Results for 'Video Games, Ancient Philosophy, Plato, Aristotle, Addiction, Violence, Media, Games, Play'

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  1.  74
    Why It's Ok to Be a Gamer.Sarah Malanowski & Nicholas R. Baima - 2024 - Routledge.
    If you enjoy video games as a pastime, you are certainly not alone―billions of people worldwide now play video games. However, you may still find yourself reluctant to tell others this fact about yourself. After all, we are routinely warned that video games have the potential to cause addiction and violence. And when we aren’t being warned of their outright harms, we are told we should be doing something better with our time, like going outside, socializing (...)
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  2.  27
    Divine play: Religious interpretation of play philosophy.Yingyi Han - 2024 - HTS Theological Studies 80 (1):7.
    This article explores the religious interpretation of play philosophy across different historical periods and contexts, from ancient Greek thought to contemporary digital media. Drawing on the works of prominent philosophers such as Heraclitus, Plato, Nietzsche, Heidegger, and Huizinga, as well as recent scholarship on digital media and religion, the article examines the role of play in shaping religious thought, practice and experience. It consists of three main sections, focusing on divine play in ancient Greek philosophy, (...)
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  3.  33
    iPod, YouTube, Wii Play: Theological Engagements with Entertainment by D. Brent Laytham, and: If These Walls Could Talk: Community Muralism and the Beauty of Justice by Maureen H. O’Connell.Joel Warden - 2015 - Journal of the Society of Christian Ethics 35 (1):199-202.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:iPod, YouTube, Wii Play: Theological Engagements with Entertainment by D. Brent Laytham, and: If These Walls Could Talk: Community Muralism and the Beauty of Justice by Maureen H. O’ConnellJoel WardeniPod, YouTube, Wii Play: Theological Engagements with Entertainment By D. Brent Laytham EUGENE, OR: CASCADE, 2012. 209 PP. $24.00If These Walls Could Talk: Community Muralism and the Beauty of Justice By Maureen H. O’Connell COLLEGEVILLE, MN: LITURGICAL (...)
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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.  15
    Derrida and Ancient Philosophy (Plato and Aristotle).Michael Naas - 2014 - In Zeynep Direk & Leonard Lawlor, A Companion to Derrida. Chichester, West Sussex, United Kingdom: Wiley-Blackwell. pp. 229–250.
    This chapter will make ample use of Derrida's self‐analysis in “We Other Greeks,” especially as concerns the important role played by what might be called “the question of inclusion and exclusion” in Derrida's work on the Greeks. But it will then go on to make a claim that Derrida would have no doubt hesitated to grant, namely, that among all of Derrida's engagements with the Ancient Philosophy a single figure, Plato, and a single dialogue of Plato's, the Phaedrus, indeed (...)
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  6. Anticipations of Gadamer's Hermeneutics in Plato, Aristotle and Hegel, and the Anthropological Turn in The Relevance of the Beautiful.Richard Palmer & Junyu Chen - 2008 - Philosophy and Culture 35 (2):85-107.
    Derived from Heidegger's interpretation of attractive force with a high volume of inspired beauty care and a master not only the followers. And in order to maintain this special, he followed the great classical psychologists: Ferdinand learning. He also won in the traditional school psychology professor at the certificate, but his real motive is not subject to the ancient hope臘Heidegger was carried out by the interpretation of the full amount of impact force. Nevertheless, Heidegger's classic is still up to (...)
     
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  7.  54
    The afterlife of fictional media violence. A genetic phenomenology of emotions following Husserl and Freud.Christian Ferencz-Flatz - 2022 - Continental Philosophy Review 55 (3):289-308.
    Ever since the 1960s, media and communication studies have abounded in heated debates concerning the psychological and social effects of fictional media violence. Massive empirical research has first tried to tie film violence to cultivating either fear or aggressive tendencies among its viewership, while later research has focused on other media as well (television, video games). The present paper does not aim to settle the factual question of whether or not medial experiences indeed engender real emotional dispositions. Instead, it (...)
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  8. Powerplay — Power, violence and gender in video games.Gitte Jantzen & Jans F. Jensen - 1993 - AI and Society 7 (4):368-385.
