Results for 'games'

993 found
Order:
See also
  1. Saṅgameśvarakrodam...Gummalūri Saṅgameśvarasāstri - 1933 - [Waltair],: Edited by Jagadīśatarkālaṅkāra.
     
    Export citation  
     
    Bookmark  
  2.  36
    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  
  3. Gender at Work.Ann Game & Rosemary Pringle - 1984
    No categories
     
    Export citation  
     
    Bookmark   20 citations  
  4. 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  
  5.  30
    RASMUSEN, ERIC, Folk Theorems for the Observable Implications of Repeated.Implications of Repeated Games - 1992 - Theory and Decision 32:147-164.
  6.  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  
  7.  29
    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  
  8.  20
    A factorial analysis of verbal learning tasks.Paul A. Games - 1962 - Journal of Experimental Psychology 63 (1):1.
  9.  16
    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  
  10.  12
    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  
  11.  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.
  12. Primary literature.Mike Game - 2007 - In Diarmuid Costello & Jonathan Vickery (eds.), Art: key contemporary thinkers. New York: Berg. pp. 159.
     
    Export citation  
     
    Bookmark  
  13.  50
    ‘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  
  14. 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  
  15. 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  
  16.  17
    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  
  17. Video Games, Violence, and the Ethics of Fantasy: Killing Time.Christopher Bartel - 2020 - London: Bloomsbury Academic.
    Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   9 citations  
  18. 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 (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   56 citations  
  19. 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 (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   39 citations  
  20.  32
    Games and Decisions: Introduction and Critical Survey.Robert Duncan Luce & Howard Raiffa - 1957 - New York: Wiley.
    "The best book available for non-mathematicians." — Contemporary Psychology. Superb nontechnical introduction to game theory and related disciplines, primarily as applied to the social sciences. Clear, comprehensive coverage of utility theory, 2-person zero-sum games, 2-person non-zero-sum games, n-person games, individual and group decision-making, much more. Appendixes. Bibliography. Graphs and figures.
    Direct download  
     
    Export citation  
     
    Bookmark   214 citations  
  21.  34
    Game Theory and the Social Contract.Ken Binmore - 1994 - MIT Press.
    Binmore argues that game theory provides a systematic tool for investigating ethical matters.
    Direct download  
     
    Export citation  
     
    Bookmark   101 citations  
  22.  18
    The Explanation Game: A Formal Framework for Interpretable Machine Learning.David S. Watson & Luciano Floridi - 2021 - In Josh Cowls & Jessica Morley (eds.), The 2020 Yearbook of the Digital Ethics Lab. Springer Verlag. pp. 109-143.
    We propose a formal framework for interpretable machine learning. Combining elements from statistical learning, causal interventionism, and decision theory, we design an idealised explanation game in which players collaborate to find the best explanation for a given algorithmic prediction. Through an iterative procedure of questions and answers, the players establish a three-dimensional Pareto frontier that describes the optimal trade-offs between explanatory accuracy, simplicity, and relevance. Multiple rounds are played at different levels of abstraction, allowing the players to explore overlapping causal (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   10 citations  
  23.  33
    Projective Games on the Reals.Juan P. Aguilera & Sandra Müller - 2020 - Notre Dame Journal of Formal Logic 61 (4):573-589.
    Let Mn♯ denote the minimal active iterable extender model which has n Woodin cardinals and contains all reals, if it exists, in which case we denote by Mn the class-sized model obtained by iterating the topmost measure of Mn class-many times. We characterize the sets of reals which are Σ1-definable from R over Mn, under the assumption that projective games on reals are determined:1. for even n, Σ1Mn=⅁RΠn+11;2. for odd n, Σ1Mn=⅁RΣn+11.This generalizes a theorem of Martin and Steel for (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  24. Pornography, ethics, and video games.Stephanie Patridge - 2013 - Ethics and Information Technology 15 (1):25-34.
    In a recent and provocative essay, Christopher Bartel attempts to resolve the gamer’s dilemma. The dilemma, formulated by Morgan Luck, goes as follows: there is no principled distinction between virtual murder and virtual pedophilia. So, we’ll have to give up either our intuition that virtual murder is morally permissible—seemingly leaving us over-moralizing our gameplay—or our intuition that acts of virtual pedophilia are morally troubling—seemingly leaving us under-moralizing our game play. Bartel’s attempted resolution relies on establishing the following three theses: (1) (...)
    Direct download (8 more)  
     
