Results for 'end game database'

993 found
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  1.  13
    End Games.J. L. Anton & Van Hooff - forthcoming - Classical Review.
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  2.  14
    Trust Game Database: Behavioral and EEG Data From Two Trust Games.Chao Fu, Xiaoqiang Yao, Xue Yang, Lei Zheng, Jianbiao Li & Yiwen Wang - 2019 - Frontiers in Psychology 10.
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  3.  20
    End games: Euthanasia under interminable scrutiny.Malcolm Parker - 2005 - Bioethics 19 (5-6):523-536.
    It is increasingly asserted that the disagreements of abstract principle between adversaries in the euthanasia debate fail to account for the complex, particular and ambiguous experiences of people at the end of their lives. A greater research effort into experiences, meaning, connection, vulnerability and motivation is advocated, during which the euthanasia 'question' should remain open. I argue that this is a normative strategy, which is felicitous to the status quo and further medicalises the end of life, but which masquerades as (...)
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  4. The End Game.John Hardwig - unknown
    To be old is to face the end of life. This is not to say that young people never die. Nor that the old have nothing else to do, no valuable contribution still to make. But after old age comes death. That=s simply a biological fact. It will remain a fact regardless of the medical technologies.
     
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  5.  6
    End games? Consumer-based learning in higher education and its implications for lifelong learning.Michael Tomlinson - 2013 - Perspectives: Policy and Practice in Higher Education 17 (4):124-128.
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  6.  3
    End Games - P. Plass: The Game of Death in Ancient Rome: Arena Sport and Political Suicide.(Wisconsin Studies in Classics.) Pp. xiii + 283.Madison, WI: The University of Wisconsin Press, 1995. $43.95. ISBN: 0-299-14570-0. [REVIEW]Anton J. L. Van Hooff - 1997 - The Classical Review 47 (1):137-139.
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  7.  35
    Biotechnology as End Game: Ontological and Ethical Collapse in the “Biotech Century”.Zipporah Weisberg - 2015 - NanoEthics 9 (1):39-54.
    I argue in this paper that animal biotechnology constitutes a dangerous ontological collapse between animals and the technical-economic apparatus. By ontological collapse, I mean the elimination of fundamental ontological tensions between embodied subjects and the principles of scientific, technological, and economic rationalization. Biotechnology imposes this collapse in various ways: by genetically “reprogramming” animals to serve as uniform commodities, by abstracting them into data and code, and, in some cases, by literally manipulating their movements with computer technologies. These and other forms (...)
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  8.  14
    From the series" End Game".Peggy Preheim - 2009 - Diacritics 39 (1):112-112.
  9.  20
    On existence of complete sets for bounded reducibilities.Valeriy Bulitko & Vadim Bulitko - 2003 - Mathematical Logic Quarterly 49 (6):567-575.
    Classical reducibilities have complete sets U that any recursively enumerable set can be reduced to U. This paper investigates existence of complete sets for reducibilities with limited oracle access. Three characteristics of classical complete sets are selected and a natural hierarchy of the bounds on oracle access is built. As the bounds become stricter, complete sets lose certain characteristics and eventually vanish.
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  10.  8
    Name game: the naming history of the chemical elements—part 1—from antiquity till the end of 18th century.Paweł Miśkowiec - 2022 - Foundations of Chemistry 25 (1):29-51.
    The aim of the series of the three articles entitled “Name game…” is to present the historical information about nomenclature history of every known chemical element. The process of naming each chemical element is analyzed, with particular emphasis on the first publication with a given name. It turned out that in many cases this information is not obvious and unambiguous, and the published data are even contradictory. In a few cases, the names of the elements were changed even several (...)
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  11.  6
    Re-Mediating Research Ethics: End-User License Agreements in Online Games.Suzanne de Castell, Nicholas T. Taylor & Florence M. Chee - 2012 - Bulletin of Science, Technology and Society 32 (6):497-506.
