Results for 'Multiplayer Gaming'

993 found
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  1.  12
    Online Multiplayer Gaming: mates, motives and mood.Richard Bradley, James Donnelly & John Hurley - 2018 - Frontiers in Psychology 9.
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  2.  25
    Cultural Evolution of Precise and Agreed‐Upon Semantic Conventions in a Multiplayer Gaming App.Olivier Morin, Thomas F. Müller, Tiffany Morisseau & James Winters - 2022 - Cognitive Science 46 (2):e13113.
    The amount of information conveyed by linguistic conventions depends on their precision, yet the codes that humans and other animals use to communicate are quite ambiguous: they may map several vague meanings to the same symbol. How does semantic precision evolve, and what are the constraints that limit it? We address this question using a multiplayer gaming app, where individuals communicate with one another in a scaled-up referential game. Here, the goal is for a sender to use black (...)
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  3.  19
    Cultural Evolution of Precise and Agreed‐Upon Semantic Conventions in a Multiplayer Gaming App.Olivier Morin, Thomas F. Müller, Tiffany Morisseau & James Winters - 2022 - Cognitive Science 46 (2):e13113.
    Cognitive Science, Volume 46, Issue 2, February 2022.
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  4.  7
    Conversation dynamics in a multiplayer video game with knowledge asymmetry.James Simpson, Patrick Nalepka, Rachel W. Kallen, Mark Dras, Erik D. Reichle, Simon G. Hosking, Christopher Best, Deborah Richards & Michael J. Richardson - 2022 - Frontiers in Psychology 13.
    Despite the challenges associated with virtually mediated communication, remote collaboration is a defining characteristic of online multiplayer gaming communities. Inspired by the teamwork exhibited by players in first-person shooter games, this study investigated the verbal and behavioral coordination of four-player teams playing a cooperative online video game. The game, Desert Herding, involved teams consisting of three ground players and one drone operator tasked to locate, corral, and contain evasive robot agents scattered across a large desert environment. Ground players (...)
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  5. 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 Toontown, (...)
     
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  6.  20
    The habit of massively multiplayer online role-playing games (MMORPGs): A phenomenological analysis of bodily self-perception in gaming addiction.Marsia Santa Barbera & Willem Ferdinand Geradus Haselager - 2020 - Rivista Internazionale di Filosofia e Psicologia 11 (2):190-210.
    : We investigate the role played by bodily self-perception and social self-presentation in addiction to massively multiplayer online role-playing games. In this paper we will develop the hypothesis that, at least in some cases, the habit of role-playing can be interpreted as a response to gamers’ need to explore a different bodily self-identity. Players tend to become deeply involved in this kind of game, especially in the character identity creation process. Participants might see and seek reflections of their desired (...)
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  7.  93
    Theft of virtual items in online multiplayer computer games: an ontological and moral analysis.Litska Strikwerda - 2012 - Ethics and Information Technology 14 (2):89-97.
    In 2009 Dutch judges convicted several minors for theft of virtual items in the virtual worlds of online multiplayer computer games. From a legal point of view these convictions gave rise to the question whether virtual items should count as “objects” that can be “stolen” under criminal law. This legal question has both an ontological and a moral component. The question whether or not virtual items count as “objects” that can be “stolen” is an ontological question. The question whether (...)
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  8.  55
    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 of game designers. He argues that (...)
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  9. The differences of addiction causes between massive multiplayer online game and multi user domain.Jengchung V. Chen & Yangil Park - 2005 - International Review of Information Ethics 4 (5):53-60.
    This paper proposes research propositions to study on MMOG and MUD addictions based on their causes – flow state and social interaction. Though previous studies relate MMOG addictions to Internet addictions based on social interactions, this study after examining the underlying theories of Use and Gratification The-ory and Flow Theory concludes that what cause MMOG addiction is flow experience not social interaction. On the other hand, the cause of MUD addiction is social interaction. After proposing the propositions of MUD and (...)
