Results for ' 2006 fantasy game The Elder Scrolls: Oblivion ‐ player, in guise of a character'

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  1.  12
    Glossary.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes, The Art of Videogames. Wiley‐Blackwell. pp. 197–208.
    The prelims comprise: Half‐Title Page Wiley Series Page Title Page Copyright Page Dedication Page Table of Contents Acknowledgments.
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  2. Utopian Fantasy and the Politics of Difference.Debra Jackson - 2009 - In Luke Cuddy & John Nordlinger, World of Warcraft and Philosophy: Wrath of the Philosopher King. Open Court. pp. 131-142.
    Although World of Warcraft utilizes ethnic and gender stereotypes in the construction of its playable characters, the structure of the gaming environment provides a modest utopian vision that is structurally just, maximizing both liberty and equality among participants in a way consistent with John Rawls's Theory of Justice. As a result, class, race, and gender are much more a matter of human (humanoid) variety, rather than a tool for hierarchically differentiation. Nevertheless, in players' engagement with the game, class, race, (...)
     
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  3.  32
    Master of the Game: Competition and Performance in Greek Poetry.Carolyn Higbie - 2006 - American Journal of Philology 127 (1):137-140.
    In lieu of an abstract, here is a brief excerpt of the content:American Journal of Philology 127.1 (2006) 137-140 [Access article in PDF] Derek Collins. Master of the Game: Competition and Performance in Greek Poetry. Hellenic Studies 7. Washington, D.C.: Center for Hellenic Studies, 2004. Distributed by Harvard University Press, Cambridge, Mass. xx + 267 pp. Paper, $19.95. Collins states the purpose of his book clearly in the opening paragraph of his introduction (ix): "to offer a detailed examination (...)
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  4. 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 resolve (...)
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  5.  16
    Stepping into Fictional Worlds.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes, The Art of Videogames. Wiley‐Blackwell. pp. 61–85.
    This chapter contains sections titled: Welcome to Rapture Meet Niko Bellic Experiencing Game Worlds Acting in Game Worlds.
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  6.  18
    Playing the Dummy: Maugham, Smartphones, and the End of Elegance.Eric Bronson - 2023 - Philosophy and Literature 47 (2):477-492.
    In lieu of an abstract, here is a brief excerpt of the content:Playing the Dummy:Maugham, Smartphones, and the End of EleganceEric BronsonIOn the Russian Trans-Siberian train from Vladivostok to Petrograd (now St. Petersburg), an American businessman won't stop talking for the entire ten-day journey. In his story, "A Chance Acquaintance," W. Somerset Maugham describes this 1917 meeting between Ashenden, a British character loosely based on himself, and the chatty American, named Harrington. The two passengers are blissfully unmoved by the (...)
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  7.  60
    Final Fantasy and Philosophy: The Ultimate Walkthrough.William Irwin, Jason P. Blahuta & Michel S. Beaulieu (eds.) - 2009 - Wiley.
    An unauthorized look behind one of the greatest video game franchises of all time, Final Fantasy The Final Fantasy universe is packed with compelling characters and incredible storylines. In this book, you'll take a fascinating look at the deeper issues that Final Fantasy forces players to think about while trying to battle their way to the next level, such as: Does Cloud really exist? Is Kefka really insane? Are Moogles part of a socialist conspiracy? Does the (...)
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  8. What if the Giants returned to albion for vengeance? Crusade and the mythic other in the Knights of the Nine expansion to The Elder Scrolls IV: Oblivion.Jason Pitruzzello - 2014 - In Karl Fugelso, Ethics and Medievalism. Cambridge, UK: D.S. Brewer.
     
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  9.  31
    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 (...)
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  10. Living-into, living-with: A Schutzian account of the player/character relationship.Rebecca A. Hardesty - 2016 - Glimpse 17:27-34.
    Games Studies reveals the performative nature of playing a character in a virtual-game-world (Nitsche 2008, p.205; Pearce 2006, p.1; Taylor 2002, p.48). Tbe Player/Character relationship is typically understood in terms of the player’s in-game “presence” (Boellstorff 2008, p.89; Schroeder 2002, p.6). This gives the appearance that living-into a game-world is an all-or- nothing affair: either the player is “present” in the game-world, or they are not. I argue that, in fact, a constitutive phenomenology (...)