    This article is a theoretical and empirical exploration of the meaning that accompanies contractual agreements, such as the End-User License Agreements (EULAs) that participants of online communities are required to sign as a condition of participation. As our study indicates, clicking “I agree” on the often lengthy conditions presented during the installation and updating process typically permits third parties (including researchers) to monitor the digitally-mediated actions of users. Through our small-scale study in which we asked participants which terms of EULAs (...)
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  12. Games Unlike Life.C. Thi Nguyen - 2023 - Journal of Ethics and Social Philosophy 23 (3).
    This is a reply to Elisabeth Camp's and Elijah Millgram's probing discussions of "Games and the Art of Agency", in a symposium in Journal of Ethics and Social Philosophy. Millgram argues that games cannot function as a guide to life, because they are too different from life. Games are limited in a special way: in life, we deliberate about what goals we want to take on, but in games, the goals are fixed and given to us. Camp argues that there (...)
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  13. Playing The Game After The End Of Art: Comments For Hans Maes.Kalle Puolakka - 2005 - Postgraduate Journal of Aesthetics 2 (1):12-19.
    In his philosophy of art history, Arthur C. Danto claims that in the 1960 ́s the master narrative of art had come to an end, and that we had reached the end of art. This conception has been widely considered, but also misunderstood. Hans Maes has recently discussed Danto's conception of the end of art in his article, where he clears some misconceptions about the thesis, but at the same time challenges Danto's analysis of contemporary art.
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  14. Games: Agency as Art.C. Thi Nguyen - 2020 - New York: Oxford University Press.
    Games occupy a unique and valuable place in our lives. Game designers do not simply create worlds; they design temporary selves. Game designers set what our motivations are in the game and what our abilities will be. Thus: games are the art form of agency. By working in the artistic medium of agency, games can offer a distinctive aesthetic value. They support aesthetic experiences of deciding and doing. -/- And the fact that we play games shows something (...)
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  15.  17
    Determinacy for Games Ending at the First Admissible Relative to the Play.Itay Neeman - 2006 - Journal of Symbolic Logic 71 (2):425 - 459.
    Let o(κ) denote the Mitchell order of κ. We show how to reduce long games which run to the first ordinal admissible in the play, to iteration games on models with a cardinal κ so that (1) κ is a limit of Woodin cardinals: and (2) o(κ) = κ⁺⁺. We use the reduction to derive several optimal determinacy results on games which run to the first admissible in the play.
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  16. Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the (...)
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  17.  14
    The Identity and the End of Games.Shigeki Kawatani - 2013 - Journal of the Philosophy of Sport and Physical Education 35 (1):31-43.
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  18.  64
    Database as a genre of new media.Lev Manovich - 2000 - AI and Society 14 (2):176-183.
    After the novel, and subsequently cinema privileged narrative as the key form of cultural expression of the modern age, the computer age introduces its correlate — database. Why does new media favour database form over others? Can we explain ist popularity by analysing the specificity of the digital medium and of computer programming? What is the relationship between database and another form, which has traditionally dominated human culture — narrative? In addressing these questions, I discuss the connection (...)
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  19. Roleplaying Game–Based Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - forthcoming - Proceedings of the 2024 American Society for Engineering Education St. Lawrence Section Annual Conference.
    How do we prepare engineering students to make ethical and responsible decisions in their professional work? This paper presents an approach that enhances engineering students’ engagement with ethical reasoning by simulating decision-making in a complex scenario. The approach has two principal inspirations. The first is Anthony Weston’s scenario-based teaching. Weston’s concept of a scenario is a situation that changes in response to choices made by participants, according to an inner logic. Scenarios can dynamically explore open-ended complex problems without imposing predetermined (...)
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  20.  20
    “Is It Too Much to Ask That We’re Allowed to Win the Game?”: Character Attachment and Agency in the Mass Effect 3 Ending Controversy.Christian M. Jones & Jacqueline Burgess - 2017 - Bulletin of Science, Technology and Society 37 (3):146-158.