     
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  10.  19
    Assessing Team Effectiveness by How Players Structure Their Search in a First‐Person Multiplayer Video Game.Patrick Nalepka, Matthew Prants, Hamish Stening, James Simpson, Rachel W. Kallen, Mark Dras, Erik D. Reichle, Simon G. Hosking, Christopher Best & Michael J. Richardson - 2022 - Cognitive Science 46 (10):e13204.
    Cognitive Science, Volume 46, Issue 10, October 2022.
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  11.  55
    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 acts; however, these are (...)
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  12.  33
    Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play.Stuart Reeves, Christian Greiffenhagen & Eric Laurier - 2017 - Topics in Cognitive Science 9 (2):308-342.
    Accounts of video game play developed from an ethnomethodological and conversation analytic perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical “work” of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a “tactical zoom.” We start very much “outside” the game, beginning with a wide view of how massive-multiplayer online games are played (...)
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  13.  29
    Video Gaming as Practical Accomplishment: Ethnomethodology, Conversation Analysis, and Play.Stuart Reeves, Christian Greiffenhagen & Eric Laurier - 2016 - Topics in Cognitive Science 8 (4).
    Accounts of video game play developed from an ethnomethodological and conversation analytic perspective remain relatively scarce. This study collects together an emerging, if scattered, body of research which focuses on the material, practical “work” of video game players. The study offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a “tactical zoom.” We start very much “outside” the game, beginning with a wide view of how massive-multiplayer online games are played (...)
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  14.  20
    Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives.Olatz Lopez-Fernandez, A. Jess Williams & Daria J. Kuss - 2019 - Frontiers in Psychology 10.
    Research investigating female gaming is relatively scarce, and past research has demonstrated that men are more likely to be problematic gamers. Few studies have focused on female gamers in community samples, and those that have been published have mainly collected data qualitatively in Europe. There is case study evidence suggesting clinicians are increasingly treating problem female gamers. The aim of this study is threefold: (i) to establish an international female gamer profile, (ii) to determine predictors associated with perceived internet (...)
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  15.  39
    Information Tracking in Games on Graphs.Dietmar Berwanger & Łukasz Kaiser - 2010 - Journal of Logic, Language and Information 19 (4):395-412.
    When seeking to coordinate in a game with imperfect information, it is often relevant for a player to know what other players know. Keeping track of the information acquired in a play of infinite duration may, however, lead to infinite hierarchies of higher-order knowledge. We present a construction that makes explicit which higher-order knowledge is relevant in a game and allows us to describe a class of games that admit coordinated winning strategies with finite memory.
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  16.  13
    Video Games, Identity, and the Constellation of Information.Crystle Martin - 2012 - Bulletin of Science, Technology and Society 32 (5):384-392.
    This article explores the identity of youth in relation to the information sources they choose in the constellation of information of video games, using the massively multiplayer online game World of Warcraft as an example. From this study, several identities are recognized that are combinations of the participants skill and level in the game, as well as their play style and the information practices they use in relation to school success.
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  17.  17
    The 'changing places' model of identification in game theory.Darrell Patrick Rowbottom - unknown
    If one cares about one’s opponent in a game – if one identifies with one’s opponent – then this may affect how one ought to play. But how should we treat this in game theory? Rowbottom would present a novel, 'changing places', model of identification; the key insight is to introduce probabilities for outcomes to be swapped when games conclude. First, he would argue that this model is superior to its main rival, the ‘pooled resources’ view, in treating some (...) games. Second, he would illustrate how the model can easily handle the intuitively plausible notion that identification comes in degrees. Third, he would employ the model to derive general results for a variety of games, including the Stag Hunt and the Battle of the Sexes. The talk builds on an article, 'Identification in Games: Changing Places', published in Erkenntnis 77 [doi: 10.1007/s10670-011-9357-0]. (shrink)
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  18.  23
    Functional Dependence in Strategic Games.Kristine Harjes & Pavel Naumov - 2016 - Notre Dame Journal of Formal Logic 57 (3):341-353.