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  11.  77
    The Equivalence of Bayes and Causal Rationality in Games.Oliver Board - 2006 - Theory and Decision 61 (1):1-19.
    In a seminal paper, Aumann (1987, Econometrica 55, 1–18) showed how the choices of rational players could be analyzed in a unified state space framework. His innovation was to include the choices of the players in the description of the states, thus abolishing Savage’s (1954, The Foundations of Statistics. Wiley, New York) distinction between acts and consequences. But this simplification comes at a price: Aumann’s notion of Bayes rationality does not allow players to evaluate what would happen were they to (...)
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  12.  19
    Heuristics in fantasy sports: is it profitable to strategize based on favourite of the match?Vojtěch Kotrba - 2020 - Mind and Society 19 (1):195-206.
    In fantasy sports, the goal is to gain as many points as possible. To get there, users have to choose players with the optimal price-to-performance ratio. However, finding these optimal players requires a great amount of time and effort, in which the users might not be willing to invest. Instead, they can use heuristic strategies. This paper investigates one such strategy for choosing squads based on the assumption that athletes starting for the favourite team of the match would bring (...)
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  13.  63
    How players manage moral concerns to make video game violence enjoyable.Peter Vorderer, Tilo Hartmann, Andreas Nosper, Hannah Schmid & Christoph Klimmt - 2006 - Communications 31 (3):309-328.
    Research on video game violence has focused on the impact of aggression, but has so far neglected the processes and mechanisms underlying the enjoyment of video game violence. The present contribution examines a specific process in this context, namely players' strategies to cope with moral concern that would arise from violent actions. Based on Bandura's theory of moral disengagement, we argue that in order to maintain their enjoyment of game violence, players find effective strategies to avoid or (...)
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  14.  74
    A Social Phenomenology of Non-Player Characters (NPCs) in Videogames.Paul Scriven - 2023 - Techné Research in Philosophy and Technology 27 (2):240-259.
    Non-player characters (NPCs) are a common feature in contemporary videogames, particularly role-playing games (RPGs). Evidence suggests player relationships with these fictional, digital characters can manifest as deeply emotional experiences that can ‘bleed’ off the screen and affect the daily lives of players. However, research in this area is still in its infancy, and as yet has not been given a thorough conceptual treatment. Applying the sociological phenomenology of Alfred Schütz, this paper will examine the structure of the experiences that players (...)
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  15.  47
    Making a New Man: Ciceronian Self-Fashioning in the Rhetorical Works.Andrew M. Riggsby - 2006 - American Journal of Philology 127 (3):473-476.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Making a New Man: Ciceronian Self-Fashioning in the Rhetorical WorksAndrew M. RiggsbyJohn Dugan. Making a New Man: Ciceronian Self-Fashioning in the Rhetorical Works. Oxford: Oxford University Press, 2005. x + 388 pp. Cloth, $120.The title somewhat undersells this book in two respects. First, in addition to treating several of the rhetorica (De Oratore, Brutus, Orator), it also offers readings of two actual orations (Pro Archia and In Pisonem). (...)
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  16.  10
    Does Game Playing Experience Have an Impact on the Player-PNPC Relationship?Christine Daviault - 2012 - Bulletin of Science, Technology and Society 32 (6):441-446.
    There are several types of characters in video games: the main protagonist/hero, the countless non-player characters (NPCs), and persistent non-player characters (PNPCs). While there is a substantial body of research about PNPCs from a game design point of view, they have been largely ignored by the academic community from a narrative perspective. The current essay aims to evaluate whether video game playing experience has an impact on a player’s reliance on the guidance of PNPCs in game play (...)
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  17.  17
    Mass Effect 2: A Case Study in the Design of Game Narrative.Theresa Jean Tanenbaum & Jim Bizzocchi - 2012 - Bulletin of Science, Technology and Society 32 (5):393-404.
    Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the design of narrative within Mass Effect 2: a game whose narrative is highly regarded in both scholarly and vernacular communities. We follow the classic humanities methodology (...)
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  18.  22
    Iconicity, Romance and History in the Crónica Sarracina.Marina S. Brownlee - 2006 - Diacritics 36 (3/4):119-130.
    In lieu of an abstract, here is a brief excerpt of the content:Iconicity, Romance and History in the Crónica SarracinaMarina S. Brownlee (bio)Though seemingly alien discourses, romance and historiography are perennially linked. Far from offering an atemporal imaginary universe that bears no resemblance to historical specificity, romance is constructed as a response to it. Rather than simply projecting for the reader the naïve appeal of a prelapsarian escapism from the harsh realities of history, romance involves a continuous and sophisticated reinvention (...)
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  19. Videogames and interactive fiction.Grant Tavinor - 2005 - Philosophy and Literature 29 (1):24-40.
    In lieu of an abstract, here is a brief excerpt of the content:Videogames and Interactive FictionGrant TavinorIIn the third-person crime simulator Grand Theft Auto 3, the fictional performing of all sorts of criminal nuisance is a possibility. (Squeamish readers, or those that are adamant videogames are playing a decisive role in the moral degeneration of modern society might want to turn away now!) Here is one possibility for players of the game: while driving around in the rundown red-light district (...)
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  20.  39
    Towards the desired future of the elderly and ICT: Policy recommendations based on a dialogue with senior citizens.Steven Eggermont, Heidi Vandebosch & Stef Steyaert - 2006 - Poiesis and Praxis 4 (3):199-217.
    This study dealt with the interaction between two important trends in future Western societies, i.e. the greying of society and the technology-induced transformation of everyday life. It aimed at formulating a framework of policy recommendations with regard to the elderly and ICT in 2030. To meet this objective a three-phased methodology was developed, relying on methods of participatory technology assessment and technology foresighting. In the first phase of the project, a literature study, semi-structured expert discussions and focus groups with (future) (...)
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  21.  68
    Achievable Hierarchies In Voting Games.Jane Friedman, Lynn Mcgrath & Cameron Parker - 2006 - Theory and Decision 61 (4):305-318.
    Previous work by Diffo Lambo and Moulen [Theory and Decision 53, 313–325 (2002)] and Felsenthal and Machover [The Measurement of Voting Power, Edward Elgar Publishing Limited (1998)], shows that all swap preserving measures of voting power are ordinally equivalent on any swap robust simple voting game. Swap preserving measures include the Banzhaf, the Shapley–Shubik and other commonly used measures of a priori voting power. In this paper, we completely characterize the achievable hierarchies for any such measure on a swap (...)
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  22.  53
    Games as Authorial Platforms? An Exploration of the Legal Status of User-Created Content from Digital Games.Gabriele Aroni - 2023 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 36 (5):2021-2036.
    Digital games can be considered as composed of two main components: the props, i.e. visual, textual, and aural elements such as codes, 3D models and animations; and the form, specially the interaction between players and games, the act of playing itself. This dichotomy thus begs the question whether digital games are indeed games if nobody plays them, and ultimately: who is the owner of the gameplay and any by-product of the interaction between the game and the players? This paper (...)
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  23.  30
    Gaming the Gods: How Mythology Inspires Game Development.Asal Fallahnejad - unknown - Isis 1:18. Translated by Asal Fallahneajd.
    In the ever-evolving landscape of video game development, mythology serves as a rich source of inspiration, providing developers with a wellspring of narratives, characters, and themes that resonate with players. This article, "Gaming the Gods: How Mythology Inspires Game Development," explores the intricate relationship between ancient myths and contemporary gaming. By examining various titles that draw upon mythological elements—from the pantheons of Greek and Norse mythology to the folklore of diverse cultures—we uncover how these stories enhance gameplay, deepen (...)
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  24.  14
    Character Customization With Cosmetic Microtransactions in Games: Subjective Experience and Objective Performance.Christian Böffel, Sophie Würger, Jochen Müsseler & Sabine J. Schlittmeier - 2022 - Frontiers in Psychology 12.
