Results for ' Grand Theft Auto games ‐ as being psychologically and behaviorally injurious to players'

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  1.  11
    Glossary.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), 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. 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 (...)
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  3.  24
    Well-Come Back! Professional Basketball Players Perceptions of Psychosocial and Behavioral Factors Influencing a Return to Pre-injury Levels.Cristiana Conti, Selenia di Fronso, Monica Pivetti, Claudio Robazza, Leslie Podlog & Maurizio Bertollo - 2019 - Frontiers in Psychology 10:436536.
    The psychological factors influencing a return to sport has gained increased research attention. In the current investigation, we explored professional basketball players’ perceptions of the psychological factors facilitating a return to performance equal to or exceeding previous performance standards. We also sought to describe athletes’ experiences – both positive and negative – of returning to sport following injury recovery. Ten Italian professional male basketball players (age range 22-36 years), were retrospectively interviewed in relation to three time-periods: (1) from (...)
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  4. 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 (...)
     
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  5.  69
    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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  6.  19
    Emotion in Videogaming.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 130–149.
    This chapter contains sections titled: How Can We Be Moved by the Fate of Niko Bellic? My Fear of Mutants The Role of the Emotions in Gaming.
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  7.  19
    The Role of Dynamic Social Norms in Promoting the Internalization of Sportspersonship Behaviors and Values and Psychological Well-Being in Ice Hockey.Catherine E. Amiot & Frederik Skerlj - 2021 - Frontiers in Psychology 12.
    Conducted among parents of young ice hockey players, this field experiment tested if making salient increasingly popular social norms that promote sportspersonship, learning, and having fun in sports, increases parents’ own self-determined endorsement of these behaviors and values, improves their psychological well-being, and impacts on their children’s on-ice behaviors. Hockey parents were randomly assigned to the experimental condition vs. control condition. Parents’ motivations for encouraging their child to learn and to have fun in hockey were then assessed. Score (...)
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  8.  10
    Selected Behaviors and Addiction Risk Among Users of Urban Multimedia Games.Mateusz Grajek, Łukasz Olszewski, Karolina Krupa-Kotara, Agnieszka Białek-Dratwa & Krzysztof Sas-Nowosielski - 2022 - Frontiers in Psychology 13.
    IntroductionThe rapid development of technology has led to the transfer of entertainment to the virtual world. Many games and multimedia applications use the so-called augmented reality. With the development of a new technological branch, a new health problem has emerged, which is infoholic addiction, attracting people with the specific functionality that is cyberspace and the virtual world.ObjectiveThe study aimed to assess health behaviors and the risk of addiction among users of urban multimedia games. Research methodology. The study was (...)
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  9. Effects of Small-Sided Game Interventions on the Technical Execution and Tactical Behaviors of Young and Youth Team Sports Players: A Systematic Review and Meta-Analysis.Filipe Manuel Clemente, Rodrigo Ramirez-Campillo, Hugo Sarmento, Gibson Moreira Praça, José Afonso, Ana Filipa Silva, Thomas Rosemann & Beat Knechtle - 2021 - Frontiers in Psychology 12.
    Background: Small-sided games are an adjusted form of official games that are often used in training scenarios to introduce a specific tactical issue to team sports players. Besides the acute effects of SSGs on players' performance, it is expectable that the consistent use of these drill-based games induces adaptations in the technical execution and tactical behaviors of youth team sports players.Objective: This systematic review with meta-analysis was conducted to assess the effects of SSG programs (...)
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  10.  18
    Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors.Angelica B. Ortiz de Gortari & Jayne Gackenbach - 2021 - Frontiers in Psychology 12.
    The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena examines the interplay between video game features, events while playing, and the manipulation of hardware, which can lead to sensory-perceptual and cognitive intrusions and self-agency transient changes related to video games. GTP can influence the interpretation of stimuli and everyday interactions and, in contrast to gaming disorder, are relatively common (...)
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  11.  31
    Neural and Behavioral Correlates of Sacred Values and Vulnerability to Violent Extremism.Clara Pretus, Nafees Hamid, Hammad Sheikh, Jeremy Ginges, Adolf Tobeña, Richard Davis, Oscar Vilarroya & Scott Atran - 2018 - Frontiers in Psychology 9:413840.
