Results for ' winning, one of the primary goals of game playing'

982 found
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  1.  12
    Is the Cannibal a Good Sport?Andreas de Block & Yannick Joye - 2010-09-24 - In Fritz Allhoff, Jesús Ilundáin‐Agurruza & Michael W. Austin, Cycling ‐ Philosophy for Everyone. Wiley‐Blackwell. pp. 214–225.
    This chapter contains sections titled: The Cannibal Culpable Cannibalism? Winning the Right Way In Control Even after a Blowout Last Pedal Strokes … Notes.
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  2. The Fallacies of the Assumptions Behind the Arguments for Goal-Line Technology in Soccer.Tamba Nlandu - 2012 - Sport, Ethics and Philosophy 6 (4):451-466.
    Lately, a number of referee decisions appear to have reignited the debate over the need to bring more in-game officiating technology into soccer. The fallacies behind the arguments for the inclusion of technology to aid game officials can be narrowed down to those behind current arguments for or against goal-line technology. Both the proponents and opponents of these arguments appear to overemphasise the role of referees to the point of claiming that if refereeing errors could be eliminated in (...)
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  3.  68
    One Play Cannot be Known to Win or Lose a Game: a Fallibilist Account of Game.Tamba Nlandu - 2011 - Sport, Ethics and Philosophy 5 (1):21-33.
    This paper discusses what it means to be a good sport. It offers an account of sportsmanship rooted in the proper understanding of the limited role each participant plays during a specific sporting contest. It aims at showing that, from a fallibilist perspective, although it may perhaps be logically possible for a single play to win or lose a sporting event, it makes epistemologically no sense to single out a particular game action, moment or decision as the crucial one (...)
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  4.  11
    Involvement and Detachment: A Paradox of Practical Reason Peter Baumann.Yogi Berra - 2004 - In Peter Baumann & Monika Betzler, Practical Conflicts: New Philosophical Essays. Cambridge: Cambridge University Press. pp. 244.
    For each of the many goals of an agent it is true that the agent wants its realization. Given further very plausible assumptions, one can show that there is no good reason for an agent not to want the realization of all of his goals. However, it seems also true that reaching all of one’s goals would be extremely boring; most human beings would consider such a life not worth living. In this respect, leading a life is (...)
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  5. Involvement and Detachment: A Paradox of Practical Reasoning.Peter Baumann - 2007 - In Allen Coates, Peter Baumann and Monika Betzler, eds., Practical Conflicts. Duke University Press. pp. 244-261.
    For each of the many goals of an agent it is true that the agent wants its realization. Given further very plausible assumptions, one can show that there is no good reason for an agent not to want the realization of all of his goals. However, it seems also true that reaching all of one’s goals would be extremely boring; most human beings would consider such a life not worth living. In this respect, leading a life is (...)
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  6. Autonomy and Aesthetic Engagement.C. Thi Nguyen - 2019 - Mind 129 (516):1127-1156.
    There seems to be a deep tension between two aspects of aesthetic appreciation. On the one hand, we care about getting things right. On the other hand, we demand autonomy. We want appreciators to arrive at their aesthetic judgments through their own cognitive efforts, rather than deferring to experts. These two demands seem to be in tension; after all, if we want to get the right judgments, we should defer to the judgments of experts. The best explanation, I suggest, is (...)
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  7.  23
    Excitability of the Ipsilateral Primary Motor Cortex During Unilateral Goal-Directed Movement.Takuya Matsumoto, Tatsunori Watanabe, Takayuki Kuwabara, Keisuke Yunoki, Xiaoxiao Chen, Nami Kubo & Hikari Kirimoto - 2021 - Frontiers in Human Neuroscience 15.
