Results for 'gameplay'

137 found
Order:
  1. Master Maker: Understanding Gaming Skill Through Practice and Habit From Gameplay Behavior.Jeff Huang, Eddie Yan, Gifford Cheung, Nachiappan Nagappan & Thomas Zimmermann - 2017 - Topics in Cognitive Science 9 (2):437-466.
    The study of expertise is difficult to do in a laboratory environment due to the challenge of finding people at different skill levels and the lack of time for participants to acquire mastery. In this paper, we report on two studies that analyze naturalistic gameplay data using cohort analysis to better understand how skill relates to practice and habit. Two cohorts are analyzed, each from two different games. Our work follows skill progression through 7 months of Halo matches for (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   7 citations  
  2.  61
    Beyond choices: the design of ethical gameplay.Miguel Sicart - 2013 - Cambridge: MIT Press.
    How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated their audiences (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   16 citations  
  3.  91
    “We Need Radical Gameplay, Not Just Radical Graphics”: Towards a Contemporary Minor Practice in Computer Gaming.Seb Franklin - 2009 - Symploke 17 (1-2):163-180.
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  4.  66
    Distributive Justice and Gameplay.Mark Silcox - 2023 - Philosophia 51 (4):2103-2115.
    In Anarchy, State and Utopia Robert Nozick criticizes a broad range of theories of distributive justice using a thought experiment that involves the financial incentives for playing basketball. In this paper, I defend the so-called “patterning” conceptions of justice that are the targets of Nozick’s “Wilt Chamberlain” argument, via the development of an extended analogy between the distribution of politically relevant resources and the playing of games, as this latter activity is characterized by Bernard Suits in his influential book on (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  5.  17
    Tabletop Eco-Weird: Gameplay Experience and Ecological Ethics.Chloé Germaine - 2025 - In Brian Hisao Onishi & Nathan M. Bell, The Call of the Eco-Weird in Fiction, Films, and Games. Cham: Springer Nature Switzerland. pp. 181-209.
    The eco-weird is not only a genre but an aesthetic experience. It names the feeling of ‘being ecological’ (Morton, Being Ecological. London: Penguin Random House, 2018) and offers a way of understanding the ambiguous human experience of being radically separated from, but deeply embedded within and dependent upon, ‘nature’. Tabletop games generate eco-weird experiences even if they are not about anything ‘weird’. Games are weird because they emerge from an entanglement of more-than-human subjectivities and, so, make plain the fallacy of (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  6. Detroit Become Human as Philosophy: Moral Reasoning Through Gameplay.Kimberly S. Engels & Sarah Evans - 2022 - In David Kyle Johnson, The Palgrave Handbook of Popular Culture as Philosophy. Cham: Springer Verlag. pp. 1811-1831.
    Detroit Become Human (DBH) offers a stunningly visual gameplay experience that both tells a philosophical story and stimulates the moral reasoning process in players. The game features a futuristic world where highly intelligent androids are bought and sold as workers who take on menial labor tasks for humans. In this chapter, we explore three dimensions of moral reasoning: accounts of moral agency, ethical theories or frameworks, and accounts of moral patiency. We then explore how DBH addresses all of these (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   1 citation  
  7. Beyond fun: transgressive gameplay, toxic, and problematic player behavior as boundary keeping.Kelly Boudreau - 2018 - In Kristine Jorgensen & Faltin Karlsen, Transgression in games and play. Cambridge, MA: The MIT Press.
    No categories
     
    Export citation  
     
    Bookmark  
  8.  75
    Installing the Game: Gameplay in the Installation TVisionarium_.Melissa Milton-Smith - 2009 - Symploke 17 (1-2):197-203.
    No categories
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  9. Ants, grasshoppers, asshoppers, and crickets cohabit in Utopia: the anthropological foundations of Bernard Suits’ analyses of gameplay and good living.Francisco Javier Lopez Frías - 2021 - Journal of the Philosophy of Sport 49 (1):117-133.
    In this article, I consider Alkis Kontos’ and Allan Bäck’s critiques to Suits that his theory of games and good living lack ontological grounds or rests on the wrong foundations. Taking these criti...
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  10.  95
    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 article looks at the (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  11.  37
    Identifying neural correlates of multidimensional, subjective gaming experiences during active gameplay.Uijong Ju - 2022 - Frontiers in Human Neuroscience 16:1013991.
    Studying how gaming experiences are encoded is important to understand the effects of gaming on the brain. Although studies have investigated neural correlates of gaming experiences, the brain patterns related to the full range of subjective experiences across different types of games are yet to be identified. The present study used three custom-made, immersive driving games with different input dynamics (controlling a car, a boat, or a spaceship) and different mechanics to assess subjective gaming experiences in a magnetic resonance imaging (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  12. The banality of simulated evil: Designing ethical gameplay[REVIEW]Miguel Sicart - 2009 - Ethics and Information Technology 11 (3):191-202.
    This paper offers an analytical description of the ethics of game design and its influence in the ethical challenges computer games present. The paper proposes a set of game design suggestions based on the Information Ethics concept of Levels of Abstraction which can be applied to formalise ethical challenges into gameplay mechanics; thus allowing game designers to incorporate ethics as part of the experience of their games. The goal of this paper is twofold: to address some of the reasons (...)
    Direct download (9 more)  
     