    The article studies properties of functional dependencies between strategies of players in Nash equilibria of multiplayer strategic games. The main focus is on the properties of functional dependencies in the context of a fixed dependency graph for payoff functions. A logical system describing properties of functional dependence for any given graph is proposed and is proven to be complete.
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  19. Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning.Michael Hemmingsen - 2020 - Sport, Ethics and Philosophy 15 (3):435-460.
    Speedrunning is a kind of ‘metagame’ involving video games. Though it does not yet have the kind of profile of multiplayer e-sports, speedrunning is fast approaching e-sports in popularity. Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, particularly due to the incorporation of “glitches”. For many outside the speedrunning community, (...)
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  20. Split-Screen : Videogame History through Local Multiplayer Design.Veli-Matti Karhulahti & Pawel Grabarczyk - forthcoming - Design Issues.
    By looking at videogame production through a two-vector model of design – a practice determined by the interplay between economic and technological evolution – we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but has since become problematic due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary loss of a design pattern’s contextual function due to techno-economical evolution.
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  21.  32
    Internet Addiction Disorder: Internet Gaming Disorder in a Nonclinical Sample Of Moba And Mmorpg Videoplayers.Calogero Iacolino, Ester M. C. Lombardo, Brenda Cervellione, Giuseppe Mannino & Salvatore Micieli - 2019 - World Futures 75 (7):543-569.
    This study concentrates on two kinds of video games, Massive Online Battle Arena and Massive Multiplayer Online Role Play Game, and examines the scores obtained by the subjects in the sample. Score...
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  22.  10
    Attention Does Not Affect the Speed of Subjective Time, but Whether Temporal Information Guides Performance: A Large‐Scale Study of Intrinsically Motivated Timers in a Real‐Time Strategy Game.Robbert Mijn & Hedderik Rijn - 2021 - Cognitive Science 45 (3):e12939.
    Many prepared actions have to be withheld for a certain amount of time in order to have the most beneficial outcome. Therefore, keeping track of time accurately is vital to using temporal regularities in our environment. Traditional theories assume that time is tracked by means of a clock and an “attentional gate” (AG) that modulates subjective time if not enough attentional resources are directed toward the temporal process. According to the AG theory, the moment of distraction does not have an (...)
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  23.  28
    First-Person Shooter Videogames.Alberto Oya - 2023 - Leiden: Brill.
    This book offers a comprehensive and accessible characterisation of the first-person shooter videogame genre. After providing an overview of the history of the first-person shooter videogame genre, Alberto Oya comments on the various defining peculiarities of this genre, namely the first-person perspective, the shooting gaming mechanics, the heroic in-game narrative or background story, and multiplayer gaming. Oya also argues that educators can use first-person shooter videogames to encourage their students to reflect on historical and philosophical issues.
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  24.  14
    Attention Does Not Affect the Speed of Subjective Time, but Whether Temporal Information Guides Performance: A Large‐Scale Study of Intrinsically Motivated Timers in a Real‐Time Strategy Game.Robbert van der Mijn & Hedderik van Rijn - 2021 - Cognitive Science 45 (3):e12939.
    Many prepared actions have to be withheld for a certain amount of time in order to have the most beneficial outcome. Therefore, keeping track of time accurately is vital to using temporal regularities in our environment. Traditional theories assume that time is tracked by means of a clock and an “attentional gate” (AG) that modulates subjective time if not enough attentional resources are directed toward the temporal process. According to the AG theory, the moment of distraction does not have an (...)
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  25.  61
    Personal identity and the massively multiplayer online world.Andrew Edgar - 2016 - Sport, Ethics and Philosophy 10 (1):51-66.