    IntroductionPrevious transcranial magnetic stimulation studies have revealed that the activity of the primary motor cortex ipsilateral to an active hand plays an important role in motor control. The aim of this study was to investigate whether the ipsi-M1 excitability would be influenced by goal-directed movement and laterality during unilateral finger movements.MethodTen healthy right-handed subjects performed four finger tapping tasks with the index finger: simple tapping task, Real-word task, Pseudoword task, and Visually guided tapping task. In the Tap task, the (...)
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  8.  39
    Playing to win vs. playing for meaningful victories.Stephen J. Laumakis, Peter A. Laumakis & Paul J. Laumakis - 2017 - Journal of the Philosophy of Sport 44 (2):174-182.
    John Laumakis has offered a thought-provoking, but ultimately unpersuasive argument in favor of playing to your opponent’s strength instead of playing to their weakness. In the course of this reply, we hope to show that the idea of PTS not only undermines the real goal of athletic competition, but it also rests upon a confusion between matters of morality and the aims of sports, as well as equivocations on the kind of ‘excellence’ one pursues, and the nature of (...)
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  9.  11
    (1 other version)Heuristic modeling of reflection in reflexive games.Г. М Маркова & С. И Барцев - 2023 - Philosophical Problems of IT and Cyberspace (PhilIT&C) 2:61-79.
    The functioning of a subject in a changing environment is most effective from the point of view of survival if the subject can form, maintain and use internal representations of the external world for decision-making. These representations are also called reflection in a broad sense. Using it, one can win in reflexive games since an internal representation of the enemy allows predicting their future moves. The goal is to assess the reflexive potential of heuristic model objects – artificial neural networks (...)
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  10.  12
    Heuristic modeling of reflection in reflexive games.G. M. Markova & S. I. Bartsev - forthcoming - Philosophical Problems of IT and Cyberspace (PhilIT&C).
    The functioning of a subject in a changing environment is most effective from the point of view of survival if the subject can form, maintain and use internal representations of the external world for decision-making. These representations are also called reflection in a broad sense. Using it, one can win in reflexive games since an internal representation of the enemy allows predicting their future moves. The goal is to assess the reflexive potential of heuristic model objects – artificial neural networks (...)
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  11.  21
    Lessons for the NFL from Workers’ Compensation.Richard Diana - 2016 - Hastings Center Report 46 (S2):28-30.
    In the article “A Proposal to Address NFL Club Doctors’ Conflicts of Interest and to Promote Player Trust,” Glenn Cohen et al. write, “The [NFL's] current structure forces club doctors to have obligations to two parties—the club and the player—and to make difficult judgments about when one party's interests must yield to another's.” I can understand why some might be suspicious about bias in the current NFL medical system, in which the club doctors have a professional duty to put their (...)
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  12.  61
    Being-on-the-bench: An existential analysis of the substitute in sport.Emily Ryall - 2008 - Sport, Ethics and Philosophy 2 (1):56 – 70.
    Being a substitute in sport appears to contradict the rationale behind being involved in that sport, especially in those sports whereby substitutes frequently remain unused or are brought on to the field of play for the final moments of that game. For the coach or manager, substitutes function as a way to improve the team achieving a particular end, namely to win the game; whether to replace an injured or tired player, to change a team’s structure or tactics, (...)
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  13.  53
    Kinds of chance in games and sports.Filip Kobiela - 2014 - Sport, Ethics and Philosophy 8 (1):65-76.
    While talking about sports (and games) we use such expressions as ?random victory?, ?winning by accident?, ?skill against luck?, ?chance (fortune) favours the better player?, etc. Unfortunately, chance-related notions that occur in these expressions are not well defined?their meaning is vague and it is not clear whether they refer to one or many different phenomena. Because such phenomena play an important role in sport, from the viewpoint of the philosophy of sport it is necessary to give a systematic account of (...)
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  14.  7
    The Effect of Game Playing and Goal Orientation on Creativity.Jungim Mun - 2022 - Frontiers in Psychology 13.