    Export citation  
     
    Bookmark   18 citations  
  13. Spectating games can be a form of gameplay.A. Declos - 2025 - British Journal of Aesthetics 65 (4):663-674.
    Watching other people play videogames —a.k.a. ‘spectator gaming’— is a widespread practice. Yet, it is considered by some as an inadequate form of engagement with games. In this paper, I show that the strongest objection to spectator gaming relies on the claim that some properties of videogames are better, if not exclusively, accessible to the player. After that, I propose two replies to this challenge. The first is that ‘secondary players’, i.e., individuals who indirectly take part in the game, can (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  14.  4
    Enjoying the uncertainty. How Dark Souls Performs Incompleteness Through Narrative, Level Design and Gameplay.Angelo M. Andriano - 2025 - Games and Culture 20 (7):916-933.
    Direct download  
     
    Export citation  
     
    Bookmark   1 citation  
  15. The role of mental rotation in TetrisTM gameplay: an ACT-R computational cognitive model.Antonio Lieto - 2022 - Cognitive Systems Research 40 (1):1-38.
    The mental rotation ability is an essential spatial reasoning skill in human cognition and has proven to be an essential predictor of mathematical and STEM skills, critical and computational thinking. Despite its importance, little is known about when and how mental rotation processes are activated in games explicitly targeting spatial reasoning tasks. In particular, the relationship between spatial abilities and TetrisTM has been analysed several times in the literature. However, these analyses have shown contrasting results between the effectiveness of Tetris-based (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  16. Evaluating the State of Nature through Gameplay.Ryan Pollock - 2014 - Teaching Philosophy 37 (1):57-72.
    In this paper I present an in-class game designed to simulate the dynamics of the state of nature. I first explain the mechanics of the game, and how to administer it in the classroom. Then I address how the game can help introduce students to a number of important topics in political philosophy. In broad terms, the game serves to generate discussion regarding to main questions. (1) How does civil society come about? (2) Is the state of nature and the (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
  17. Book symposium on Return of the grasshopper: games, leisure and the good life in the third millennium.Francisco Javier López Frías, Christopher C. Yorke, Filip Kobiela, Christopher Bartel, Gwen Bradford, Scott Kretchmar, J. S. Russell & William J. Morgan - 2024 - Sport, Ethics and Philosophy 18 (5):548-587.
    Bernard Suits’ groundbreaking work, The Grasshopper: Games, Life, and Utopia, has profoundly shaped the philosophy of sport. Its sequel, Return of the Grasshopper: Games, Leisure, and the Good Life in the Third Millennium, released in October 2022, enriches scholarly understandings of Suits’ views on games, emphasizing the normative aspects of gameplay and its impact on people’s pursuit of the good life. In this book symposium, world-leading Suits scholars analyze the Suitsian conception of gameplay and its relevance to his (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   3 citations  
  18. Seeking and Confronting Self-Imposed Challenges Set One Free: Suits, Psychoanalysis, and Sport Philosophy.Francisco Javier Lopez Frias - 2023 - Sport, Ethics and Philosophy 18 (1):105-121.
    Since Sigmund Freud developed and popularized psychoanalysis, this psychological theory has significantly influenced contemporary thinking, particularly in philosophical disciplines focused on understanding human behavior and addressing social problems. Take the examples of political philosophy, race theory, and feminist thought, among many others. However, although sport philosophy qualifies as one such discipline, scholars in this field have given little to no attention to psychoanalysis and psychoanalytical theorists. Remarkably, psychoanalytical notions, especially those of Eric Berne and Norman O. Brown, significantly shaped Bernard (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   5 citations  
  19.  41
    On Bernard Suits’ Philosophy: How Play, Games, and Sport Shape a Life Worth Living.Francisco Javier Lopez Frias & Alexander Asay - 2026 - Routledge.