    The interaction between the concepts of character attachment, agency, and choice in a video game narrative was investigated using BioWare’s Mass Effect trilogy. Posts on a BioWare forum discussing the depiction of their player characters in the ending sequences of Mass Effect 3, the final game in the trilogy, were downloaded and analyzed using thematic analysis. Players demonstrated emotional attachment for the characters and narrative and expected to see the consequences of their choices play out, as in the (...)
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  21. Prisoners of Reason: Game Theory and Neoliberal Political Economy.S. M. Amadae (ed.) - 2015 - New York: Cambridge University Press.
    Is capitalism inherently predatory? Must there be winners and losers? Is public interest outdated and free-riding rational? Is consumer choice the same as self-determination? Must bargainers abandon the no-harm principle? Prisoners of Reason recalls that classical liberal capitalism exalted the no-harm principle. Although imperfect and exclusionary, modern liberalism recognized individual human dignity alongside individuals' responsibility to respect others. Neoliberalism, by contrast, views life as ceaseless struggle. Agents vie for scarce resources in antagonistic competition in which every individual seeks dominance. This (...)
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  22. A Game-Theoretic Analysis of the Waterloo Campaign and Some Comments on the Analytic Narrative Project.Philippe Mongin - 2018 - Cliometrica 12:451–480.
    The paper has a twofold aim. On the one hand, it provides what appears to be the first game-theoretic modeling of Napoleon’s last campaign, which ended dramatically on 18 June 1815 at Waterloo. It is specifically concerned with the decision Napoleon made on 17 June 1815 to detach part of his army against the Prussians he had defeated, though not destroyed, on 16 June at Ligny. Military historians agree that this decision was crucial but disagree about whether it was (...)
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  23. Game Theory.Giacomo Bonanno - 2018 - North Charleston, SC, USA: CreateSpace Independent Publishing Platform.
    This is a two-volume set that provides an introduction to non-cooperative Game Theory. Volume 1 covers the basic concepts, while Volume 2 is devoted to advanced topics. The book is richly illustrated with approximately 400 figures. It is suitable for both self-study and as the basis for an undergraduate course in game theory as well as a first-year graduate-level class. It is written to be accessible to anybody with high-school level knowledge of mathematics. At the end of each (...)
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  24.  6
    Correction to: Name game: the naming history of the chemical elements—part 1—from antiquity till the end of 18th century. [REVIEW]Paweł Miśkowiec - 2023 - Foundations of Chemistry 25 (1):53-55.
  25. A Game-Theoretic Approach to Peer Disagreement.Remco Heesen & Pieter van der Kolk - 2016 - Erkenntnis 81 (6):1345-1368.
    In this paper we propose and analyze a game-theoretic model of the epistemology of peer disagreement. In this model, the peers' rationality is evaluated in terms of their probability of ending the disagreement with a true belief. We find that different strategies---in particular, one based on the Steadfast View and one based on the Conciliatory View---are rational depending on the truth-sensitivity of the individuals involved in the disagreement. Interestingly, the Steadfast and the Conciliatory Views can even be rational simultaneously (...)
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  26.  15
    The Database of Classical Bibliography (review).Gerald A. Press - 1998 - Journal of the History of Philosophy 36 (4):619-619.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:The Database of Classical Bibliography ed. by Dee. L. ClaymanGerald A. PressDee. L. Clayman, editor. The Database of Classical Bibliography. CD-ROM and manual. Atlanta: Scholars Press, 1997. Pp. xvi + 120. $85 (individual); $340-2400 (institutional).L ’Annee Philologique (APh) has long been one of the most important scholarly resources for students of the history of ancient philosophy. Even though in print form it contains errors and omissions, (...)
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  27.  13
    Using Game Description Language for mediated dispute resolution.Dave de Jonge, Tomas Trescak, Carles Sierra, Simeon Simoff & Ramon López de Mántaras - 2019 - AI and Society 34 (4):767-784.