    Unlike the bulk of electronic media the computer game or video game is a distinctly gendered medium. All investigations confirm that we are dealing with a medium which almost exclusively appeals to and is used by, boys and young men. Therefore, the video games and computer games are very suited for investigating the form of entertainment, the pleasure, that appeals to men, i.e. the specific ‘masculine pleasure’.The paper deals with questions such as: What do computer games mean? What (...)
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  9.  28
    Book Review: The Sacred Game: The Role of the Sacred in the Genesis of Modern Literary Fiction. [REVIEW]Andrew J. McKenna - 1995 - Philosophy and Literature 19 (1):189-191.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:The Sacred Game: The Role of the Sacred in the Genesis of Modern Literary FictionAndrew J. McKennaThe Sacred Game: The Role of the Sacred in the Genesis of Modern Literary Fiction, by Cesareo Bandera; 318 pp. University Park: Pennsylvania State University Press, 1994, $16.50.When we consider the early relations of philosophy and literature, we most often think of Republic X and about degrees of separation between reality and (...)
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  10. Video Games and Ethics.Monique Wonderly - 2017 - In Joseph C. Pitt & Ashley Shew, Spaces for the Future: A Companion to Philosophy of Technology. New York: Routledge. pp. 29-41.
    Historically, video games featuring content perceived as excessively violent have drawn moral criticism from an indignant (and sometimes, morally outraged) public. Defenders of violent video games have insisted that such criticisms are unwarranted, as committing acts of virtual violence against computer-controlled characters – no matter how heinous or cruel those actions would be if performed in real life – harm no actual people. In this paper, I present and critically analyze key aspects of this debate. I argue that (...)
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  11.  24
    Commercial Video Games in School Teaching: Two Mixed Methods Case Studies on Students’ Reflection Processes.Marco Rüth & Kai Kaspar - 2021 - Frontiers in Psychology 11.
    Commercial video games are popular entertainment media and part of students’ media reality. While commercial video games’ main purpose is not learning, they nonetheless could and should serve as objects of reflection in formal educational settings. Teachers could guide student learning and reflection as well as motivate students with commercial video games, but more evidence from formal educational settings is required. We conducted two mixed methods case studies to investigate students’ reflection processes using commercial video games (...)
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  12.  72
    Meeting Galileo: Testing the Effectiveness of an Immersive Video Game to Teach History and Philosophy of Science to Undergraduates.Logan L. Watts & Peter Barker - 2018 - Transversal: International Journal for the Historiography of Science 5:133-145.
    Can video games teach students about the history and philosophy of science? This paper reports the results of a study investigating the effects of playing an educational video game on students’ knowledge of Galileo’s life and times, the nature of scientific evidence, and Aristotle’s and Galileo’s views of the cosmos. In the game, students were immersed in a computer simulation of 16th century Venice where they interacted with an avatar of Galileo and other characters. Over a period of (...)
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  13. Defending the morality of violent video games.Marcus Schulzke - 2010 - Ethics and Information Technology 12 (2):127-138.
    The effect of violent video games is among the most widely discussed topics in media studies, and for good reason. These games are immensely popular, but many seem morally objectionable. Critics attack them for a number of reasons ranging from their capacity to teach players weapons skills to their ability to directly cause violent actions. This essay shows that many of these criticisms are misguided. Theoretical and empirical arguments against violent video games often suffer from a number of (...)
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  14. The virtue of playfulness: why happy people are playful.Boomer Trujillo - 2024 - New York, NY: Routledge.
    This book argues that in order for people to live well, they must develop a virtue of playfulness. Inspired by Aristotle, the book draws on work from philosophy, classics, history, biology, psychology, and media studies to understand the place of play and playfulness in a good life. Many philosophers have written about play, from Presocratics such as Heraclitus to contemporary philosophers such as Bernard Suits. Some champion play as the most crucial value in life. Others deride it (...)
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  15.  14
    Can Worried Parents Predict Effects of Video Games on Their Children? A Case-Control Study of Cognitive Abilities, Addiction Indicators and Wellbeing.Andreas Lieberoth & Anne Fiskaali - 2021 - Frontiers in Psychology 11.
    Many parents worry over their children’s gaming habits, but to what extent do such worries match any detrimental effects of excessive gaming? We attempted to answer this question by comparing children of highly concerned parents with other adolescents of the same age. A cohort of parents who identified as highly concerned over their children’s video game habits were recruited for a public study in collaboration with a national television network. Using an online experimental platform in conjunction with surveys of (...)