    In an effort to bolster employee creativity, companies like Google and Groupon have adopted indoor work spaces that incorporate slides, swings, and unconventional design. While it may be costly and time-consuming to change certain aspects of a firm's work environment to aid creativity and brainstorming, it is relatively easy for managers to encourage employees to engage in certain forms of unstructured recreation immediately prior to creative-based tasks for a new product development. This research addresses an important oversight in the literature (...)
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  15.  56
    Comparing the power of games on graphs.Ronald Fagin - 1997 - Mathematical Logic Quarterly 43 (4):431-455.
    The descriptive complexity of a problem is the complexity of describing the problem in some logical formalism. One of the few techniques for proving separation results in descriptive complexity is to make use of games on graphs played between two players, called the spoiler and the duplicator. There are two types of these games, which differ in the order in which the spoiler and duplicator make various moves. In one of these games, the rules seem to be tilted towards favoring (...)
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  16. One decade of universal artificial intelligence.Marcus Hutter - 2012 - In Pei Wang & Ben Goertzel, Theoretical Foundations of Artificial General Intelligence. Springer. pp. 67--88.
    The first decade of this century has seen the nascency of the first mathematical theory of general artificial intelligence. This theory of Universal Artificial Intelligence (UAI) has made significant contributions to many theoretical, philosophical, and practical AI questions. In a series of papers culminating in book (Hutter, 2005), an exciting sound and complete mathematical model for a super intelligent agent (AIXI) has been developed and rigorously analyzed. While nowadays most AI researchers avoid discussing intelligence, the award-winning PhD thesis (Legg, 2008) (...)
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  17. On the Concept of Fair Competition Prevalent in Today’s European Soccer Leagues.Tamba Nlandu - 2018 - Sport, Ethics and Philosophy 12 (2):162-176.
    The notion of competition depicted in sport literature appears to be inconsistent with the goals of current European soccer competitions. This paper examines two misconceptions of fair competition which are prevalent in these competitions. First, it aims at refuting the view that professional soccer only requires some basic equality of chances beyond the differences in players’ skills and managers’ knowledge of game strategy. In other words, it refutes the view that professional soccer only demands a notion of fair (...)
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  18.  23
    On the role of knowledge in critical thinking—using student essay responses to bring empirical fuel to the debate between ‘generalists’ and ‘specifists’.Kristoffer Larsson - 2021 - Journal of Philosophy of Education 55 (2):314-322.
    To develop students’ critical thinking is one of the primary goals of a modern democratic school system. However, what is to be developed has been the matter of long-standing debate. One particular area of conflict has been what role is played by the knowledge concerning the object to be critically thought about. The ‘specifists’ have asserted that knowledge about the object is the core. The ‘generalists’ have claimed that there is no need for any actual profound knowledge. Typically, (...)
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  19. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology (...)
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  20. The Mathematics of Slots: Configurations, Combinations, Probabilities.Catalin Barboianu - 2013 - Craiova, Romania: Infarom.
    This eighth book of the author on gambling math presents in accessible terms the cold mathematics behind the sparkling slot machines, either physical or virtual. It contains all the mathematical facts grounding the configuration, functionality, outcome, and profits of the slot games. Therefore, it is not a so-called how-to-win book, but a complete, rigorous mathematical guide for the slot player and also for game producers, being unique in this respect. As it is primarily addressed to the slot player, its (...)
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  21. Language-games and nonsense: Wittgenstein's reflection in Carroll's looking-glass.Leila Silvana May - 2007 - Philosophy and Literature 31 (1):79-94.
    In lieu of an abstract, here is a brief excerpt of the content:Wittgenstein’s Reflection in Lewis Carroll’s Looking-GlassLeila S. MayAccording to one tradition in the theory of fiction, there is a kind of fantasy whose function is to invite the reader to "acknowledge the possibility of a different reality."1 In this essay I want to ask whether Lewis Carroll's Alice books fit into this category; that is, I want to explore the possibility that Alice's Adventures in Wonderland and Through the (...)