    Free games that are monetized by selling virtual items, such as cosmetic microtransactions for one’s avatar, seem to offer a better gaming experience to paying players. To experimentally explore this phenomenon, the effects of character customization with cosmetic microtransactions on objective and self-estimated player performance, subjective identification with the avatar, fun and the players’ perceived competence were examined in the game League of Legends. This study introduces a new laboratory-based, experimental task to objectively measure within-game player performance. (...)
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  25.  97
    Inner Speech Generation in a Video Game Non-Player Character: From Explanation to Self?Raúl Arrabales - 2012 - International Journal of Machine Consciousness 4 (2):367-381.
    The use of human language is a hallmark of human consciousness, even when it is not used publicly. Inner speech is the way humans consciously communicate with themselves and arguably a key factor contributing to the formation of more self-aware selves. From the perspective of cognitive science and artificial cognitive architectures, inner speech can be also seen as a meta-management system that modulates some cognitive processes of the subject. In this paper, we describe a preliminary version of a computational model (...)
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  26.  6
    Love for a handsome man requires a lot of friends: Sociability practices related to romance games ( Otome Games) in Japan.Agnès Giard - 2024 - Diogenes 65 (1):14-30.
    Japan is the world’s largest producer of love simulation games, revealing a curious feature: these games, in theory, assign female players to the unique task of seducing a male character, but, in reality, they promote the establishment of a network of friendship between women. Love cannot be achieved if this network is not carefully woven both in play and in real life. Based on the analysis of this double dynamics, outwardly contradictory, I would like to advance the following hypothesis: (...)
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  27.  72
    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 on (...)
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  28.  35
    The Suitors' Games.Ruth Scodel - 2001 - American Journal of Philology 122 (3):307-327.
    In lieu of an abstract, here is a brief excerpt of the content:The Suitors' GamesRuth ScodelScholars disagree about the goals of Penelope's suitors in the Odyssey-do they seek kingship, Odysseus' property, Penelope herself, or some combination? This disagreement is unsurprising: different passages imply different goals. Twice the suitors speak of dividing Odysseus' property (2.335-36, 16.384-86). In other passages, however, the kingship seems to be at issue; so Telemachus says that Eurymachus "is most eager to marry my mother and possess the (...)
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  29.  22
    The golden rule of ethics: a dynamic game-theoretic framework based on berge equilibrium.Vladislav Iosifovich Zhukovskiĭ - 2021 - Boca Raton: CRC Press. Edited by M. E. Salukvadze.
    This book synthesizes the game-theoretic modeling of decision-making processes and an ancient moral requirement, called the Golden Rule of ethics (GR). This rule states, "Behave to others as you would like them to behave to you." The GR is one of the oldest, most widespread and specific moral requirements that appear in Christianity, Islam, Judaism, Buddhism, and Confucianism. The book constructs and justifies mathematical models of dynamic socio-economic processes and phenomena that reveal the mechanism of the GR and are (...)
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  30.  28
    Category of the Epic as a Part of the Theoretical Paradigm of Contemporary Musicology.Oksana Serhiieva, Nadiia Broiako, Veronika Dorofieieva, Tetiana Kaplun, Ihor Shcherbak & Oksana Gorozhankina - 2022 - Postmodern Openings 13 (1):351-362.
    The article is devoted to the question of the categories of the epic as part of the theoretical paradigm of contemporary musicology. It is proven that nowadays there are many books, magazines and articles about the epic genre of music. The concept of a soundtrack that appeared in the 1950s is highlighted of XX century. The compilation of songs “Carmina Burana”, which became the reason for the appearance of the music for the trailers was investigated. It has been established that (...)
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  31. Players, Characters, and the Gamer's Dilemma.Craig Bourne & Emily Caddick Bourne - 2019 - Journal of Aesthetics and Art Criticism 77 (2):133-143.
    Is there any difference between playing video games in which the player’s character commits murder and video games in which the player’s character commits pedophilic acts? Morgan Luck’s “Gamer’s Dilemma” has established this question as a puzzle concerning notions of permissibility and harm. We propose that a fruitful alternative way to approach the question is through an account of aesthetic engagement. We develop an alternative to the dominant account of the relationship between players and the actions of their (...)