    Export citation  
     
    Bookmark   28 citations  
  25.  12
    Metagames: games about games.Agata Waszkiewicz - 2024 - New York: Routledge.
    Metagames: Games About Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player's role is in play, and to raise more profound topics such as those describing experiences (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  26. Explaining Games: The Epistemic Programme in Game Theory.Boudewijn de Bruin - 2010 - Dordrecht, Netherland: Springer.
    Contents. Introduction. 1. Preliminaries. 2. Normal Form Games. 3. Extensive Games. 4. Applications of Game Theory. 5. The Methodology of Game Theory. Conclusion. Appendix. Bibliography. Index. Does game theory—the mathematical theory of strategic interaction—provide genuine explanations of human behaviour? Can game theory be used in economic consultancy or other normative contexts? Explaining Games: The Epistemic Programme in Game Theory—the first monograph on the philosophy of game theory—is an attempt to combine insights from epistemic logic and the philosophy (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   8 citations  
  27.  58
    Game ethics-Homo Ludens as a computer game designer and consumer.Gordana Dodig-Crnkovic & Thomas Larsson - 2005 - International Review of Information Ethics 4 (12):19-23.
    Play and games are among the basic means of expression in intelligent communication, influenced by the relevant cultural environment. Games have found a natural expression in the contemporary computer era in which communications are increasingly mediated by computing technology. The widespread use of e-games results in conceptual and policy vacuums that must be examined and understood. Humans involved in design-ing, administering, selling, playing etc. computer games encounter new situations in which good and bad, right and wrong, (...)
    Direct download  
     
    Export citation  
     
    Bookmark   3 citations  
  28. The explanation game: a formal framework for interpretable machine learning.David S. Watson & Luciano Floridi - 2020 - Synthese 198 (10):1–⁠32.
    We propose a formal framework for interpretable machine learning. Combining elements from statistical learning, causal interventionism, and decision theory, we design an idealised explanation game in which players collaborate to find the best explanation for a given algorithmic prediction. Through an iterative procedure of questions and answers, the players establish a three-dimensional Pareto frontier that describes the optimal trade-offs between explanatory accuracy, simplicity, and relevance. Multiple rounds are played at different levels of abstraction, allowing the players to explore overlapping causal (...)
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   16 citations  
  29.  77
    Spectating games can be a form of gameplay.A. Declos - forthcoming - British Journal of Aesthetics.
    Watching other people play videogames —a.k.a. ‘spectator gaming’— is a widespread practice. Yet, it is considered by some as an inadequate form of engagement with games. In this paper, I show that the strongest objection to spectator gaming relies on the claim that some properties of videogames are better, if not exclusively, accessible to the player. After that, I propose two replies to this challenge. The first is that ‘secondary players’, i.e., individuals who indirectly take part in the game, (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  30. Video Games and Ethics.Monique Wonderly - 2017 - In Joseph C. Pitt & Ashley Shew (eds.), Spaces for the Future: A Companion to Philosophy of Technology. New York: Routledge. pp. 29-41.
    Historically, video games featuring content perceived as excessively violent have drawn moral criticism from an indignant (and sometimes, morally outraged) public. Defenders of violent video games have insisted that such criticisms are unwarranted, as committing acts of virtual violence against computer-controlled characters – no matter how heinous or cruel those actions would be if performed in real life – harm no actual people. In this paper, I present and critically analyze key aspects of this debate. I argue that (...)
    Direct download  
     
    Export citation  
     
    Bookmark   3 citations  
  31.  9
    The Game of Language: Studies in Game-Theoretical Semantics and Its Applications.Jaakko Hintikka - 1983 - Springer Verlag.
    Since the first chapter of this book presents an intro duction to the present state of game-theoretical semantics (GTS), there is no point in giving a briefer survey here. Instead, it may be helpful to indicate what this volume attempts to do. The first chapter gives a short intro duction to GTS and a survey of what is has accomplished. Chapter 2 puts the enterprise of GTS into new philo sophical perspective by relating its basic ideas to Kant's phi losophy (...)
    Direct download  
     
    Export citation  
     
    Bookmark   37 citations  
  32. 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 (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  33.  37
    Game theory and knowledge by simulation.Adam Morton - 1994 - Ratio 7 (1):14-25.
    I discuss how simulating another agent can be useful in some game-theoretical situations, particularly iterated games such as the centipede game.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  34. Games and the good.Thomas Hurka - 2006 - Proceedings of the Aristotelian Society 106 (1):217-235.
    Using Bernard Suits’s brilliant analysis (contra Wittgenstein) of playing a game, this paper examines the intrinsic value of game-playing. It argues that two elements in Suits’s analysis make success in games difficult, which is one ground of value, while a third involves choosing a good activity for the property that makes it good, which is a further ground. The paper concludes by arguing that game-playing is the paradigm modern (Marx, Nietzsche) as against classical (Aristotle) value: since its goal is (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   67 citations  
  35.  30
    Games in the Philosophy of Biology.Cailin O'Connor - 2020 - Cambridge University Press.
    This is an Element surveying the most important literature using game theory and evolutionary game theory to shed light on questions in the philosophy of biology. There are two branches of literature that the book focuses on. It begins with a short introduction to game theory and evolutionary game theory. It then turns to working using signaling games to explore questions related to communication, meaning, language, and reference. The second part of the book addresses prosociality - strategic behavior that (...)
    No categories
  36. Games and the fluidity of layered agency.Luca Ferrero - 2021 - Journal of the Philosophy of Sport 48 (3):344-355.
    What can the philosophy of agency learn from Nguyen’s book on games? The most important lesson concerns, to use Nguyen’s terms, the ‘layered’ structure of our agency and the ‘fluidity’ requ...
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  37. 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. (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark  
  38.  60
    Dialogue Games in Multi-Agent Systems.Peter McBurney & Simon Parsons - 2002 - Informal Logic 22 (3).
    Formal dialogue games have been studied in philosophy since at least the time of Aristotle. Recently they have been applied in various contexts in computer science and artificial intelligence, particularly as the basis for interaction between autonomous software agents. We review these applications and discuss the many open research questions and challenges at this exciting interface between philosophy and computer science.
    Direct download (13 more)  
     