    This paper explores the implications that the construction and use of avatars in games such as Second Life and World of Warcraft have for our understanding of personal identity. It asks whether the avatar can meaningfully be experienced as a separate person, existing in parallel to the flesh and blood player. A rehearsal of Cartesian and Lockean accounts of personal identity constructs an understanding of the self that is challenged by the experience of online play. It will be argued that (...)
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  26.  6
    Peer socialization of male adolescents in digital games: Achievement, competition, and harassment.Natalia Waechter & Markus Meschik - 2023 - Communications 48 (4):457-481.
    Socialization theories suggest that, due to social change and technological transformation, peers and media have become important institutions of socialization for young people. Assuming that male adolescents use digital games for processes of peer self-socialization, this article investigates the values they mediate in digital games and how these values are related to their practice (with a focus on harassment) in digital games. Applying a qualitative research design, 36 male adolescents who frequently play various (multiplayer) online games were interviewed about (...)
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  27.  40
    Virtual plagues and real-world pandemics: reflecting on the potential for online computer role-playing games to inform real world epidemic research.Stuart Oultram - 2013 - Medical Humanities 39 (2):115-118.
    In the wake of the Corrupted Blood incident, which afflicted the massively multiplayer online computer role-playing game World of Warcraft in 2005, it has been suggested that both, the incident itself and massively multiplayer online computer role-playing games in general, can be utilised to inform and assist real-world epidemic and public health research. In this paper, I engage critically with these claims.
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  28.  50
    Ludic Constructivism: Or, Individual Life and the Fate of Humankind.Avery Kolers - 2018 - Sport, Ethics and Philosophy 13 (3-4):392-405.
    In The Grasshopper, Bernard Suits argues that the best life is the one whose essence is game-play. In fact, only through the concept of game-play can we understand how anything at all is worth doing. Yet this seems implausible: morality makes things worth doing independently of any game, and games are themselves subject to moral evaluation. So games must be logically posterior to morality. The current paper responds to these objections by developing the theory of Ludic Constructivism. Constructivist theories such (...)
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  29.  34
    Comparison of China-US Engineering Ethics Educations in Sino-Western Philosophies of Technology.Gui Hong Cao - 2015 - Science and Engineering Ethics 21 (6):1609-1635.
    Ethics education has become essential in modern engineering. Ethics education in engineering has been increasingly implemented worldwide. It can improve ethical behaviors in technology and engineering design under the guidance of the philosophy of technology. Hence, this study aims to compare China-US engineering ethics education in Sino-Western philosophies of technology by using literature studies, online surveys, observational researches, textual analyses, and comparative methods. In my original theoretical framework and model of input and output for education, six primary variables emerge in (...)
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  30.  4
    Human frontiers: the future of big ideas in an age of small thinking.Michael Bhaskar - 2021 - Cambridge, Massachusetts: The MIT Press.
    Why has the flow of big, world-changing ideas slowed down? A provocative look at what happens next at the frontiers of human knowledge. The history of humanity is the history of big ideas that expand our frontiers—from the wheel to space flight, cave painting to the massively multiplayer game, monotheistic religion to quantum theory. And yet for the past few decades, apart from a rush of new gadgets and the explosion of digital technology, world-changing ideas have been harder to (...)
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  31.  11
    Deleuze reframed: a guide for the arts student.Damian Sutton - 2008 - New York: Disbributed in the United States by Palgrave Macmillan. Edited by David Martin-Jones.
    influence exerted by the virtual gaming community. As Sue Morris documents, in multiplayer games social rules soon develop among the gamers involved: ...
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  32. Logics and algebras for multiple players.Loes Olde Loohuis & Yde Venema - 2010 - Review of Symbolic Logic 3 (3):485-519.
    We study a generalization of the standard syntax and game-theoretic semantics of logic, which is based on a duality between two players, to a multiplayer setting. We define propositional and modal languages of multiplayer formulas, and provide them with a semantics involving a multiplayer game. Our focus is on the notion of equivalence between two formulas, which is defined by saying that two formulas are equivalent if under each valuation, the set of players with a winning strategy (...)