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  32.  17
    (Meta-)Ground Viewpoint Space and structurally-framed irony: A case study of the mobile game Liyla and the Shadows of War.Eunsong Kim & Iksoo Kwon - 2021 - Cognitive Linguistics 32 (1):1-33.
    Within the framework of Viewpoint Spaces (Dancygier, Barbara. 2012. The language of stories: A cognitive approach. Cambridge: Cambridge University Press), this paper investigates viewpoint interactions in a mobile game’s plot to show how the game’s structural framing leads to meaning construction, specifically the construal of irony. The notion of (meta-)Ground Viewpoint Space is proposed not only to provide a generalized account of a global mental space where local spaces and viewpoints relate to one another, but also to elucidate (...)
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  33.  36
    To Kill a Mockingjay: Katniss's Corrosive Queerness in the Hunger Games Trilogy.Ellen M. Rigsby & Lisa Manter - 2019 - Utopian Studies 30 (3):403-421.
    In Epistemology of the Closet, Eve Kosofsky Sedgwick explores the connection between the binaries of heterosexuality/homosexuality and the utopian/apocalyptic. In doing so, she exposes the commonplace of a “fantasy trajectory toward a life after the homosexual.”1 In this narrative model, once the queer has completed its function of purging the symbolic of its sins, the character is eliminated from the text as part of the emergence of a postnarrative hetero-normative utopia. In a similar vein, Lee Edelman’s “Against Survival: (...)
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  34.  23
    Mating games: cultural evolution and sexual selection.A. Block & S. Dewitte - 2007 - Biology and Philosophy 22 (4):475-491.
    In this paper, we argue that mating games, a concept that denotes cultural practices characterized by a competitive element and an ornamental character, are essential drivers behind the emergence and maintenance of human cultural practices. In order to substantiate this claim, we sketch out the essential role of the game’s players and audience, as well as the ways in which games can mature and turn into relatively stable cultural practices. After outlining the life phase of mating games – (...)
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  35.  43
    The Limits of Heroism: Homer and the Ethics of Reading (review).Victoria Pedrick - 2006 - American Journal of Philology 127 (2):309-312.
    In lieu of an abstract, here is a brief excerpt of the content:American Journal of Philology 127.2 (2006) 309-312 [Access article in PDF] Mark Buchan. The Limits of Heroism: Homer and the Ethics of Reading. The Body, In Theory: Histories of Cultural Materialism. Ann Arbor: University of Michigan Press, 2004. x + 282 pp. Cloth, $65. Buchan's introduction challenges the critical consensus on the Odyssey as both "too teleological" and "not teleological enough." The epic's partisan perspective on its hero, (...)
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  36.  95
    The Collapse and Reconstitution of the Cinematic Narrative: Interactivity vs. Immersion in Game Worlds.Otto Lehto - 2009 - Ec - Rivista Dell'associazione Italiana Studi Semiotici:21-28.
    This article analyses the phenomenology and ontology of videogames through the lens of semiotics. The difference between games and more traditional narrative models (such as those found in books and movies) lies on the structural level. The game narrative needs to be ‘written’ (played) before it can be ‘read’ (interpreted). Games provide fluidity of interactive immersion: the interface as the place of the merger between the player and the game. A connection, without delay, is established between the movement (...)
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  37.  23
    Reproducibility and Validity of a Stroke Effectiveness Test in Table Tennis Based on the Temporal Game Structure.Taisa Belli, Milton Shoiti Misuta, Pedro Paulo Ribeiro de Moura, Thomas dos Santos Tavares, Renê Augusto Ribeiro, Yura Yuka Sato dos Santos, Karine Jacon Sarro & Larissa Rafaela Galatti - 2019 - Frontiers in Psychology 10:434524.