    On Bernard Suits’ Philosophy situates Suits’ work within philosophy, play and leisure studies, as well as the philosophy of sport. It introduces his core ideas and offers a comprehensive interpretation, presenting Suits as a thinker who explores gameplay to ask how one can live well. -/- This book offers readers a clear and comprehensive introduction to Suits’ philosophy and its significance across philosophy, game and leisure studies, and the philosophy of sport. By situating Suits’ work within broader intellectual debates, (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  20. Comedy and the Dual Position of the Player.Nele Van de Mosselaer - 2022 - In Krista Bonello Rutter Giappone, Tomasz Majkowski & Jaroslav Švelch, Video Games and Comedy. Palgrave-Macmillan. pp. 35-52.
    This chapter discusses the comic potential that originates in the way players of digital games take on the dual position of being at once a played self that is internal to the gameworld and a playing self that perceives this world from the outside. I first describe the comic attitude as it is defined within philosophy: as an attitude of distanced and dispassionate reflection towards an incongruity. I then show how the dual position of players during gameplay not only (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  21.  4
    When games become work: fatigue and the vanishing player.Austria Vienna - forthcoming - Journal of the Philosophy of Sport:1-18.
    Athletes often report that training and competition, especially under acute fatigue, cease to feel like play and begin to resemble work. Yet discussions in the philosophy of sport have rarely examined how fatigue transforms gameplay from the player’s own perspective. This paper offers a phenomenological account of fatigue’s normative significance for play. Drawing on Bernard Suits and C. Thi Nguyen, the author argues that gameplay depends on what he calls a readiness-to-play: a horizon of immediate possibilities that organizes (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  22.  49
    Jeux de déesses, de jeunes filles et d’enfants dans l’ancienne Mésopotamie.Anne-Caroline Rendu Loisel - 2022 - Clio 56:115-126.
    Among the goddesses of the Mesopotamian world, two female figures stand out: the sisters Ištar et Ereškigal. Ištar’s spheres of activity are love and especially battle. She takes part in battle as if playing "with a skipping rope". Ereškigal reigns over the world of the dead: she is the one "who has never known girls’ games". This article is based on written documents (hymns, mythological narratives) in cuneiform (Sumerian – Akkadian and bilingual texts) of the second and first millennium BCE. (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark  
  23.  43
    The bindings are there as a safeguard.Rick Elmore - 2015 - In Luke Cuddy & William Irwin, Bioshock and Philosophy: Irrational Game, Rational Book. Malden, MA: Wiley-Blackwell. pp. 95–106.
    BioShock Infinite begins with the question of “founding.” One enters Columbia for the first time on “Secession Day,” the anniversary of Columbia's secession from the United States in 1902, and the commemoration of the founding of Columbia as the “New Eden.” Racial difference is one of the major antagonisms in BioShock Infinite. BioShock Infinite exemplifies Carl Schmitt's concept of the political, as grounded on fundamental antagonisms that express the will of “the people” of Columbia. Sovereignty is the power to decide (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark  
  24. Epistemic LARPing: How to be a responsible pseudo-intellectual.Tyler Porter - 2025 - Mind.
    Abstract: Gameplay and the associated attitudes are important for establishing epistemic permissibility in a range of cases. Or so I argue. I make this argument by comparing pseudo-intellectual communities to what I call Epistemic LARPing communities (examples include Model UN and Ethics Bowl). These two kinds of communities share many structural features, as well as providing community members with similar epistemic and prudential benefits. The epistemically relevant difference is that Epistemic LARPing communities are engaged in gameplay, whereas other (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  25. Playing with the Dead: Dead Pools and the case of Fantamorto.Stefano Gualeni - 2026 - Game Studies 26 (1).
    Dead people can take part in gameplay. These playful possibilities reflect two broad trends in the social perception of human finitude: death acceptance and death denial. Some of the playful practices discussed in this article align with perspectives that regard mortality as a foundational -- and even affirmative -- aspect of human existence. These are games and videogames designed to sustain a sense of continuity and familiarity with the departed. Other games adopt a more antagonistic stance toward the dead, (...)
    Direct download  
     