    Violent extremism is often explicitly motivated by commitment to abstract ideals such as the nation or divine law – so-called “sacred” values that are relatively insensitive to material incentives and define our primary reference groups. Moreover, extreme pro-group behavior seems to intensify after social exclusion. This fMRI study explores underlying neural and behavioral relationships between sacred values, violent extremism, and social exclusion. Ethnographic fieldwork and psychological surveys were carried out among young men from a European Muslim community in neighborhoods in (...)
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  12.  16
    The Development of Explicit and Implicit Game-Based Digital Behavioral Markers for the Assessment of Social Anxiety.Martin Johannes Dechant, Julian Frommel & Regan Lee Mandryk - 2021 - Frontiers in Psychology 12.
    Social relationships are essential for humans; neglecting our social needs can reduce wellbeing or even lead to the development of more severe issues such as depression or substance dependency. Although essential, some individuals face major challenges in forming and maintaining social relationships due to the experience of social anxiety. The burden of social anxiety can be reduced through accessible assessment that leads to treatment. However, socially anxious individuals who seek help face many barriers stemming from geography, fear, or disparities in (...)
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  13.  20
    Computerspiele und Soziale Netzwerke: Perspektiven einer Mediennutzerethik aus medienpädagogischer Sicht.Roland Rosenstock - 2014 - Zeitschrift Für Evangelische Ethik 58 (4):273-285.
    Ethics regarding media use can be pointed out in several situations in which media are used. The article takes Grand Theft Auto V, published by Rockstar Games, as an example to show opportunities and limits of the »acting subject« - the gamer - in computer and online games. Human dignity is debated by reference to socio-critical aspects which are confronted with the violation of moral limits. Finally, computer games are highlighted as a convenient medium (...)
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  14.  6
    Personal Competition Among Sports Players and Their Performance as a Team: A Moderated Mediation Model.Jinling Li - 2022 - Frontiers in Psychology 13.
    Personal competition among colleagues and co-workers has been observed in order to prove their professional superiority over others. Such behaviors have grave consequences on the overall team performance. The aim of this study was to investigate the role of personal competition on team performance incorporating the mediating role of the playing dumb behavior of knowledge hiding. The study has further checked the moderating effect of task interdependence on the relationship between personal competition and playing dumb. Data for the present study (...)
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  15.  13
    Aesthetics and the semblance of the real in terroristic gameplay.Salvador Miranda - 2020 - Technoetic Arts 18 (2):239-247.
    ‘Aesthetics and the semblance of the real in terroristic gameplay’ explores the recreation of terrorism and terrorist role-playing in gaming in a post 9/11 context. Drawing examples from contemporary games like Grand Theft Auto, Call of Duty, ARMA 3: Takistan, Insurgency: Sandstorm and SQUAD, games provide for surprisingly subjective explorations of terrorist role-playing and image-making. What does it mean to recreate these images of terrorism, so closely associated with propaganda from the War on Terror? This (...)
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  16. Artificial intelligence & games: Should computational psychology be revalued?Marco Ernandes - 2005 - Topoi 24 (2):229-242.
    The aims of this paper are threefold: To show that game-playing (GP), the discipline of Artificial Intelligence (AI) concerned with the development of automated game players, has a strong epistemological relevance within both AI and the vast area of cognitive sciences. In this context games can be seen as a way of securely reducing (segmenting) real-world complexity, thus creating the laboratory environment necessary for testing the diverse types and facets of intelligence produced by computer models. This paper aims (...)
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  17. Does trait interpersonal fairness moderate situational influence on fairness behavior?Blaine Fowers, Bradford Cokelet & 5 Other Authors in Psychology - 2022 - Personality and Individual Differences 193 (July 2022).
    Although fairness is a key moral trait, limited research focuses on participants' observed fairness behavior because moral traits are generally measured through self-report. This experiment focused on day-to-day interpersonal fairness rather than impersonal justice, and fairness was assessed as observed behavior. The experiment investigated whether a self-reported fairness trait would moderate a situational influence on observed fairness behavior, such that individuals with a stronger fairness trait would be less affected by a situational influence than those with a weaker fairness trait. (...)