    Purpose: This study aimed to develop a stroke effectiveness test in table tennis based on the temporal game structure to assess the ball speed and ball placement of the players, with a purpose to analyze its reproducibility and validity. Methods: Nineteen male table tennis players participated in this study. The test was performed twice during the first session and once during the second session to assess the intrasession and intersession reproducibility, respectively. Moreover, the test was examined on its ability (...)
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  38.  46
    On the characterization of weighted simple games.Josep Freixas, Marc Freixas & Sascha Kurz - 2017 - Theory and Decision 83 (4):469-498.
    This paper has a twofold scope. The first one is to clarify and put in evidence the isomorphic character of two theories developed in quite different fields: on one side, threshold logic, on the other side, simple games. One of the main purposes in both theories is to determine when a simple game is representable as a weighted game, which allows a very compact and easily comprehensible representation. Deep results were found in threshold logic in the sixties (...)
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  39. (1 other version)Review: Ahti-Veikko Pietarinen. Signs of Logic: Peircean Themes on the Philosophy of Language, Games, and Communication. Dordrecht, The Netherlands: Springer, 2006[REVIEW]Robert W. Burch - 2006 - Transactions of the Charles S. Peirce Society 42 (4):577-581.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Signs of Logic: Peircean Themes on the Philosophy of Language, Games, and CommunicationRobert W. BurchAhti-Veikko Pietarinen Signs of Logic: Peircean Themes on the Philosophy of Language, Games, and Communication Dordrecht, The Netherlands: Springer, 2006. xiv + 496 pp.This compendious volume of fourteen of Pietarinen's essays on Peirce, plus a three-page set of "Final Words" relating to the work of Robert Aumann, is a "must-have" for both the (...)
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  40.  16
    Player‐Character Is What You Are in the Dark.William J. White - 2014 - In William Irwin & Christopher Robichaud, Dungeons & Dragons and Philosophy. Malden: Wiley. pp. 82–92.
    The idea of role‐playing makes some people nervous – even some people who play role‐playing games (RPGs). So the idea of immersion is central to understanding how Dungeons Dragons and other aspects of participatory culture work. Phenomenology is a kind of “philosophy of mind” associated with the works of twentieth‐century philosophers Edmund Husserl, Martin Heidegger, Jean‐Paul Sartre, and Maurice Merleau‐Ponty, among others. The domain of phenomenology encompasses the entire range of experiences in the world, paying attention to what Husserl called (...)
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  41. The incorrigible social meaning of video game imagery.Stephanie Patridge - 2010 - Ethics and Information Technology 13 (4):303-312.
    In this paper, I consider a particular amoralist challenge against those who would morally criticize our single-player video play, viz., “come on, it’s only a game!” The amoralist challenge with which I engage gains strength from two facts: the activities to which the amoralist lays claim are only those that do not involve interactions with other rational or sentient creatures, and the amoralist concedes that there may be extrinsic, consequentialist considerations that support legitimate moral criticisms. I argue that the (...)
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  42.  20
    The Logic of Pit.Hans Ditmarsch - 2006 - Synthese 149 (2):343-374.
    Pit is a multi-player card game that simulates the commodities trading market, and where actions consist of bidding and of swapping cards. We present a formal description of the knowledge and change of knowledge in that game. The description is in a standard language for dynamic epistemics expanded with assignment. Assignment is necessary to describe that cards change hands. The formal description is a prerequisite to model Pit in game theory. The main contribution of this paper should (...)
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  43.  43
    What kind of an activity is a virtual game? A postmodern approach in relation to concept of phantasm by Deleuze and the philosophy of Huizinga.Barış Şentuna & Dinçer Kanbur - 2016 - Sport, Ethics and Philosophy 10 (1):42-50.
    ABSTRACTVirtual games are played by millions of people today. Almost everyone has the means to access virtual worlds in most places in the world. Virtual games are new worlds for the players waiting to be discovered. Video games in this new world are considered to be sports activities by some people, while some oppose to this conception. In this regard, philosophical approaches set out and the current state of whether video games are considered as sports activities is presented. In addition (...)
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  44.  16
    Paragons and Knaves.J. K. Miles & Karington Hess - 2014 - In William Irwin & Christopher Robichaud, Dungeons & Dragons and Philosophy. Malden: Wiley. pp. 23–34.