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  16.  19
    Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse.E. S. Sokolov - 2020 - Sociology of Power 32 (3):165-188.
    The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence in (...)
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  17.  81
    Plato, Aristotle, and the imitation of reason.Bo Earle - 2003 - Philosophy and Literature 27 (2):382-401.
    In lieu of an abstract, here is a brief excerpt of the content:Philosophy and Literature 27.2 (2003) 382-401 [Access article in PDF] Symposium:the Ancients Now Bo Earle Plato, Aristotle, and the Imitation of Reason THE DEBATE BETWEEN the philosophers and the poets was already "ancient" when Plato made his contribution. 1 Yet, as an ostensibly analytical "debate," there is a sense in which this dispute was always rigged in the philosophers' favor. This is due to the fact that an (...)
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  18.  14
    Xenomorphs and the Benefits of Exposure to Violence as Education.Adam Barkman & Sabina Tokbergenova - 2017 - In Jeffrey A. Ewing & Kevin S. Decker, Alien and Philosophy. Wiley. pp. 93–100.
    Nowadays, many parents want to limit their children's exposure to violence, believing it is harmful to them. The Greek philosopher Plato would have agreed that violent media should not be completely avoided. In the Republic, he depicts Socrates as arguing that men and women should take children to war so that they can observe and act as their apprentices. Aliens validates Socrates in its depiction of Newt, a perfect example of how violence can shape a child into a strong and (...)
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  19.  55
    Game cultures: computer games as new media.Jon Dovey - 2006 - New York, NY: Open University Press. Edited by Helen W. Kennedy.
    This book introduces the critical concepts and debates that are shaping the emerging field of game studies. Exploring games in the context of cultural studies and media studies, it analyses computer games as the most popular contemporary form of new media production and consumption. The book: Argues for the centrality of play in redefining reading, consuming and creating culture Offers detailed research into the political economy of games to generate a model of new media production Examines the dynamics of (...)
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  20.  21
    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 (...)
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  21.  26
    Bioshock and Philosophy: Irrational Game, Rational Book.Luke Cuddy & William Irwin (eds.) - 2015 - Malden, MA: Wiley-Blackwell.
    Considered a sign of the ‘coming of age’ of video games as an artistic medium, the award-winning BioShock franchise covers vast philosophical ground. _BioShock and Philosophy: Irrational Game, Rational Book _presents expert reflections by philosophers on this critically acclaimed and immersive fan-favorite. Reveals the philosophical questions raised through the artistic complexity, compelling characters and absorbing plots of this ground-breaking first-person shooter Explores what _BioShock_ teaches the gamer about gaming, and the aesthetics of video game storytelling Addresses a wide (...)
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  22.  43
    Plato and Aristotle on the Efficacy of Religious Practice.Justin Barney - 2022 - Dissertation, University of Michigan
    Plato and Aristotle each present traditional forms of religious practice (e.g., sacrifice, choral performance, prayer, and temple cult) as activities that are worth performing. Because these philosophers advocated such unconventional theological views, their endorsement of conventional religious practice strikes some readers as surprising. This dissertation examines why Plato and Aristotle defended traditional religious practice. Specifically, it investigates their views on its efficacy (i.e., what benefits religious practice produces and how it is thought to produce them). Chapters 1-2 provide the intellectual (...)
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  23.  18
    Play as Specto-performative Action ‒ Philosophical Reflections on Playing Video Games ‒.Ralf Beuthan - 2022 - Cheolhak-Korean Journal of Philosophy 151:189-221.
    비디오게임에 관한 논의는 비디오 게임의 영향(중독, 폭력), 혹은 비디오게임을 규정하는 규칙이 무엇인지의 질문에 국한 돼있다. 문제는 이에 따라, 놀이행위(gamic action) 그 자체에 대한 질문은 등한시되고 있다는 점이다. 좀 더 자세히 말하자면, 비디오게임을 하는 것(playing video games)이 어떤 특정한 행위 유형에 속하는지에 대한 물음은 간과되고 있다. 본고의 철학적 반성은 이러한 연구의 맹점을 보완하는 것을 시도한다. 여기서 비디오게임을 하는 것이 특히 ‘수행성’(performativity)과 ‘시각성’(visuality)의 관점에서 더 명료하게 개념화해야한다고 주장될 것이다. 어느정도까지 놀이활동에 대한 철학적-개념적 규명이 특수한 난점을 갖고 있는지에 대한 간략한 역사적-체계적 논의 (...)