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  22. The Forms and Fluidity of Game Play.C. Thi Nguyen - 2019 - In Thomas Hurka, Games, Sports, and Play: Philosophical Essays. Oxford University Press. pp. 54-73.
    Are games essentially a form of make-believe, or essentially an act of struggling against obstacles? There have been several attempts to reduce one of these accounts to the other. Kendall Walton has argued for the primacy of the make-believe account of games. Even when we are struggling against obstacles in games, says Walton, we are engaged in a form of make-believe: we are making believe that these lines are real obstacles, that these points really matter. Bernard Suits has argued for (...)
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  23.  15
    State Transition Modeling in Ultimate Frisbee: Adaptation of a Promising Method for Performance Analysis in Invasion Sports.Hilary Lam, Otto Kolbinger, Martin Lames & Tiago Guedes Russomanno - 2021 - Frontiers in Psychology 12.
    Although the body of literature in sport science is growing rapidly, certain sports have yet to benefit from this increased interest by the scientific community. One such sport is Ultimate Frisbee, officially known as Ultimate. Thus, the goal of this study was to describe the nature of the sport by identifying differences between winning and losing teams in elite-level competition. To do so, a customized observational system and a state transition model were developed and applied to 14 games from the (...)
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  24. The Battle of the Endeavors: Dynamics of the Mind and Deliberation in New Essays on Human Understanding, book II, xx-xxi.Markku Roinila - 2016 - In Wenchao Li, “Für unser Glück oder das Glück anderer”. Vorträge des X. Internationalen Leibniz-Kongresses, Hannover, 18. – 23. Juli 2016. Hildesheim: G. Olms. pp. Band V, 73-87.
    In New Essays on Human Understanding, book II, chapter xxi Leibniz presents an interesting picture of the human mind as not only populated by perceptions, volitions and appetitions, but also by endeavours. The endeavours in question can be divided to entelechy and effort; Leibniz calls entelechy as primitive active forces and efforts as derivative forces. The entelechy, understood as primitive active force is to be equated with a substantial form, as Leibniz says: “When an entelechy – i.e. a primary (...)
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  25.  24
    Strategic interdependence, hypothetical bargaining, and mutual advantage in non-cooperative games.Mantas Radzvilas - unknown
    One of the conceptual limitations of the orthodox game theory is its inability to offer definitive theoretical predictions concerning the outcomes of noncooperative games with multiple rationalizable outcomes. This prompted the emergence of goal-directed theories of reasoning – the team reasoning theory and the theory of hypothetical bargaining. Both theories suggest that people resolve non-cooperative games by using a reasoning algorithm which allows them to identify mutually advantageous solutions of non-cooperative games. The primary aim of this thesis is (...)
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  26.  8
    Playful Disruption of Digital Media.Daniel Cermak-Sassenrath (ed.) - 2018 - Springer Singapore.
    This book starts with the proposition that digital media invite play and indeed need to be played by their everyday users. Play is probably one of the most visible and powerful ways to appropriate the digital world. The diverse, emerging practices of digital media appear to be essentially playful: Users are involved and active, produce form and content, spread, exchange and consume it, take risks, are conscious of their own goals and the possibilities of achieving them, are skilled and (...)
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  27.  52
    Must We Play to Win? A Reply to Morgan.Maksymilian Del Mar - 2015 - Philosophy of the Social Sciences 45 (2):266-272.
    This paper offers a brief reply to William Morgan’s critique of my review of Andrei Marmor’s Social Conventions . Morgan’s principal critique is that I am wrong to think that the constitutive rules of games do not determine their aims and values. In particular, with regards to chess, Morgan argues that the rules of chess determine that the aim of playing chess is to win the game. I defend my position that one can play the game of (...)
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  28. (2 other versions)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) (...)