    This chapter clarifies important component of alignment in character creation and development. It demonstrates an application of moral philosophy and introduces ethical dilemmas that allow players to make meaningful moral choices leads to a more rewarding gaming experience. The chapter highlights philosophy's most enduring and frustrating questions. According to Dungeons Dragons (DD), the alignment is an element of the player's character sheet that clarifies their worldview and moral outlook. It is also a category that can limit character (...)
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  45.  89
    Fantasy, fiction, and feelings.Norman Kreitman - 2006 - Metaphilosophy 37 (5):605-622.
    The nature of fantasy has been little discussed, despite its importance in the arts. Its significance is brought out here in relation to the long‐standing debate on the alleged paradox of fiction—that we respond emotionally to characters and events known to be unreal. Examination of the paradox shows it to be ill founded once the nature of fantasy is appreciated. Moreover, a detailed consideration of fantasy shows that it can itself provide a plausible account of our emotional (...)
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  46.  10
    Planescape: Torment as Philosophy: Regret Can Change the Nature of a Man.Steven Gubka - 2022 - In David Kyle Johnson, The Palgrave Handbook of Popular Culture as Philosophy. Palgrave-Macmillan. pp. 1847-1864.
    In Planescape: Torment, players assume the role of the Nameless One, an immortal being who suffers from amnesia. By making choices for the Nameless One, players decide not only what happens to the Nameless One but also the development of his moral character. In this way, Planescape: Torment invites its players to consider “what can change the nature of a man.” In the game’s canonical ending, the Nameless One regrets the great harm he inflicted on others, and he (...)
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  47. Probability Guide to Gambling: The Mathematics of Dice, Slots, Roulette, Baccarat, Blackjack, Poker, Lottery and Sport Bets.Catalin Barboianu - 2006 - Craiova, Romania: Infarom.
    Over the past two decades, gamblers have begun taking mathematics into account more seriously than ever before. While probability theory is the only rigorous theory modeling the uncertainty, even though in idealized conditions, numerical probabilities are viewed not only as mere mathematical information, but also as a decision-making criterion, especially in gambling. This book presents the mathematics underlying the major games of chance and provides a precise account of the odds associated with all gaming events. It begins by explaining in (...)
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  48.  51
    William Sims Bainbridge. The Warcraft Civilization: Social Science in a Virtual World.Bruce J. Petrie - 2010 - Spontaneous Generations 4 (1):270-272.
    New branches of social science primarily engaging the “internet revolution” are appearing alongside mainstream research and journals such as Cyberpsychology, Behavior, and Social Networking are providing social scientists with an outlet of peer-reviewed research. HPS scholars will find new methodologies and the relation of technology to social science of particularly interest. Social scientists are becoming increasingly interested in virtual realities (see Milburn (Spontaneous Generations 2008, 63)) and are declaring time spent “in-game” ethnographic research. William Sims Bainbridge boasts 2300+ hours (...)
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  49.  59
    Constructing a morality of caring: Codes and values in Australian carer discourse.Sarah Winch - 2006 - Nursing Ethics 13 (1):5-16.
    In this analysis I apply a Foucauldian approach to ethics to examine the politically prescribed moral and ethical character required of carers of aged persons at home in Australia and the role of nurses in shaping these behaviours. The work that spousal carers provide, although often founded on love and/or obligation, has been formalized through a variety of policy initiatives and technologies that serve to construct the moral approach they must adopt. This shaping of conduct at the most personal (...)
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  50. Has Game Theory Been Refuted?Francesco Guala - 2006 - Journal of Philosophy 103 (5):239-263.
    The answer in a nutshell is: Yes, five years ago, but nobody has noticed. Nobody noticed because the majority of social scientists subscribe to one of the following views: (1) the ‘anomalous’ behaviour observed in standard prisoner’s dilemma or ultimatum game experiments has refuted standard game theory a long time ago; (2) game theory is flexible enough to accommodate any observed choices by ‘refining’ players’ preferences; or (3) it is just a piece of pure mathematics (a tautology). (...)
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