    Mediation is a process in which two parties agree to resolve their dispute by negotiating over alternative solutions presented by a mediator. In order to construct such solutions, the mediator brings more information and knowledge, and, if possible, resources to the negotiation table. In order to do so, the mediator faces the challenge of determining which information is relevant to the current problem, given a vast database of knowledge. The contribution of this paper is the automated mediation machinery to (...)
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  28. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of (...)
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  29. About Games and Substitution.Manuel Rebuschi - 2003 - In Jaroslav Peregrin (ed.), Meaning: the dynamic turn. Oxford, UK: Elsevier Science. pp. 241--257.
    Kripke’s substitutional interpretation of quantifiers is usually said to be unsatisfactory for independence-friendly (IF) languages. The purpose of this paper is to question this claim. Two accounts of substitutional semantics for IF sentences will be written down, and the objection of the so-called ‘dummy variables’ will be ruled out. Moreover, it will be argued, against the traditional view, that Game-Theoretical Semantics (GTS) should be conceived of as substitutional. The paper ends with some remarks concerning the reasons why substitution is (...)
     
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  30. Can video games be philosophical?Thomas J. Spiegel - 2024 - Synthese 203 (5):1-19.
    Some video games are said to be philosophical. Despite video games having received some attention in academic philosophy, that contention has not been sufficiently addressed. This paper investigates in what sense video games might be properly called “philosophical”. To this end, I utilize Wittgenstein’s distinction between saying and showing to get into view how some video games might be properly called philosophical. This leads to two senses of being philosophical: a conventional sense of expressing philosophy through propositions, i.e., through saying, (...)
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  31.  24
    Databases for criminal intelligence analysis: Knowledge representation issues. [REVIEW]Robert Ayres - 1997 - AI and Society 11 (1-2):18-35.
    Criminal intelligence data poses problems for conventional database technology. It has little structure or homogeneity and queries may involve looking for unknown associations between entities; such open-ended queries cannot be made in current systems. Finally, the data must be presented in an intuitively simple fashion for both investigative and evidential purposes. We discuss a database system which uses a labelled graph as its data model. This approach obviates the need for schema design, allows queries which look for associations (...)
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  32.  82
    Game-related assessments for personnel selection: A systematic review.Pedro J. Ramos-Villagrasa, Elena Fernández-del-Río & Ángel Castro - 2022 - Frontiers in Psychology 13.
    Industrial development in recent decades has led to using information and communication technologies to support personnel selection processes. One of the most notable examples is game-related assessments, supposedly as accurate as conventional tests but which generate better applicant reactions and reduce the likelihood of adverse impact and faking. However, such claims still lack scientific support. Given practitioners’ increasing use of GRA, this article reviews the scientific literature on gamification applied to personnel selection to determine whether the current state of (...)
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  33. Games, goals, and bounded rationality.Leigh Tesfatsion - 1984 - Theory and Decision 17 (2):149-175.
    A generalization of the standard n-person game is presented, with flexible information requirements suitable for players constrained by bounded rationality. Strategies (complete contingency plans) are replaced by "policies," i. e., end-mean pairs of candidate goals and "controls" (partial contingency plans). The existence of individual objective functions over the joint policy choice set is axiomatized in terms of primitive preference and probability orders. Conditions are given for the existence of pure policy Nash equilibrium points in n-person games, and pure policy (...)
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  34.  28
    Language Games and Philosophy.Pierre Hadot & Chris Fleming - 2022 - Journal of Continental Philosophy 3 (1):175-190.
    In this article, Pierre Hadot examines the late philosophy of Ludwig Wittgenstein and the so-called “linguistic turn” in philosophy and the social sciences. Although certain interpreters of Wittgenstein have thought that Philosophical Investigations shows philosophy to be predicated on a series of confusions based on the misuse of language, Hadot argues contrarily that an understanding of Wittgenstein’s idea of “language games”—far from ending philosophy—allows us to see it anew and to discern the source of some of its deepest perplexities. Of (...)
