific type of activity, as a form or structure, as an ontologically distinctive phenomenon, as a type of experience, or as a stance or an attitude towards a particular activity. This article focuses on the importance of the playful attitude in sport. It begins by attempting (...)
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  45.  20
    To-Do Is to Be: Foucault, Levinas, and Technologically Mediated Subjectivation.Jan Peter Bergen & Peter-Paul Verbeek - 2020 - Philosophy and Technology 34 (2):325-348.
    The theory of technological mediation aims to take technological artifacts seriously, recognizing the constitutive role they play in how we experience the world, act in it, and how we are constituted as subjects. Its quest for a compatible ethics has led it to Foucault’s “care of the self,” i.e., a transformation of the self by oneself through self-discipline. In this regard, technologies have been interpreted as power structures to which one can relate through Foucaultian “technologies of the self” or ascetic (...)
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  46.  4
    Quoi de neuf chez les molécules-machines? L’incroyable aventure des nanovoitures.Sacha Loeve - 2019 - Philosophia Scientiae 23:73-98.
    Cet article s’intéresse à l’évolution récente d’une thématique particulière des nanosciences et nanotechnologies, les nanomachines moléculaires, au prisme d’un événement singulier dont la préparation a mobilisé les efforts des chercheurs avec une intensité particulière : la première course internationale de nanovoitures en avril 2017. Il retrace la genèse de ces objets, explique les motifs de l’organisation de la course, en raconte quelques épisodes et s’interroge sur la signification de cet événement : a-t-on affaire à un processus de gamification d’une (...)
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  47.  1
    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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  48.  50
    Games: Agency as Art. By C. THI NGUYEN. (New York: Oxford University Press, 2020. Pp. Viii + 244. Price £22.99, US $35.00.). [REVIEW]Trystan S. Goetze - 2022 - The Philosophical Quarterly 72 (1):240-243.
  49. AI Recruitment Algorithms and the Dehumanization Problem.Megan Fritts & Frank Cabrera - 2021 - Ethics and Information Technology (4):1-11.
    According to a recent survey by the HR Research Institute, as the presence of artificial intelligence (AI) becomes increasingly common in the workplace, HR professionals are worried that the use of recruitment algorithms will lead to a “dehumanization” of the hiring process. Our main goals in this paper are threefold: i) to bring attention to this neglected issue, ii) to clarify what exactly this concern about dehumanization might amount to, and iii) to sketch an argument for why dehumanizing the hiring (...)
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  50. Precis of Games: Agency as Art.C. Thi Nguyen - manuscript
    Games are a distinctive form of art — and very different from many traditional arts. Games work in the medium of agency. Game designers don’t just tell stories or create environments. They tell us what our abilities will be in the game. They set our motivations, by setting the scoring system and specifying the win-conditions. Game de-signers sculpt temporary agencies for us to occupy. And when we play games, we adopt these designed agencies, submerging ourselves in them, and taking on (...)
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