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  18.  29
    Behavioral capital: gaming and monetization in post-marxist perspective.Václav Janoščík - 2023 - Semiotica 2023 (254):137-156.
    The most successful games today do not use a pay-for-product model, but involve complex and aggressive modes of monetizing their content (downloadable content, skins, in game currencies and markets, seasonal passes, etc.). While this has already been scrutinized, there are further consequences for games themselves and the economization of play. In my paper, I show how this strategy creates a conceptually novel situation, where playing can be considered to constitute reproductive labor-power and behavioral capital. In other words, playing (...)
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  19.  70
    Mating strategies as game theory: Changing rules?Linda Mealey - 2000 - Behavioral and Brain Sciences 23 (4):613-613.
    Human behavior can be analyzed using game theory models. Complex games may involve different rules for different players and may allow players to change identity (and therefore, rules) according to complex contingencies. From this perspective, mating behaviors can be viewed as strategic “plays” in a complex “mating game,” with players varying tactics in response to changes in the game's payoff matrix.
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  20.  21
    Care and anger motives in social dilemmas.Patrick Ring, Christoph A. Schütt & Dennis J. Snower - 2023 - Theory and Decision 95 (2):273-308.
    This paper provides evidence for the following novel insights: (1) People’s economic decisions depend on their psychological motives, which are shaped predictably by the social context. (2) In particular, the social context influences people’s other-regarding preferences, their beliefs and their perceptions. (3) The influence of the social context on psychological motives can be measured experimentally by priming two antagonistic motives—care and anger—in one player towards another by means of an observance or a violation of a fairness norm. Using a mediation (...)
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  21.  59
    Gaming the gamer? – The ethics of exploiting psychological research in video games.Johnny Hartz Søraker - 2016 - Journal of Information, Communication and Ethics in Society 14 (2):106-123.
    The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design.,The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral economics.,Finally, the (...)
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  22.  16
    Stepping into Fictional Worlds.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), 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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  23.  25
    A Comparison in Physical Fitness Attributes, Physical Activity Behaviors, Nutritional Habits, and Nutritional Knowledge Between Elite Male and Female Youth Basketball Players.Silvia Sánchez-Díaz, Javier Yanci, Javier Raya-González, Aaron T. Scanlan & Daniel Castillo - 2021 - Frontiers in Psychology 12.
    Background: Limited evidence exists comprehensively assessing physical fitness attributes, physical activity behaviors, nutritional habits, and nutritional knowledge according to sex in basketball players during early adolescence. Insight of this nature could be used to optimize the training process and lifestyles in young basketball players.Objective: To compare physical fitness attributes, physical activity levels, nutritional habits, and nutritional knowledge between elite male and female basketball players under 14 years of age.Methods: Twenty-three U-14 basketball players from the same elite (...)
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  24.  39
    Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease.Sofia Balula Dias, José Alves Diniz, Evdokimos Konstantinidis, Theodore Savvidis, Vicky Zilidou, Panagiotis D. Bamidis, Athina Grammatikopoulou, Kosmas Dimitropoulos, Nikos Grammalidis, Hagen Jaeger, Michael Stadtschnitzer, Hugo Silva, Gonçalo Telo, Ioannis Ioakeimidis, George Ntakakis, Fotis Karayiannis, Estelle Huchet, Vera Hoermann, Konstantinos Filis, Elina Theodoropoulou, George Lyberopoulos, Konstantinos Kyritsis, Alexandros Papadopoulos, Anastasios Depoulos, Dhaval Trivedi, Ray K. Chaudhuri, Lisa Klingelhoefer, Heinz Reichmann, Sevasti Bostantzopoulou, Zoe Katsarou, Dimitrios Iakovakis, Stelios Hadjidimitriou, Vasileios Charisis, George Apostolidis & Leontios J. Hadjileontiadis - 2021 - Frontiers in Psychology 11:612835.
    Human-Computer Interaction (HCI) and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games (HCI-SGs). When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative (...)