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  33. Investigating male gamers' behavioral intention to play PUBG: Insights from playful-consumption experiences.Umair Rehman, Muhammad Umair Shah, Amir Zaib Abbasi, Helmut Hlavacs & Rameen Iftikhar - 2022 - Frontiers in Psychology 13.
    This research investigates the factors that affect male gamers' behavioral intention to play PlayerUnknown's Battlegrounds, which is one of the most widely played online games of today's era. We examine the factors through the lens of the hedonic consumption model and use the gratification theory to predict behavioral intention to play PUBG. Data from 248 male PUBG gamers were analyzed using PLS-SEM analyses. The study involved an initial stage where an estimation model was analyzed to assess the constructs' reliability and (...)
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  34.  11
    Massively Multi-Agent Simulations of Religion.William Sims Bainbridge - 2018 - Journal of Cognition and Culture 18 (5):565-586.
    Massively multiplayer online games are not merely electronic communication systems based on computational databases, but also include artificial intelligence that possesses complex, dynamic structure. Each visible action taken by a component of the multi-agent system appears simple, but is supported by vastly more sophisticated invisible processes. A rough outline of the typical hierarchy has four levels: interaction between two individuals, each either human or artificial, conflict between teams of agents who cooperate with fellow team members, enduring social-cultural groups that (...)
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  35.  11
    Motivational Profiling of League of Legends Players.Florian Brühlmann, Philipp Baumgartner, Günter Wallner, Simone Kriglstein & Elisa D. Mekler - 2020 - Frontiers in Psychology 11.
    Player motivation is a key research area within games research, with the aim of understanding how the motivation of players is related to their experience and behavior in the game. We present the results of a cross-sectional study with data from 750 players of League of Legends, a popular Multiplayer Online Battle Arena game. Based on the motivational regulations posited by Self-Determination Theory and Latent Profile Analysis, we identify four distinct motivational profiles, which differ with regards to player experience (...)
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  36.  21
    La parole est aux joueurs intensifs de World of Warcraft. Entre fascination et dépendance, entre plaisir et déséquilibre.Jean-Paul Lafrance - 2012 - Hermès: La Revue Cognition, communication, politique 62 (1):, [ p.].
    À travers une série d’entretiens avec une quarantaine de joueurs intensifs de jeux en ligne massivement multijoueurs , nous analysons pourquoi World of Warcraft est si attractif. On peut formuler l’hypothèse que cela tient à la structure même du jeu, à la fascination et au plaisir que celui-ci procure et aux importants intérêts commerciaux qu’en retirent les entreprises exploitantes.Through a series of interviews with about forty game players devoting more than fifteen hours a week to MMO , we analyse the (...)
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  37.  66
    Getting away with murder: why virtual murder in MMORPGs can be wrong on Kantian grounds.Helen Ryland - 2019 - Ethics and Information Technology (2).
    Ali (Ethics and Information Technology 17:267–274, 2015) and McCormick (Ethics and Information Technology 3:277–287, 2001) claim that virtual murders are objectionable when they show inappropriate engagement with the game or bad sportsmanship. McCormick argues that such virtual murders cannot be wrong on Kantian grounds because virtual murders only violate indirect moral duties, and bad sportsmanship is shown across competitive sports in the same way. To condemn virtual murder on grounds of bad sportsmanship, we would need to also condemn other competitive (...)
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  38.  61
    Phenomenology of Online Spaces: Interpreting Late Modern Spatialities.Viktor Berger - 2020 - Human Studies 43 (4):603-626.
    Sociological theories of space have so far not provided an in-depth analysis of online spaces. The paper addresses this issue by means of Löw’s relational theory of space. As this theory mainly focuses on material spaces, it is necessary to embrace the phenomenological perspective in order to apply it to the virtual realm. More recent phenomenological research has highlighted the ongoing mediatization or virtualization of the life-world. These theories, and presence research more generally, are useful for examining the layers of (...)
