Results for 'Multiplayer games'

993 found
Order:
  1.  8
    Online Multiplayer Gaming: mates, motives and mood.Richard Bradley, James Donnelly & John Hurley - 2018 - Frontiers in Psychology 9.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  2.  20
    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 and (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  3.  13
    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.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  4.  4
    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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  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 (...)
     
    Export citation  
     
    Bookmark   2 citations  
  6.  18
    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 (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  7.  91
    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 (...)
    Direct download (13 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  8.  11
    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.
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  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 (...)
     
    Export citation  
     
    Bookmark  
  10.  39
    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 (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  11.  28
    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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   6 citations  
  12.  25
    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 (...)
    Direct download  
     
    Export citation  
     
    Bookmark   6 citations  
  13.  49
    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 (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   26 citations  
  14.  36
    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.
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  15.  53
    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 (...)
    Direct download (7 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  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.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  17. 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.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  18.  17
    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 gaming (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  19.  21
    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.
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  20.  16
    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...
    No categories
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  21. 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 (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  22.  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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  23.  4
    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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  24.  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 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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  25.  5
    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 (...) were interviewed about their values and practices when gaming. The results show that the young gamers share individualistic values promoting performance, competition, and achievement, which seem to facilitate practices of online harassment. We conclude that, in their gaming practices, male adolescents mediate and reproduce neoliberal values as increasingly shared by society. Regarding their practices of harassment, however, they seem to use digital games as a moratorium that lets them break free from societal restrictions. (shrink)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  26.  32
    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.
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  27. Foreword vii Acknowledgements viii.Essays on Cooperative Games, in Honor of Guillermo Owen & Gianfranco Gambarelli - 2004 - Theory and Decision 56:405-408.
    No categories
     
    Export citation  
     
    Bookmark  
  28.  28
    RASMUSEN, ERIC, Folk Theorems for the Observable Implications of Repeated.Implications of Repeated Games - 1992 - Theory and Decision 32:147-164.
  29. Saṅgameśvarakrodam...Gummalūri Saṅgameśvarasāstri - 1933 - [Waltair],: Edited by Jagadīśatarkālaṅkāra.
     
    Export citation  
     
    Bookmark  
  30.  7
    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.
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  31.  35
    Riding: Embodying the Centaur.Ann Game - 2001 - Body and Society 7 (4):1-12.
    Through a phenomenological study of horse-human relations, this article explores the ways in which, as embodied beings, we live relationally, rather than as separate human identities. Conceptually this challenges oppositional logic and humanist assumptions, but where poststructuralist treatments of these issues tend to remain abstract, this article is concerned with an embodied demonstration of the ways in which we experience a relational or in-between logic in our everyday lives.
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   27 citations  
  32. Gender at Work.Ann Game & Rosemary Pringle - 1984
    No categories
     