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  25.  33
    Heterogeneous Motives in the Trust Game: A Tale of Two Roles.Antonio M. Espín, Filippos Exadaktylos & Levent Neyse - 2016 - Frontiers in Psychology 7:184127.
    Trustful and trustworthy behaviors have important externalities for the society. But what exactly drives people to behave in a trustful and trustworthy manner? Building on research suggesting that individuals’ social preferences might be a common factor informing both behaviors, we study the impact of a set of different motives on individuals’ choices in a dual-role Trust Game (TG). We employ data from a large-scale representative experiment ( N = 774), where all subjects played both roles of a binary TG with (...)
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  26.  15
    Psychophysics may be the game-changer for deep neural networks (DNNs) to imitate the human vision.Keerthi S. Chandran, Amrita Mukherjee Paul, Avijit Paul & Kuntal Ghosh - 2023 - Behavioral and Brain Sciences 46:e388.
    Psychologically faithful deep neural networks (DNNs) could be constructed by training with psychophysics data. Moreover, conventional DNNs are mostly monocular vision based, whereas the human brain relies mainly on binocular vision. DNNs developed as smaller vision agent networks associated with fundamental and less intelligent visual activities, can be combined to simulate more intelligent visual activities done by the biological brain.
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  27.  11
    Psychological and Behavioral Outcomes From the Perspective of Moral Culture: A Study of College Students.Wen Hu - 2022 - Frontiers in Psychology 13.
    Although the issue of moral identity and morality is under investigation for the last many years, there is still a need to investigate its role in how it promotes behavior. This study tends to extend this string of literature and attempted to investigate the mediating role of moral reasoning among the elements of moral culture, prosocial behavior, and psychological wellbeing. For this purpose, college students were selected as participants in this study. For this purpose, a two-wave strategy was followed to (...)
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  28.  17
    Adaptive Esports for People With Spinal Cord Injury: New Frontiers for Inclusion in Mainstream Sports Performance.Laura Tabacof, Sophie Dewil, Joseph E. Herrera, Mar Cortes & David Putrino - 2021 - Frontiers in Psychology 12.
    Introduction: People with Spinal Cord Injury are at risk of feeling socially disconnected. Competitive esports present an opportunity for people with SCI to remotely engage in a community. The aim of this study is to discuss barriers to esports participation for people with SCI, present adaptive solutions to these problems, and analyze self-reported changes in social connection.Materials and Methods: We presented a descriptive data collected in the process of a quality improvement initiative at Mount Sinai Hospital. In 2019, seven individuals (...)
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  29. Evaluating Weaknesses of “Perceptual-Cognitive Training” and “Brain Training” Methods in Sport: An Ecological Dynamics Critique.Ian Renshaw, Keith Davids, Duarte Araújo, Ana Lucas, William M. Roberts, Daniel J. Newcombe & Benjamin Franks - 2019 - Frontiers in Psychology 9.
    The recent upsurge in “brain-training and perceptual-cognitive-training", proposing to improve isolated processes such as brain function, visual perception and decision-making, has created significant interest in elite sports practitioners, seeking to create an ‘edge’ for athletes. The claims of these related 'performance-enhancing industries' can be considered together as part of a process training approach proposing enhanced cognitive and perceptual skills and brain capacity, to support performance in everyday life activities, including sport. For example, the 'process-training industry' promotes the idea that playing (...)
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  30. The Status of Video Games as Self-Involving Interactive Fictions: Fuzzy Intervals and Hard Identifications.Kristina Šekrst - 2023 - Sic: Journal of Literature, Culture and Literary Translation 3.
    The goal of this paper is to see how mental and language representations are unique from a video-game perspective, using two main criteria. First, I will posit that the level of being both an interactive work of fiction and a self-involving interactive fiction belongs to a fuzzy interval and that some works – and, therefore, some video games – are more immersive than others. Second, I will observe how propositions tie the player’s representations of the real world and (...)
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  31.  26
    Skateboarding, Time and Ethics: An Auto Ethnographic Adventure of Motherhood and Risk.Esther Sayers - 2023 - Sport, Ethics and Philosophy 17 (3):306-326.