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  24.  84
    Knowledge, Nature, and the Good: Essays on Ancient Philosophy.John M. Cooper - 2004 - Princeton University Press.
    Knowledge, Nature, and the Good brings together some of John Cooper's most important works on ancient philosophy. In thirteen chapters that represent an ideal companion to the author's influential Reason and Emotion, Cooper addresses a wide range of topics and periods--from Hippocratic medical theory and Plato's epistemology and moral philosophy, to Aristotle's physics and metaphysics, academic scepticism, and the cosmology, moral psychology, and ethical theory of the ancient Stoics.Almost half of the pieces appear here for the first time (...)
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  25.  14
    Literary gaming.Astrid Ensslin - 2014 - London, England: The MIT Press.
    A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for example, (...)
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  26.  19
    By the sophists to Aristotle through Plato.Elisabetta Cattanei, Maurizio Migliori & Arianna Fermani (eds.) - 2016 - Sankt Augustin: Academia Verlag.
    There is a substantial difference between our way of "philosophizing", born out of Descartes' clear and well-defined thinking and bent on building alternative (aut-aut) models, and the classical (especially Platonic-Aristotelian) way where a constant use of technical and methodical pluralism serves to juxtapose different (et-et) schemes necessary to grasp an intrinsically one-manifold reality. The ancient Philosophers bring a great wealth of schemes into play, albeit in different forms. This is to say that one could also come across statements (...)
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  27.  19
    Virtue: Essays in Ancient Philosophy.Kevin K. J. Durand - 2004 - Upa.
    Virtue is an examination of central topics in ancient Greek explorations of "virtue," particularly the elusive notion of "Sophrosune," alternatively translated as "moderation" or "temperance". The book investigates central works of Plato and Aristotle to develop an understanding of the role this virtue plays in the broader ethical commitments of Socrates, Plato and Aristotle.
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  28. Detecting Health Problems Related to Addiction of Video Game Playing Using an Expert System.Samy S. Abu Naser & Mohran H. Al-Bayed - 2016 - World Wide Journal of Multidisciplinary Research and Development 2 (9):7-12.
    Today’s everyone normal life can include a normal rate of playing computer games or video games; but what about an excessive or compulsive use of video games that impact on our life? Our kids, who usually spend a lot of time in playing video games will likely have a trouble in paying attention to their school lessons. In this paper, we introduce an expert system to help users in getting the correct diagnosis of the health problem of (...)
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  29. An Intelligent Tutoring System for Health Problems Related To Addiction of Video Game Playing.Mohran H. Al-Bayed & Samy S. Abu Naser - 2017 - International Journal of Advanced Scientific Research 2 (1):4-10.
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the health (...)
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  30. Ancient thought: Plato & Aristotle.Norman F. Cantor (ed.) - 1968 - Waltham, Mass.,: Blaisdell Pub. Co..
  31.  39
    Violence and the Mimetic Unconscious : The Cathartic Hypothesis: Aristotle, Freud, Girard.Nidesh Lawtoo - 2018 - Contagion: Journal of Violence, Mimesis, and Culture 25 (1):159-191.
    It might be left to the specialist philosophers to act as spokesmen and mediators in this matter, once they have largely succeeded in reshaping the original relationship of mutual aloofness and suspicion which obtains between the disciplines of philosophy, physiology, and medicine into the most amicable and fruitful exchange.What is the relation between violence and the unconscious in a world increasingly dominated by representations that are fictional yet might turn out to have effects that are all too real? Does an (...)
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  32.  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. (...)
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  33.  67
    Video Game Violence. A Philosophical Conversation with Mathieu Triclot.Mathieu Triclot & Raphaël Verchère - 2019 - Philosophical Journal of Conflict and Violence 3 (1).
    The starting point of this conversation with philosopher Mathieu Triclot is the issue of the causal contribution of video game playing in school shootings. Triclot explains the limitations of current psychological approaches regarding video game violence. He further develops on the peculiar features of the video game medium and how they relate to the problem of violence. Triclot eventually shows that, although players may relate to virtual violence in very different ways, violence in video games is (...)