    Export citation  
     
    Bookmark   1 citation  
  26. The ontology of videogames.Alexandre Declos - 2024 - Synthese 204 (4):1-20.
    What are the identity and persistence conditions of videogames? This paper surveys the contemporary philosophical literature on this topic. Specifically, I discuss various views which attempt to ground the identity of videogame works in their rules, in their algorithmic structure, in their source code, or in contextual parameters surrounding gameplay. While these proposals all have merits of their own, I argue that none of them are satisfactory. My conclusion is therefore negative: we still lack an adequate theoretical model to (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   7 citations  
  27. The Ethics of Computer Games.Miguel Sicart - 2011 - The MIT Press.
    Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   40 citations  
  28. Between death and suffering: resolving the gamer’s dilemma.Thomas Coghlan & Damian Cox - 2023 - Ethics and Information Technology 25 (3):1-9.
    The gamer’s dilemma, initially proposed by Luck (Ethics and Information Technology 11(1):31–36, 2009) posits a moral comparison between in-game acts of murder and in-game acts of paedophilia within single-player videogames. Despite each activity lacking the obvious harms of their real-world equivalents, common intuitions suggest an important difference between them. Some responses to the dilemma suggest that intuitive responses to the two cases are based on important differences between the acts themselves or their social meaning. Others challenge the fundamental assumptions of (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   10 citations  
  29. The Implied Designer of Digital Games.Nele Van de Mosselaer & Stefano Gualeni - 2023 - Estetika: The European Journal of Aesthetics 60 (1):71-89.
    As artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the gameworld. Influenced by their sociocultural backgrounds, sensitivities, gameplay preferences, and familiarity with game conventions, players construct a subjective interpretation of the intentions with which they believe the digital game in question was created. By analogy with the narratological notion of the implied author, we call (...)
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  30.  76
    Human Performance in Competitive and Collaborative Human–Machine Teams.Murray S. Bennett, Laiton Hedley, Jonathon Love, Joseph W. Houpt, Scott D. Brown & Ami Eidels - 2025 - Topics in Cognitive Science 17 (2):324-348.
    In the modern world, many important tasks have become too complex for a single unaided individual to manage. Teams conduct some safety-critical tasks to improve task performance and minimize the risk of error. These teams have traditionally consisted of human operators, yet, nowadays, artificial intelligence and machine systems are incorporated into team environments to improve performance and capacity. We used a computerized task modeled after a classic arcade game to investigate the performance of human–machine and human–human teams. We manipulated the (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   5 citations  
  31. Virtual competitions and the gamer’s dilemma.Karim Nader - 2020 - Ethics and Information Technology 22 (3):239-245.
    This paper expands Rami Ali’s dissolution of the gamer’s dilemma (Ethics Inf Technol 17:267-274, 2015). Morgan Luck’s gamer’s dilemma (Ethics Inf Technol 11(1):31-36, 2009) rests on our having diverging intuition when considering virtual murder and virtual child molestation in video games. Virtual murder is seemingly permissible, when virtual child molestation is not and there is no obvious morally relevant difference between the two. Ali argues that virtual murder and virtual child molestation are equally permissible/impermissible when considered under different modes of (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   15 citations  
  32. Inconsistent idealizations and inferentialism about scientific representation.Peter Tan - 2021 - Studies in History and Philosophy of Science Part A 89 (C):11-18.
    Inferentialists about scientific representation hold that an apparatus’s representing a target system consists in the apparatus allowing “surrogative inferences” about the target. I argue that a serious problem for inferentialism arises from the fact that many scientific theories and models contain internal inconsistencies. Inferentialism, left unamended, implies that inconsistent scientific models have unlimited representational power, since an inconsistency permits any conclusion to be inferred. I consider a number of ways that inferentialists can respond to this challenge before suggesting my own (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   6 citations  
  33. Videogames and interactive fiction.Grant Tavinor - 2005 - Philosophy and Literature 29 (1):24-40.
    In lieu of an abstract, here is a brief excerpt of the content:Videogames and Interactive FictionGrant TavinorIIn the third-person crime simulator Grand Theft Auto 3, the fictional performing of all sorts of criminal nuisance is a possibility. (Squeamish readers, or those that are adamant videogames are playing a decisive role in the moral degeneration of modern society might want to turn away now!) Here is one possibility for players of the game: while driving around in the rundown red-light district of (...)
    Direct download (6 more)  
     