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  35.  73
    Game Theory and the History of Ideas about Rationality: An Introductory Survey.Ann E. Cudd - 1993 - Economics and Philosophy 9 (1):101-133.
    Although it may seem from its formalism that game theory must have sprung from the mind of John von Neumann as a corollary of his work on computers or theoretical physics, it should come as no real surprise to philosophers that game theory is the articulation of a historically developing philosophical conception of rationality in thought and action. The history of ideas about rationality is deeply contradictory at many turns. While there are theories of rationality that claim it (...)
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  36. Game Theory and the History of Ideas about Rationality: An Introductory Survey.Ann E. Cudd - 1993 - Economics and Philosophy 9 (1):101-133.
    Although it may seem from its formalism that game theory must have sprung from the mind of John von Neumann as a corollary of his work on computers or theoretical physics, it should come as no real surprise to philosophers that game theory is the articulation of a historically developing philosophical conception of rationality in thought and action. The history of ideas about rationality is deeply contradictory at many turns. While there are theories of rationality that claim it (...)
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  37.  19
    Good games and penalty shoot-outs.Emily Ryall - 2015 - Sport, Ethics and Philosophy 9 (2):205-213.
    This paper considers the concept of a good game in terms of its relation to the fair testing of relevant skills and their aesthetic values. As such, it will consider what makes football ‘the beautiful game’ and what part penalty shoot-outs play, or should play, within it. It begins by outlining and refuting Kretchmar’s proposal that games which end following the elapsing of a set amount of time, such as football, are structurally, morally and aesthetically inferior to games (...)
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  38. Game-Play in Fiction: a Critical Paradigm.Sura P. Rath - 1986 - Diogenes 34 (136):128-141.
    Toward the end of Light in August, in the climactic scene in Chapter 1 where the authorities of justice pursue the elusive Joe Christmas through the streets of Jefferson, William Faulkner introduces a new character, Percy Grimm, a twenty-five-year-old captain in the State National Guard who has relentlessly acquired the rank of a special deputy for the search. As the town closes for the weekend, Grimm keeps vigil at a downtown store where other townsfolk have begun a poker game (...)
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  39. Game called on account of fog: metametaphysics and epistemic dismissivism.M. B. Willard - 2013 - Philosophical Studies 164 (1):1-14.
    Is arguing over ontology a mistake? A recent proposal by Karen Bennett suggests that some metaphysical disputes, such as those over constitution and composition, can be dismissed on epistemic grounds. Given that both sides in a dispute try to minimize the differences between them, there are no good metaphysical grounds for choosing between them. In this paper, I expand on her epistemic dismissivism, arguing that given the Quinean conception of the task and method of metaphysics, we are warranted in believing (...)
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  40.  42
    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 of (...)
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  41.  4
    Traditional Games as Cultural Heritage: The Case of Canary Islands (Spain) From an Ethnomotor Perspective.Rafael Luchoro-Parrilla, Pere Lavega-Burgués, Sabrine Damian-Silva, Queralt Prat, Unai Sáez de Ocáriz, Enric Ormo-Ribes & Miguel Pic - 2021 - Frontiers in Psychology 12.
    UNESCO in the 2030 agenda for sustainable development establishes respect for the environment and sustainability education as key elements for the challenges of society in the coming years. In the educational context, physical education can have a vital role in sustainability education, through Traditional Sporting Games. The aim of this research was to study from an ethnomotor perspective the different characteristics of two different groups of TSG in the Canary Islands, Spain. The corpus of this investigation was made up of (...)
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  42.  6
    Polynomial games and determinacy.Tomoyuki Yamakami - 1996 - Annals of Pure and Applied Logic 80 (1):1-16.