    As a 52-year-old academic and mother of three, this research explores the ethics of the question ‘do I have time to go skateboarding?’ Using the themes of time, injury, ageing and learning, it explores the question in relation to Simone de Beauvoir’s ethics of ambiguity. The approach employs autoethnographic and sensory methods to document the authors own experience of learning to skateboard in her late forties and uses learning to skateboard as a vehicle from which to consider time and productivity. (...)
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  32.  21
    It’s Double Edged: The Positive and Negative Relationships Between the Development of Moral Reasoning and Video Game Play Among Adolescents.Sarah E. Hodge, Jacqui Taylor & John McAlaney - 2019 - Frontiers in Psychology 10:412656.
    Due to the concerns over the effects of video game play, this study investigated adolescents’ moral development and their video game play. 166 adolescents aged 11-18 years (M = 13.08 SD = 1.91) attending an English school completed an online survey, which included a measure of moral development and questions regarding video game play. In contrast to previous research, male participants were found to have significantly (p = 0.02) higher moral reasoning scores than females. The results also suggested a transition (...)
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  33.  17
    The Morality of Videogames.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 150–171.
    This chapter contains sections titled: The Problem with Crime Simulators Are Games Bad for You? On Being Offensive Sticking up for Videogames.
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  34. PSYCHOLOGICAL AND ETHICAL BELIEFS DRIVE‎ BEHAVIOR OF EMPLOYEES.Kehkashan Nizam - manuscript
    Today’s organizations are operating in a highly competitive and changing environment ‎that ‎pushes them to adapt their organizational structures to such ‎environments continuously. ‎However, the ethical behavior of employees is considered a bridge to the organization’s success ‎, driven by positive beliefs. This study's purpose of examining the psychological and ethical ‎beliefs' that influence employees' behavior at the workplace through a literature review. This ‎paper uses two terms: "ethical beliefs” and “psychological beliefs.” They both ‎are different but can significantly influence (...)
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  35.  14
    Traditional Sports and Games: Intercultural Dialog, Sustainability, and Empowerment.Soraia Chung Saura & Ana Cristina Zimmermann - 2021 - Frontiers in Psychology 11:590301.
    From Traditional Sports and Games (TSG) we have not only learned different ways of living time as well as inhabit space and a particular mode of practicing sports and games from distinct cultures, but also promoting universal dialog among people. TSG presents sustainable and ecological references for living needed even before the advent of the COVID-19 pandemic. Nowadays, environmentally friendly policies and production methods must be taken more seriously. TSG may reveal a path to sustainable development, considering our (...)
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  36.  8
    Psychology's Grand Theorists: How Personal Experiences Shaped Professional Ideas.Amy Demorest - 2004 - Psychology Press.
    _Psychology's Grand Theorists_ argues that the three schools in psychology that have been dominant historically--the psychodynamic, behavioral, and phenomenological--have resulted in large part from the personal experiences of their originators. Sigmund Freud, B.F. Skinner, and Carl Rogers each believed that he had discovered the truth about human nature, yet their truths are entirely different. This book explores how the lives of these men influenced the divergent theories they developed, through a close examination of letters, diaries, biographies, autobiographies, and professional (...)
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  37.  23
    Systematic Review of Psychological and Behavioral Correlates of Recreational Running.Hugo Vieira Pereira, António Labisa Palmeira, Jorge Encantado, Marta Moreira Marques, Inês Santos, Eliana Veiga Carraça & Pedro J. Teixeira - 2021 - Frontiers in Psychology 12.
    Introduction: The aim of this review was to systematically synthesize the published literature describing the psychological and behavioral correlates of recreational running in adults, defined as running for leisure, with or without a competitive component.Methods: Quantitative research published in peer-reviewed journals until January 2021 were included. Studies were identified through MEDLINE, PsycINFO, SPORTDiscus, and Web of Science and were included in this review if they were aimed at recreational running, included general adult samples, and assessed psychological or behavioral correlates of (...)
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  38.  85
    Quantum-Like Model for Decision Making Process in Two Players Game: A Non-Kolmogorovian Model.Masanari Asano, Masanori Ohya & Andrei Khrennikov - 2011 - Foundations of Physics 41 (3):538-548.