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  29.  41
    Dynamic Threshold Selection for a Biocybernetic Loop in an Adaptive Video Game Context.Elise Labonte-Lemoyne, François Courtemanche, Victoire Louis, Marc Fredette, Sylvain Sénécal & Pierre-Majorique Léger - 2018 - Frontiers in Human Neuroscience 12:307287.
    Passive Brain-Computer interfaces (pBCIs) are a human-computer communication tool where the computer can detect from neurophysiological signals the current mental or emotional state of the user. The system can then adjust itself to guide the user towards a desired state. One challenge facing developers of pBCIs is that the system's parameters are generally set at the onset of the interaction and remain stable throughout, not adapting to potential changes over time such as fatigue. The goal of this paper is to (...)
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  30. The Mental Simulation of Better and Worse Possible Worlds.Keith Markman, Igor Gavanski, Steven Sherman & Matthew McMullen - 1993 - Journal of Experimental Social Psychology 29 (1):87-109.
    Counterfactual thinking involves the imagination of non-factual alternatives to reality. We investigated the spontaneous generation of both upward counterfactuals, which improve on reality, and downward counterfactuals, which worsen reality. All subjects gained $5 playing a computer-simulated blackjack game. However, this outcome was framed to be perceived as either a win, a neutral event, or a loss. "Loss" frames produced more upward and fewer downward counterfactuals than did either "win" or "neutral" frames, but the overall prevalence of counterfactual thinking (...)
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  31.  15
    Parables of the posthuman: digital realities, gaming, and the player experience.Jonathan Boulter - 2015 - Detroit, Michigan: Wayne State University Press.
    Approaches the direct experience of gaming by asking: what does it mean for the player to enter the machinic "world" of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays?
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  32. The causal structure of natural kinds.Olivier Lemeire - 2021 - Studies in History and Philosophy of Science Part A 85:200-207.
    One primary goal for metaphysical theories of natural kinds is to account for their epistemic fruitfulness. According to cluster theories of natural kinds, this epistemic fruitfulness is grounded in the regular and stable co- occurrence of a broad set of properties. In this paper, I defend the view that such a cluster theory is insufficient to adequately account for the epistemic fruitfulness of kinds. I argue that cluster theories can indeed account for the projectibility of natural kinds, but not (...)
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  33.  45
    Children in the Visual Arts of Imperial Rome (review).Jenifer Neils - 2007 - American Journal of Philology 128 (2):289-292.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Children in the Visual Arts of Imperial RomeJenifer NeilsJeannine Diddle Uzzi. Children in the Visual Arts of Imperial Rome. Cambridge: Cambridge University Press, 2005. xiv + 252 pp. 75 black-and-white ills. Cloth, $80.As anyone who has looked at images of the Christ Child in early medieval art or Baroque portraits of young royalty knows, the imagery of children is highly constructed and a minefield of interpretive challenges. In (...)
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  34.  22
    Games of Truth in the Age of Transparency: International Organisations and the Construction of Corruption.Roan Alexander Snyman - 2021 - Journal of Business Ethics 181 (1):83-96.
    AbstractCorruption is one of the most intractable problems that the world is faced with and its reported impact is widespread and pervasive. Since the mid-1990s, international efforts to combat this problem expanded significantly, driven by the involvement governments, international financial institutions and non-governmental organisations. The objective of this article is to use Michel Foucault’s work in a critical analysis of the international fight against corruption. This analysis is centred on Foucault’s concept of governmentality, as well as his notions of knowledge, (...)
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  35. Competition as cooperation.C. Thi Nguyen - 2017 - Journal of the Philosophy of Sport 44 (1):123-137.
    Games have a complex, and seemingly paradoxical structure: they are both competitive and cooperative, and the competitive element is required for the cooperative element to work out. They are mechanisms for transforming competition into cooperation. Several contemporary philosophers of sport have located the primary mechanism of conversion in the mental attitudes of the players. I argue that these views cannot capture the phenomenological complexity of game-play, nor the difficulty and moral complexity of achieving cooperation through game-play. In (...)