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  34.  2
    Between Despair and Bio-Chemistry. Notes on the Phenomenology of Addiction.Vlad Ichim - 2018 - Studia Universitatis Babeş-Bolyai Philosophia:133-144.
    Although the phenomenon of addiction has existed, in one form or another, throughout the entire history, in contemporary society it takes new, more powerful forms, that need to be better understood. Also, today there are new methods and technologies of research, unavailable to past generations, that can shed new light on this complex matter. It is also advisable to use an interdisciplinary approach, as different areas of research can in fact cooperate to achieve a better understanding of addiction. It must (...)
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  35.  30
    Ancient Relativity: Plato, Aristotle, Stoics, and Sceptics by Matthew Duncombe. [REVIEW]Ian J. Campbell - 2022 - Journal of the History of Philosophy 60 (4):688-690.
    In this book, Matthew Duncombe argues that Plato, Aristotle, certain Stoics, and Sextus Empiricus each held a broadly "constitutive" view of relativity. According to constitutive accounts, a "relative" is constituted by the relation that it bears to its "correlative". Such treatments of relativity sharply contrast with more familiar nonconstitutive accounts, according to which standing in some relation suffices for being a relative. On such a view, versions of which many scholars have assumed to be at work in antiquity, Alcibiades counts (...)
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  36. Great Philosophers of the Ancient World.Titus Plato, Marcus Tullius Aristotle, Lucius Annaeus Lucretius Carus, England) Cicero & Seneca - 2003 - Folio Society.
     
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  37.  58
    Fictional Games: A Philosophy of Worldbuilding and Imaginary Play.Stefano Gualeni & Riccardo Fassone - 2023 - London (UK): Bloomsbury Publishing. Edited by Riccardo Fassone.
    What role do imaginary games have in story-telling? Why do fiction authors outline the rules of a game that the reader will never watch or play? Combining perspectives from philosophy, literature and game studies, this book provides the first in-depth investigation into the significance of games in fictional worlds. With examples from contemporary cinema and literature, from The Hunger Games to the science fiction of Iain M. Banks, Stefano Gualeni and Riccardo Fassone introduce four key functions that different types (...)
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  38. (1 other version)Psychology and Value in Plato, Aristotle, and Hellenistic Philosophy.Margaret Hampson & Fiona Leigh (eds.) - 2022 - OUP.
    Ancient Greek thought saw the birth, in so-called Western philosophy, of the study now known as moral psychology. In its broadest sense, moral psychology encompasses the study of those aspects of human psychology relevant to our moral lives—desire, emotion, ethical knowledge, practical moral reasoning, and moral imagination—and their role in apprehending or responding to sources of value. This volume draws together contributions from leading international scholars in ancient philosophy, exploring central issues in the moral psychology of Plato, Aristotle, (...)
     
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  39.  8
    Сім’я античних теорій відносності. Duncombe, M. (2020). Ancient Relativity: Plato, Aristotle, Stoics, and Sceptics. New York: Oxford UP. [REVIEW]Олександр Луковина - 2022 - Sententiae 41 (3):159-164.
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  40.  20
    Video games and the ancient world - (c.) Rollinger (ed.) Classical antiquity in video games. Playing with the ancient world. Pp. XVI + 294, ills. London and new York: Bloomsbury academic, 2020. Cased, £85, us$115. Isbn: 978-1-350-06663-2. 1. [REVIEW]Cristóbal Macías - 2020 - The Classical Review 70 (2):526-528.
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  41.  9
    Studies on Plato, Aristotle and Proclus: The Collected Essays on Ancient Philosophy of John Cleary.John M. Dillon, Brendan O'Byrne & Fran O'Rourke (eds.) - 2013 - Boston: Brill.
    John J. Cleary was an internationally recognised authority in ancient Greek philosophy. This volume of penetrating studies of Plato, Aristotle, and Proclus, philosophy of mathematics, and ancient theories of education, display Cleary’s range of expertise and originality of approach.
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  42.  21
    Metagames: Games about G ames.Agata Waszkiewicz - 2024 - New York: Routledge/Taylor & Francis Group.
    Metagames: Games About Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player's role is in play, and to raise more profound topics such as those describing experiences of people (...)
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  43.  15
    Play and Aesthetics in Ancient Greece.Stephen E. Kidd - 2019 - Cambridge University Press.