    Export citation  
     
    Bookmark   12 citations  
  39. Games for truth.P. D. Welch - 2009 - Bulletin of Symbolic Logic 15 (4):410-427.
    We represent truth sets for a variety of the well known semantic theories of truth as those sets consisting of all sentences for which a player has a winning strategy in an infinite two person game. The classifications of the games considered here are simple, those over the natural model of arithmetic being all within the arithmetical class of $\Sum_{3}^{0}$.
    Direct download (8 more)  
     
    Export citation  
     
    Bookmark   15 citations  
  40. 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 rational. (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  41.  55
    Gaming and the limits of digital embodiment.Robert Farrow & Ioanna Iacovides - 2014 - Philosophy and Technology 27 (2):221-233.
    This paper discusses the nature and limits of player embodiment within digital games. We identify a convergence between everyday bodily actions and activity within digital environments, and a trend towards incorporating natural forms of movement into gaming worlds through mimetic control devices. We examine recent literature in the area of immersion and presence in digital gaming; Calleja’s (2011) recent Player Involvement Model of gaming is discussed and found to rely on a probematic notion of embodiment as 'incorporation'. We go (...)
    No categories
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   8 citations  
  42. Extensive games as process models.Johan van Benthem - 2002 - Journal of Logic, Language and Information 11 (3):289-313.
    We analyze extensive games as interactive process models, using modallanguages plus matching notions of bisimulation as varieties of gameequivalences. Our technical results show how to fit existing modalnotions into this new setting.
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   28 citations  
  43. "It's Only a Game!" Sports As Fiction.Kendall L. Walton - 2015 - In In Other Shoes: Music, Metaphor, Empathy, Existence. Oxford University Press. pp. 75-83.
    Sports and competitive games of many kinds—from tag to chess to baseball—are often occasions for make-believe. To participate either as a competitor or as a spectator is frequently to engage in pretense. The activities of playing and watching games have this in common with appreciating works of fiction and participating in children’s make-believe activities, although the make-believe in sports, masked by real interests and concerns, is less obvious than it is in the other cases. What is most interesting (...)
    Direct download  
     
    Export citation  
     
    Bookmark   13 citations  
  44. The Game of Belief.Barry Maguire & Jack Woods - 2020 - Philosophical Review 129 (2):211-249.
    It is plausible that there are epistemic reasons bearing on a distinctively epistemic standard of correctness for belief. It is also plausible that there are a range of practical reasons bearing on what to believe. These theses are often thought to be in tension with each other. Most significantly for our purposes, it is obscure how epistemic reasons and practical reasons might interact in the explanation of what one ought to believe. We draw an analogy with a similar distinction between (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   50 citations  
  45.  67
    Population Games and Evolutionary Dynamics.William H. Sandholm - 2010 - MIT Press.
    A systematic, rigorous, comprehensive, and unified overview of evolutionary game theory.
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   16 citations  
  46.  47
    Game cultures: computer games as new media.Jon Dovey - 2006 - New York, NY: Open University Press. Edited by Helen W. Kennedy.
    This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the (...)
    Direct download  
     
    Export citation  
     
    Bookmark   1 citation  
  47. Video Games as Self‐Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2012 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that appreciating (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   28 citations  
  48.  70
    Game Theory: A Very Short Introduction.Ken Binmore - 2007 - Oxford University Press.
    Games are played everywhere: from economics and online auctions to social interactions, and game theory is about how to play such games in a rational way, and how to maximize their outcomes. This VSI reveals, without mathematical equations, the insights the theory can bring to everything from how to play poker optimally to the sex ratio among bees.
    Direct download  
     
    Export citation  
     
    Bookmark   11 citations  
  49. 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 in (...)
    Direct download (12 more)  
     
    Export citation  
     
    Bookmark   8 citations  
  50. Video Games as Self-Involving Interactive Fictions.Jon Robson & Aaron Meskin - 2016 - Journal of Aesthetics and Art Criticism 74 (2):165-177.
    This article explores the nature and theoretical import of a hitherto neglected class of fictions which we term ‘self-involving interactive fictions’. SIIFs are interactive fictions, but they differ from standard examples of interactive fictions by being, in some important sense, about those who consume them. In order to better understand the nature of SIIFs, and the ways in which they differ from other fictions, we focus primarily on the most prominent example of the category: video-game fictions. We argue that appreciating (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   24 citations  
1 — 50 / 993