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  39. The reality of friendship within immersive virtual worlds.Nicholas John Munn - 2012 - Ethics and Information Technology 14 (1):1-10.
    In this article I examine a recent development in online communication, the immersive virtual worlds of Massively Multiplayer Online Role-Playing Games (MMORPGs). I argue that these environments provide a distinct form of online experience from the experience available through earlier generation forms of online communication such as newsgroups, chat rooms, email and instant messaging. The experience available to participants in MMORPGs is founded on shared activity, while the experience of earlier generation online communication is largely if not wholly dependent (...)
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  40.  7
    The Governmentality of Battlefield Space: Efficiency, Proficiency, and Masculine Performativity.Kyle Kontour - 2012 - Bulletin of Science, Technology and Society 32 (5):353-360.
    With the rise of the so-called military-entertainment complex, critical scholars note with alarm the integration of the political economies of entertainment companies and the military, in particular its potential influence on millions of young people who consume its concomitant films, toys and especially video games. Seen from a broad perspective, a potentially productive means of understanding the complexities of this sphere is through the lens of Michel Foucault’s notion of governmentality—a concept that ties together the actions and preferred outcomes of (...)
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  41.  33
    William Sims Bainbridge. The Warcraft Civilization: Social Science in a Virtual World.Bruce J. Petrie - 2010 - Spontaneous Generations 4 (1):270-272.
    New branches of social science primarily engaging the “internet revolution” are appearing alongside mainstream research and journals such as Cyberpsychology, Behavior, and Social Networking are providing social scientists with an outlet of peer-reviewed research. HPS scholars will find new methodologies and the relation of technology to social science of particularly interest. Social scientists are becoming increasingly interested in virtual realities (see Milburn (Spontaneous Generations 2008, 63)) and are declaring time spent “in-game” ethnographic research. William Sims Bainbridge boasts 2300+ hours (approximately (...)
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  42.  20
    Techno-mediated otherworlds.Gordon Calleja - 2006 - Technoetic Arts 4 (2):129-139.
    In the last few years a strand of virtual worlds known as Massively Multiplayer Online Games (MMOGs) has catapulted the development and demand for online worlds to an unprecedented scale. This paper interrogates the commonly held assumption that places these online worlds in the same category as other digital games by seeing them as places which reconfigure the interaction between the real and imaginary through virtual technologies and proposes that the demand for these worlds is the contemporary techno-mediated manifestation (...)
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  43.  87
    Crashing a virtual funeral: morality in MMORPGs.Morgan Luck - 2009 - Journal of Information, Communication and Ethics in Society 7 (4):280-285.
    PurposeThe purpose of this paper is to outline a case where people's intuitions regarding the ethical status of an action performed in a massively multiplayer online role‐playing game are divided, and provide an argument to resolve this division.Design/methodology/approachThis paper takes a philosophical approach, from the analytical tradition. It details the main arguments for each side and provides counter‐arguments in order to indicate the salient points.FindingsThe paper argues that, of the three arguments for the morality of particular virtual action outlined (...)
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  44.  9
    Technologies of Captivation: Videogames and the Attunement of Affect.James Ash - 2013 - Body and Society 19 (1):27-51.
    This article analyses the skills and knowledges involved in multiplayer first-person shooting games, specifically Call of Duty 4 for the Xbox 360 games console. In doing so, it argues that the environments of first-person shooting games are designed to be intense spaces that produce captivated subjects – users who play attentively for long periods of time. Developing Heidegger’s concept of attunement and Stiegler’s account of retention, the article unpacks the somatic and sensory skills involved in videogame play and discusses (...)
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  45.  14
    Cognition, Culture, and Social Simulation.Justin E. Lane & F. LeRon Shults - 2018 - Journal of Cognition and Culture 18 (5):451-461.