    In experiments of games, players frequently make choices which are regarded as irrational in game theory. In papers of Khrennikov (Information Dynamics in Cognitive, Psychological and Anomalous Phenomena. Fundamental Theories of Physics, Kluwer Academic, Norwell, 2004; Fuzzy Sets Syst. 155:4–17, 2005; Biosystems 84:225–241, 2006; Found. Phys. 35(10):1655–1693, 2005; in QP-PQ Quantum Probability and White Noise Analysis, vol. XXIV, pp. 105–117, 2009), it was pointed out that statistics collected in such the experiments have “quantum-like” properties, which can not be (...)
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  39.  16
    Conversation dynamics in a multiplayer video game with knowledge asymmetry.James Simpson, Patrick Nalepka, Rachel W. Kallen, Mark Dras, Erik D. Reichle, Simon G. Hosking, Christopher Best, Deborah Richards & Michael J. Richardson - 2022 - Frontiers in Psychology 13.
    Despite the challenges associated with virtually mediated communication, remote collaboration is a defining characteristic of online multiplayer gaming communities. Inspired by the teamwork exhibited by players in first-person shooter games, this study investigated the verbal and behavioral coordination of four-player teams playing a cooperative online video game. The game, Desert Herding, involved teams consisting of three ground players and one drone operator tasked to locate, corral, and contain evasive robot agents scattered across a large desert environment. Ground (...)
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  40.  74
    Thomas Hobbes: Telling the story of the science of politics.Anat Biletzki - 2000 - Philosophy and Rhetoric 33 (1):59-73.
    In lieu of an abstract, here is a brief excerpt of the content:Philosophy and Rhetoric 33.1 (2000) 59-73 [Access article in PDF] Thomas Hobbes: Telling the Story of the Science of Politics Anat Biletzki Science and storytelling First, the traditional commonplaces: Science does not tell stories. Disciplines purporting to be sciences eschew their storytelling aspects in favor of axiomatic, deductive, demonstrative, or whatnot essentials of science. Those deeming the story itself essential give up (happily or less willingly) the label of (...)
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  41.  15
    Promoting prosocial behaviors in children through games and play: making social emotional learning fun.Renee O. Hawkins & Laura Anne Nabors (eds.) - 2018 - New York: Nova Science Publishers.
    This ground-breaking textbook focuses on the use of play techniques and games to facilitate the positive behavioral, social, and emotional development of children with and without special needs. The chapters in this book center on the use of games and play to facilitate emotional expression, develop friendships and encourage appropriate behaviors in community contexts, such as schools, that are critical to children's adaptation in the world. For example, there are chapters explaining the importance of playground interactions for children, (...)
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  42.  9
    Multiple Players Tracking in Virtual Reality: Influence of Soccer Specific Trajectories and Relationship With Gaze Activity.Alexandre Vu, Anthony Sorel, Annabelle Limballe, Benoit Bideau & Richard Kulpa - 2022 - Frontiers in Psychology 13.
    The perceptual-cognitive ability to track multiple moving objects and its contribution to team sports performance has traditionally been studied in the laboratory under non-sports specific conditions. It is thus questionable whether the measured visual tracking performance and the underlying gaze activity reflected the actual ability of team sports players to track teammates and opponents on a real field. Using a Virtual Reality-based visual tracking task, the ability of participants to track multiple moving virtual players as they would do (...)
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  43.  35
    Wanting More, Getting Less: Gaming Performance Measurement as a Form of Deviant Workplace Behavior.Isabell M. Welpe, Jutta Stumpf-Wollersheim, Wiebke S. Wendler & Laura Graf - 2019 - Journal of Business Ethics 157 (3):753-773.
    Investigating the causes of unethical behaviors in academia, such as scientific misconduct, has become a highly important research subject. The current performance measurement practices (e.g., equating research performance with the number of publications in top-tier journals) are frequently referred to as being responsible for scientists’ unethical behaviors. We conducted qualitative semi-structured interviews with different stakeholders of the higher education system (e.g., professors and policy makers; N = 43) to analyze the influence of performance measurement on scientists’ behavior. We followed (...)
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  44.  22
    Conscious belief as constructed memory: an empirical challenge to dispositionalism.Vishnu Sridharan - 2015 - Mind and Society 14 (1):21-33.