    Export citation  
     
    Bookmark   20 citations  
  33.  48
    The Teacher’s Vocation: Ontology of Response.Ann Game & Andrew Metcalfe - 2008 - Studies in Philosophy and Education 27 (6):461-473.
    We argue that pedagogic authority relies on love, which is misunderstood if seen as a matter of actions and subjects. Love is based not on finite subjects and objects existing in Euclidean space and linear time, but, rather, on the non-finite ontology, space and time of relations. Loving authority is a matter of calling and vocation, arising from the spontaneous and simultaneous call-and-response of a lively relation. We make this argument through a reading of Buber’s I–You relation and Murdoch’ s (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   5 citations  
  34.  25
    Do brokers act in the best interests of their clients? New evidence from electronic trading systems.Annilee M. Game & Andros Gregoriou - 2014 - Business Ethics: A European Review 25 (2):187-197.
    Prior research suggests brokers do not always act in the best interests of clients, although morally obligated to do so. We empirically investigated this issue focusing on trades executed at best execution price, before and after the introduction of electronic limit-order trading, on the London Stock Exchange. As a result of limit-order trading, the proportion of trades executed at the best execution price for the customer significantly increased. We attribute this to a sustained increase in the liquidity of stocks as (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  35.  17
    A factorial analysis of verbal learning tasks.Paul A. Games - 1962 - Journal of Experimental Psychology 63 (1):1.
  36.  15
    A Question of Fit: Cultural and Individual Differences in Interpersonal Justice Perceptions.Annilee M. Game & Jonathan R. Crawshaw - 2017 - Journal of Business Ethics 144 (2):279-291.
    This study examined the link between employees’ adult attachment orientations and perceptions of line managers’ interpersonal justice behaviors, and the moderating effect of national culture. Participants from countries categorized as low collectivistic and high collectivistic completed an online survey. Attachment anxiety and avoidance were negatively related to interpersonal justice perceptions. Cultural differences did not moderate the effects of avoidance. However, the relationship between attachment anxiety and interpersonal justice was non-significant in the Southern Asia cultural cluster. Our findings indicate the importance (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  37.  11
    Comments on "A power comparison of the F and L tests: I.".Paul A. Games - 1966 - Psychological Review 73 (4):372-375.
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  38.  40
    Non-equilibrium thermodynamics and the brain.C. J. A. Game - 1994 - In Karl H. Pribram (ed.), Origins: Brain and Self-Organization. Lawrence Erlbaum. pp. 196.
  39. Primary literature.Mike Game - 2007 - In Diarmuid Costello & Jonathan Vickery (eds.), Art: Key Contemporary Thinkers. Berg. pp. 159.
     
    Export citation  
     
    Bookmark  
  40.  44
    ‘In the Beginning is Relation’: Martin Buber’s Alternative to Binary Oppositions. [REVIEW]Andrew Metcalfe & Ann Game - 2012 - Sophia 51 (3):351-363.
    Abstract In this article we develop a relational understanding of sociality, that is, an account of social life that takes relation as primary. This stands in contrast to the common assumption that relations arise when subjects interact, an account that gives logical priority to separation. We will develop this relational understanding through a reading of the work of Martin Buber, a social philosopher primarily interested in dialogue, meeting, relationship, and the irreducibility and incomparability of reality. In particular, the article contrasts (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
  41.  42
    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 (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   5 citations  
  42. Nikil Mukerji.Christoph Schumacher, Economics Order Ethics & Game Theory - 2016 - In Christoph Luetge & Nikil Mukerji (eds.), Order Ethics: An Ethical Framework for the Social Market Economy. Springer.
    No categories
     
    Export citation  
     
    Bookmark  
  43. Theory and decison.Richard G. Brody, John M. Coulter, Alireza Daneshfar, Auditor Probability Judgments, Discounting Unspecified Possibilities, Paula Corcho, José Luis Ferreira & Generalized Externality Games - 2003 - Theory and Decision 54:375-376.
     
    Export citation  
     
    Bookmark   1 citation  
  44.  16
    Asymmetry – where evolutionary and developmental genetics meet.Philip Batterham, Andrew G. Davies, Anne Y. Game & John A. McKenzie - 1996 - Bioessays 18 (10):841-845.
    The mechanisms responsible for the fine tuning of development, where the wildtype phenotype is reproduced with high fidelity, are not well understood. The difficulty in approaching this problem is the identification of mutant phenotypes indicative of a defect in these fine‐tuning control mechanisms. Evolutionary biologists have used asymmetry as a measure of developmental homeostasis. The rationale for this was that, since the same genome controls the development of the left and right sides of a bilaterally symmetrical organism, departures from symmetry (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  45.  3
    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 (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  46.  33
    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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   6 citations  
  47.  10
    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: ...
    Direct download  
     
    Export citation  
     
    Bookmark  
  48.  12
    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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  49. 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 (...)
    Direct download (9 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  50.  10
    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 (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
1 — 50 / 993