    The use of modeling and simulation methodologies is growing rapidly across the psychological and social sciences. After a brief introduction to the relevance of computational methods for research on human cognition and culture, we describe the sense in which computer models and simulations can be understood, respectively, as “theories” and “predictions.” Most readers of JoCC are interested in integrating micro- and macro-level theories and in pursuing empirical research that informs scientific predictions, and we argue that M&S provides a powerful new (...)
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  46.  24
    Are socially exclusive values embedded in the avatar creation interfaces of MMORPGs?Tyler Pace, Aaron Houssian & Victoria McArthur - 2009 - Journal of Information, Communication and Ethics in Society 7 (2/3):192-210.
    PurposeThe purpose of this paper is to show how both the presentation and limitation of visual choices in massively multiplayer online role‐playing games (MMORPG) avatar creation interfaces tends to exclude or favor different real life social groups.Design/methodology/approachA novel method combining both quantitative and critical analysis of the syntagmatic‐paradigmatic structure of MMORPG avatar creation interfaces is used to inform the findings of this study.FindingsThis study concludes that as cultural interfaces, current fantasy themed MMORPGs remediate socially exclusive values both from fantasy (...)
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  47.  4
    The Science of Virtual Culture Wars.William Sims Bainbridge - 2022 - Journal of Ethics and Emerging Technologies 32 (1):1-19.
    Much of today’s geopolitical conflict is taking place online, carried out in significant measure by volunteers, even as governments seek to emphasize information technology cooperation. Computational social scientists have discovered multiple online environments in which to collect relevant statistical data, including Wikipedia pageviews, archives of government research grant abstracts, and behavior in massively multiplayer online war games. Three very different examples of the dynamics of collaboration and conflict provide alternative perspectives: (1) the Pirate Parties that seem to have been (...)
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  48.  27
    Learning in dramatic and virtual worlds: What do students say about complementarity and future directions?John O’Toole & Julie Dunn - 2008 - Journal of Aesthetic Education 42 (4):89-104.
    In lieu of an abstract, here is a brief excerpt of the content:Learning in Dramatic and Virtual Worlds:What Do Students Say About Complementarity and Future Directions?John O'Toole (bio) and Julie Dunn (bio)A top financial backer has arrived to determine which team of computer interaction designers has developed the most exciting and innovative proposal for the Everest component of the Virtually Impossible Computer Company's Conquerors of the World Series. Tension is high as the presentations begin, but this tension soon turns to (...)
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  49.  8
    Analysis of Communication, Team Situational Awareness, and Feedback in a Three-Person Intelligent Team Tutoring System.Kaitlyn M. Ouverson, Alec G. Ostrander, Jamiahus Walton, Adam Kohl, Stephen B. Gilbert, Michael C. Dorneich, Eliot Winer & Anne M. Sinatra - 2021 - Frontiers in Psychology 12.
    This research assessed how the performance and team skills of three-person teams working with an Intelligent Team Tutoring System on a virtual military surveillance task were affected by feedback privacy, participant role, task experience, prior team experience, and teammate familiarity. Previous work in Intelligent Tutoring Systems has focused on outcomes for task skill training for individual learners. As research extends into intelligent tutoring for teams, both task skills and team skills are necessary for good team performance. This work includes a (...)
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    Une figure du double numérique : l'avatar.Frank Beau & Oriane Deseilligny - 2009 - Hermès: La Revue Cognition, communication, politique 53 (1):41.
    Qu'ils soient en ligne ou hors ligne, les mondes virtuels cristallisent nombre d'espoirs, de craintes, de fantasmes liés à l'innovation technologique, à la gestion et aux formes de l'identité contemporaine, et à l'évolution des médias de communication. Les emplois désordonnés de la notion d'avatar et les projections associées témoignent des paradoxes à l'oeuvre dès lors que l'on tente de comprendre des pratiques et des technologies nouvelles. Mais l'avatar ne représentant qu'une partie du mode opératoire d'une personne dans un monde virtuel, (...)
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