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  36.  42
    The Contest Paradox.Yuval Eylon - forthcoming - Sport, Ethics and Philosophy:1-16.
    The paper introduces the “Contest Paradox”: on the one hand, rational competitors employ the most effective means to achieve the constitutive end of games - winning; On the other hand, apparently rational competitors often employ means that are sub-optimal for winning, e.g., playing beautifully or fairly. Nevertheless, the actions of such competitors are viewed as rational. Are such competitors rational? I reject the possibility of resolving the paradox by appealing to additional ends or norms to winning, such as (...) sportingly. Instead, I argue that the constitutive end of games is not a win simpliciter, but a type of win, such as winning-beautifully or winning-fairly. This interpretive framework is theoretically advantageous because it accounts better for the ‘unity of action’ or ‘flow’ competitors experience, better deals with various cases, and accommodates different traditions of competing. (shrink)
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  37.  51
    (1 other version)On the relationship between philosophy and game-playing.Yuanfan Huang & Emily Ryall - 2017 - In Wendy Russell, Emily Ryall & Malcolm MacLean, The Philosophy of Play as Life: Towards a Global Ethos of Management. New York: Routledge. pp. 80-93.
    This chapter focuses on the relation between ‘philosophy’ and ‘games’ and argues most of philosophy is a form of game-playing. Two approaches are considered: Wittgenstein’s notion of family resemblance and Suits’ analytic definition of a game. Both approaches support the assertion that the relationship is a close, if not categorical, one but it is the lusory attitude that is the ultimate determinant.
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  38. 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 the (...)
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  39.  35
    Education as Thinking, or The Role of Philosophy in the Educational System.Лариса Тимофеевна Ретюнских - 2023 - Russian Journal of Philosophical Sciences 66 (1):24-50.
    The article examines education from the perspective of its goals and functions. The development of thinking skills is considered as both the goal and function of education, and the process of thinking as a means of education. Education is broadly understood as the creation of an image, and narrowly as the complex of social institutions that carry out educational activity. As a mechanism of socialization, education is one of the most important historically formed tools for the training and development (...)
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  40.  29
    Basic characteristics of the development of Serbian philosophical periodicals.Marinko Lolic - 2013 - Filozofija I Društvo 24 (2):5-15.
    This work discusses the creation, development, and key characteristics of philosophical periodicals in Serbia, as one of the most important institutional pillars for the development of a philosophical culture. The author shows that Serbian philosophical periodicals played a significant role in the development and dissemination, not only of its primary goal, philosophical culture, but also in building general standards of criticism, necessary for critical thinking in science and our society. At the end of the account, the author emphasizes that (...)
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  41. (1 other version)Fundamentals of Order Ethics: Law, Business Ethics and the Financial Crisis.Christoph Luetge - 2012 - Archiv für Rechts- Und Sozialphilosophie Beihefte 130:11-21.
    During the current financial crisis, the need for an alternative to a laissez-faire ethics of capitalism (the Milton Friedman view) becomes clear. I argue that we need an order ethics which employs economics as a key theoretical resource and which focuses on institutions for implementing moral norms. -/- I will point to some aspects of order ethics which highlight the importance of rules, e.g. global rules for the financial markets. In this regard, order ethics (“Ordnungsethik”) is the complement of the (...)
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  42. Bang Bang - A Response to Vincent W.J. Van Gerven Oei.Jeremy Fernando - 2011 - Continent 1 (3):224-228.
    On 22 July, 2011, we were confronted with the horror of the actions of Anders Behring Breivik. The instant reaction, as we have seen with similar incidents in the past—such as the Oklahoma City bombings—was to attempt to explain the incident. Whether the reasons given were true or not were irrelevant: the fact that there was a reason was better than if there were none. We should not dismiss those that continue to cling on to the initial claims of a (...)