    Two-player, zero-sum, non-cooperative, blindfold games in extensive form with incomplete information are considered in this paper. Any information about past moves which players played is stored in a database, and each player can access the database. A polynomial game is a game in which, at each step, all players withdraw at most a polynomial amount of previous information from the database. We show resource-bounded determinacy of some kinds of finite, zero-sum, polynomial games whose pay-off sets (...)
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  43.  14
    Game Change.Maximo Cortez - 2015 - Narrative Inquiry in Bioethics 5 (2):5-7.
    In lieu of an abstract, here is a brief excerpt of the content:Game ChangeMaximo CortezOn November 17, 1983, I was born with a condition called mixed gonadal dysgenesis, and ambiguous genitalia. My gender was not of a big concern at that time. The more urgent matter was that I had a heart murmur, which was repaired when I was twelve months old. [End Page E5]It was not until I turned five, and by issue of the Texas Children’s Protective Services (...)
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  44.  58
    Prisoner's Dilemma Popularized: Game Theory and Ethical Progress.Peter Danielson - 1995 - Dialogue 34 (2):295-.
    Is game theory good for us? This may seem an odd question. In the strict sense, game theory—the axiomatic account of interaction between rational agents—is as morally neutral as arithmetic. But the popularization of game theory as a way of thinking about social interaction is far from neutral. Consider the contrast between characterizing bargaining over distribution as a “zero-sum society” and focussing on “win-win” cooperative solutions. These reflections bring us to the book under review, Prisoner's Dilemma, a (...)
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  45. Determined game logic is complete.Jan van Eijck - unknown
    Non-determined game logic is the logic of two player board games where the game may end in a draw: unlike the case with determined games, a loss of one player does not necessarily constitute of a win of the other player. A calculus for non-determined game logic is given in [4] and shown to be complete. The calculus adds a new rule for the treatment of greatest fixpoints, and a new unfolding axiom for iterations of the universal (...)
     
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  46.  41
    Language-Games and Presuppositions.W. D. Hudson - 1978 - Philosophy 53 (203):94 - 99.
    Did Wittgenstein think that language-games have presuppositions? He sometimes speaks as if he thought that they do, at other times as though he thought that they do not. For examples, in On Certainty 110, after pointing out that the business of giving grounds for what we say has to come to an end sometime, he remarks, ‘but the end is not an ungrounded presupposition’; whereas, in 115, after warning us that if we try to doubt everything we shall not get (...)
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  47.  20
    Game Theory, Sociodynamics, and Cultural Evolution.Werner Leinfellner - 1998 - Vienna Circle Institute Yearbook 5:197-210.
    Since Neumann and Morgenstern’s theory of games, the debate among social scientists, economists, mathematicians, and social philosophers about what kind of theory it is has not ended. Some think that it is a new interdiscipline, some that it is a mere accumulation of gametheoretical models, such as utility theory, competitive, cooperative, collective choice models, and so on. Most of them agree that the models of game theory deal with isolated, single, and independent specific societal interactions between individuals who wish (...)
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  48.  13
    Gaming the system: deconstructing video games, games studies, and virtual worlds.David J. Gunkel - 2018 - Bloomington, Indiana: Indiana University Press.
    Terra nova 2.0 -- The real problem -- Social contract 2.0 -- In the face of others -- Open-ended conclusions.
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  49. Language-games and nonsense: Wittgenstein's reflection in Carroll's looking-glass.Leila Silvana May - 2007 - Philosophy and Literature 31 (1):79-94.
    In lieu of an abstract, here is a brief excerpt of the content:Wittgenstein’s Reflection in Lewis Carroll’s Looking-GlassLeila S. MayAccording to one tradition in the theory of fiction, there is a kind of fantasy whose function is to invite the reader to "acknowledge the possibility of a different reality."1 In this essay I want to ask whether Lewis Carroll's Alice books fit into this category; that is, I want to explore the possibility that Alice's Adventures in Wonderland and Through the (...)
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  50. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio Negri’s Empire (2000), (...)
     
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