    What is art's relationship to play? Those interested in this question tend to look to modern philosophy for answers, but, as this book shows, the question was already debated in antiquity by luminaries like Plato and Aristotle. Over the course of eight chapters, this book contextualizes those debates, and demonstrates their significance for theoretical problems today. Topics include the ancient child psychology at the root of the ancient Greek word for 'play', the numerous toys that have (...)
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  44.  12
    The corruption of play: mapping the ideological play-space of AAA videogames.Christopher McMahon - 2022 - Bingley, United Kingdom: Emerald Publishing.
    AAA videogames often offer expansive experiences to the millions who engage with the medium, but they are vulnerable to disruption from neoliberal structures. The Corruption of Play explores how neoliberal ideology corrupts play in AAA videogames by creating conditions in which play becomes unbound from leisure, allowing play to be understood, undertaken, and assessed in economic terms, and fundamentally undermining the nature of play. Providing a cutting-edge and innovative approach to this problem, McMahon uses cognitive (...)
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  45. (1 other version)Play and Moral Education in the Choruses of Plato’s Laws.Antoine Pageau-St-Hilaire - forthcoming - Apeiron: A Journal for Ancient Philosophy and Science.
    Among the educative games of Plato’s Cretan city, choral performances have a prominent role. This paper examines the function of play (παιδιά) in the choral education in virtue in Plato’s Laws. I reconstruct the notion of play as it is elaborated throughout this dialogue, and then show how it contributes to solving the problem of virtue acquisition in the Athenian’s account of moral education through songs and dances. I argue that play in the Laws is best understood (...)
     
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  46.  32
    Satyr Play in Plato's Symposium.Mark David Usher - 2002 - American Journal of Philology 123 (2):205-228.
    In lieu of an abstract, here is a brief excerpt of the content:Satyr Play in Plato's SymposiumM. D. UsherIn the Symposium, Socrates jokingly declares that "the satyric—nay silenic—drama" of Alcibiades' drunken panegyric was perfectly clear to the guests that evening at Agathon's house (222d3-4).1 Though this statement implies an extended treatment of a theme, discussions of silenic elements in the dialogue have rarely ventured far beyond the overt comparison of Socrates to a Silenus or Marsyas figure in Alcibiades' speech (...)
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  47.  29
    Plato and Pythagoreanism by Phillip Sidney Horky (review).Gabriele Cornelli - 2015 - American Journal of Philology 136 (2):353-357.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Plato and Pythagoreanism by Phillip Sidney HorkyGabriele CornelliPhillip Sidney Horky. Plato and Pythagoreanism. Oxford University Press, 2013. xxi + 305 pp. Cloth, $74.Ceci n’est pas un livre sur Pythagore. With these clever and rather playful words, Horky’s book starts its literary journey through a wide range of Pythagorean sources, including Epicharmus, Empedocles, Philolaus, Eurytus and Arquitas, and Pythagorean themes, like numbers, immortality of the soul, limitness/unlimitness, among others.From (...)
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  48.  10
    The paradox of transgression in games.Torill Elvira Mortensen - 2020 - New York: Routledge. Edited by Kristine Jorgensen.
    The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book (...)
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  49.  14
    Ender's Game and Philosophy: Genocide is Child's Play.Lucinda Rush & D. E. Wittkower (eds.) - 2013 - Open Court.
    Ender’s Game, Orson Scott Card’s award-winning 1985 novel, has been discovered and rediscovered by generations of science fiction fans, even being adopted as reading by the U.S. Marine Corps. Ender's Game and its sequels explore rich themes — the violence and cruelty of children, the role of empathy in war, and the balance of individual dignity and the social good — with compelling elements of a coming-of-age story. Ender’s Game and Philosophy brings together over 30 philosophers to engage in wide-ranging (...)
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  50.  45
    Studies on Plato, Aristotle and Proclus: The Collected Essays on Ancient Philosophy of John Cleary.John Joseph Cleary - 2013 - Boston: Brill. Edited by John M. Dillon, Brendan O'Byrne, Fran O'Rourke & John J. Cleary.
    John J. Cleary was an internationally recognised authority in ancient Greek philosophy. This volume of penetrating studies of Plato, Aristotle, and Proclus, philosophy of mathematics, and ancient theories of education, display Cleary’s range of expertise and originality of approach.
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