     
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  43.  40
    Stephen Mumford, "Football: The Philosophy Behind the Game.". [REVIEW]Jan Arreman - 2020 - Philosophy in Review 40 (1):34-35.
    The French philosopher and writer Albert Camus was once asked by a friend which he preferred, football or the theatre — Camus is said to have replied 'Football, without hesitation.' Football is a fascinating and beautiful game and by far the most popular sport in the world. At first sight it seems so simple. There is a field, there are two teams each of which has eleven players, there is one referee, a ball, two goals, and the team (...)
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  44.  82
    Opening a Mountain: Koans of the Zen Masters, and: The Koan: Texts and Contexts in Zen Buddhism (review).Eric Sean Nelson - 2004 - Buddhist-Christian Studies 24 (1):284-288.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Opening a Mountain: Kōans of the Zen Masters, and: The Kōan: Texts and Contexts in Zen BuddhismEric Sean NelsonOpening a Mountain: Kōans of the Zen Masters. By Steven Heine. Oxford: Oxford University Press, 2002. 200 pp.The Kōan: Texts and Contexts in Zen Buddhism. Edited by Steven Heine and Dale S. Wright. Oxford: Oxford University Press, 2000. 322 pp.The Zen koan is mysterious to many and its significance remains (...)
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  45.  78
    An Epistemic Condition for Playing a Game.Lukas Schwengerer - 2018 - Sport, Ethics and Philosophy 13 (3-4):293-306.
    In 'The Grasshopper' Suits proposes that ‘playing a game’ can be captured as an attempt to achieve a specific state of affairs (prelusory goal), using only means permitted by rules (lusory means). These rules prohibit more efficient means, and are accepted because they make the activity possible (lusory attitude). I argue these conditions are not jointly sufficient. The starting point for the argument is the idea that goals, means and attitudes can pick out their content in different (...)
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  46.  5
    It’s (not) Me: Dynamic Nature of Immersive Experiences in Video Game Play.Eugene Kukshinov - forthcoming - Human Studies:1-22.
    Immersion in video games is a complex psychological process often defined as a unitary phenomenon, but it actually takes at least a dual form, as video games encompass both narratives and simulations. This study aimed to understand the relationship between sensory and mental immersive experiences in video game play. A mixed-methods, interview-based study was conducted with eight dedicated players. Phenomenological analysis revealed a dynamic relationship between sensory and mental immersion, with one type sometimes becoming dominant or both combining and (...)
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  47. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio Negri’s Empire (2000), (...)
     
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  48.  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 and (...)
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  49.  42
    The World of Roman Song: From Ritualized Speech to Social Order (review).Paul Allen Miller - 2006 - American Journal of Philology 127 (4):607-611.
    In lieu of an abstract, here is a brief excerpt of the content:American Journal of Philology 127.4 (2006) 607-611MuseSearchJournalsThis JournalContents[Access article in PDF]Reviewed byPaul Allen Miller University of South Carolina e-mail: [email protected] Habinek. The World of Roman Song: From Ritualized Speech to Social Order. Baltimore: Johns Hopkins University Press, 2005. x + 329 pp. Cloth, $52.It has become increasingly evident that the texts we study from ancient Rome are embedded objects, implicated in a rich field of symbolic systems and corporeal (...)
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  50. Is the secrecy of the parametric configuration of slot machines rationally justified? The exposure of the mathematical facts of games of chance as an ethical obligation.Catalin Barboianu - 2014 - Journal of Gambling Issues 29 (DOI: 10.4309/jgi.2014.29.6):1-23.
    Slot machines gained a high popularity despite a specific element that could limit their appeal: non-transparency with respect to mathematical parameters. The PAR sheets, exposing the parameters of the design of slot machines and probabilities associated with the winning combinations are kept secret by game producers, and the lack of data regarding the configuration of a machine prevents people from computing probabilities and other mathematical indicators. In this article, I argue that there is no rational justification for this secrecy (...)
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