    There is an emerging consensus that human behavior is governed by two types of processes: System 1 processes, which are quicker, automatic, and run in parallel, and System 2 (S2) processes, which are slower, more conscious, and run in serial. Among such “dual-process” theorists, however, there is disagreement about whether the premises we use in our conscious, S2 reasoning should be considered as beliefs. In this exchange, one facet that has been largely overlooked is how conscious beliefs are structurally and (...)
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  45.  26
    Bounded rationality: from fast and frugal heuristics to logic programming and back.Francisco Vargas, Laura Martignon & Keith Stenning - 2023 - Mind and Society 22 (1):33-51.
    The notion of “bounded rationality” was introduced by Simon as an appropriate framework for explaining how agents reason and make decisions in accordance with their computational limitations and the characteristics of the environments in which they exist (seen metaphorically as two complementary scissor blades).We elaborate on how bounded rationality is usually conceived in psychology and on its relationship with logic. We focus on the relationship between heuristics and some non-monotonic logical systems. These two categories of cognitive tools share fundamental features. (...)
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  46.  39
    Game theory and partner representation in joint action: toward a computational theory of joint agency.Cecilia De Vicariis, Vinil T. Chackochan & Vittorio Sanguineti - 2024 - Phenomenology and the Cognitive Sciences 23 (3):599-628.
    The sense of agency – the subjective feeling of being in control of our own actions – is one central aspect of the phenomenology of action. Computational models provided important contributions toward unveiling the mechanisms underlying the sense of agency in individual action. In particular, the sense of agency is believed to be related to the match between the actual and predicted consequences of our own actions (comparator model). In the study of joint action, models are even more necessary (...)
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  47.  16
    Gambling, Gaming, and Internet Behavior in a Sexual Minority Perspective. A Cross-Sectional Study in Seven European Countries.Niroshani Broman, Fulvia Prever, Ester di Giacomo, Susana Jiménez-Murcia, Anna Szczegielniak, Helena Hansson & Anders Håkansson - 2022 - Frontiers in Psychology 12.
    BackgroundAddictive behavior of gambling, gaming and internet activity is partly a new research domain and has not been well investigated with regard to sexual minority populations. Although health disparities between sexual minorities and the general population are well documented, there is a lack of inclusion of sexual minorities in both research and clinic. Among lesbian, gay and bisexual populations certain features could be present that play a role for the development of addictive behaviors, such as social isolation and increased risk (...)
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  48.  35
    Social robots and digital well-being: how to design future artificial agents.Matthew J. Dennis - 2022 - Mind and Society 21 (1):37-50.
    Value-sensitive design theorists propose that a range of values that should inform how future social robots are engineered. This article explores a new value: digital well-being, and proposes that the next generation of social robots should be designed to facilitate this value in those who use or come into contact with these machines. To do this, I explore how the morphology of social robots is closely connected to digital well-being. I argue that a key decision is whether social (...)
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  49.  7
    Psychological, archetypal and phenomenological perspectives on soccer.David Huw Burston - 2015 - New York: Routledge.
    Soccer, or football, attracts vast numbers of passionate fans from all over the world; yet clinical psychology is yet to study it in depth. In this book, David Huw Burston, a consultant football psychology and performance coach, uses a phenomenological research method inspired by Amedeo Giorgi to consider what we can learn from the spirit of the game, and how this can be used positively in the consulting room and on the field of play. By examining detailed qualitative research with (...)
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  50.  35
    The Body Speaks: Using the Mirror Game to Link Attachment and Non-verbal Behavior.Rinat Feniger-Schaal, Yuval Hart, Nava Lotan, Nina Koren-Karie & Lior Noy - 2018 - Frontiers in Psychology 9:388728.
    The Mirror Game (MG) is a common exercise in dance/movement therapy and drama therapy. It is used to promote participants’ ability to enter and remain in a state of togetherness. In spite of the wide use of the MG by practitioners, it is only recently that scientists begun to use the MG in research, examining its correlates, validity and reliability. This study joins this effort by reporting on the identification of scale items to describe the nonverbal behaviour expressed during the (...)
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