    Export citation  
     
    Bookmark   42 citations  
  34.  75
    (1 other version)Robert Brandom.Jeremy Wanderer - 2008 - Montreal: McGill-Queen's University Press.
    "Robert Brandom" is one of the most significant philosophers writing today, yet paradoxically philosophers have found it difficult to get to grips with the details and implications of his work. This book aims to facilitate critical engagement with Brandom's ideas by providing an accessible overview of Brandom's project and the context for an initial assessment. Jeremy Wanderer's examination focuses on Brandom's inferentialist conception of rationality, and the core part of this conception that aims to specify the structure that a set (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   24 citations  
  35. The Ethics of Kingmaking.Alexis Morin-Martel & Gabriel Monette - 2026 - Ethical Theory and Moral Practice 1:1-16.
    Kingmaking occurs when a board game participant who can no longer win attempts to change the winner without improving their own position. This phenomenon often elicits strong negative reactions and is widely regarded as a breach of two normative expectations in gameplay: the Meritocratic Norm, which holds that the most skilled or deserving player ought to win, and the Striving Norm, which demands that all players continue to try to win even when victory is unattainable. While both norms are (...)
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark  
  36. Sculpted Agency and the Messiness of the Landscape.Quill Rebecca Kukla - 2021 - Analysis 81 (2):296-306.
    In Games: Agency as Art, Thi Nguyen has given us a deep and compelling picture of agency as much more layered, volatile, environment-dependent and discontinuous than it appears in most philosophical accounts. Games ‘inscribe … forms of agency into artifactual vessels’.1 1 When we play a game, we take up a form of agency, including a set of motivations, values and goals, which has been artificially provided by the game. Our purpose in playing, in the kinds of gameplay that (...)
    No categories
    Direct download (4 more)  
     
    Export citation  
     
    Bookmark   5 citations  
  37. Bernard Suits on capacities: games, perfectionism, and Utopia.Christopher C. Yorke - 2018 - Journal of the Philosophy of Sport 45 (2):177-188.
    ABSTRACTAn essential and yet often neglected motivation of Bernard Suits’ elevation of gameplay to the ideal of human existence is his account of capacities along perfectionist lines and the function of games in eliciting them. In his work Suits treats the expression of these capacities as implicitly good and the purest expression of the human telos. Although it is a possible interpretation to take Suits’ utopian vision to mean that gameplay in his future utopia must consist of the (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   15 citations  
  38.  47
    J.S. Russell and the democratization of perfectionism.Christopher C. Yorke - 2025 - Journal of the Philosophy of Sport 52 (2):329-341.
    A key element of J.S. Russell’s intellectual oeuvre is his concern with perfectionism, the philosophical position which holds that the expression of uniquely human capacities is the source of moral value. One of the main axes of criticism of perfectionism is its inherent elitism: not all humans are equally efficacious or efficient capacity catalyzers, and thus on perfectionist grounds it makes sense to identify those who are unable to express a large range or depth of capacities as less valuable (in (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  39. Games as Authorial Platforms? An Exploration of the Legal Status of User-Created Content from Digital Games.Gabriele Aroni - 2023 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 36 (5):2021-2036.
    Digital games can be considered as composed of two main components: the props, i.e. visual, textual, and aural elements such as codes, 3D models and animations; and the form, specially the interaction between players and games, the act of playing itself. This dichotomy thus begs the question whether digital games are indeed games if nobody plays them, and ultimately: who is the owner of the gameplay and any by-product of the interaction between the game and the players? This paper (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   4 citations  
  40.  65
    On Soulsring Worlds: narrative complexity, digital communities, and interpretation in Dark Souls and Elden Ring.Marco Caracciolo - 2024 - New York, NY: Routledge, Taylor & Francis Group.
    The first book-length study devoted to FromSoftware games, On Soulsring Worlds explores how the Dark Souls series and Elden Ring are able to reconcile extreme difficulty in both gameplay and narrative with broad appeal. Arguing that the games are strategically positioned in relation to contemporary audiences and designed to tap into the new forms of interpretation afforded by digital media, the author situates the games vis-à-vis a number of current debates, including the posthuman and the ethics of gameplay. (...)
    No categories
    Direct download  
     
    Export citation  
     
    Bookmark   2 citations  
  41.  96
    Towards psychological herd immunity: Cross-cultural evidence for two prebunking interventions against COVID-19 misinformation.Sander van der Linden, William P. McClanahan, Fatih Uenal, Manon Berriche, Jon Roozenbeek & Melisa Basol - 2021 - Big Data and Society 8 (1).
    Misinformation about the novel coronavirus (COVID-19) is a pressing societal challenge. Across two studies, one preregistered (n1 = 1771 and n2 = 1777), we assess the efficacy of two ‘prebunking’ interventions aimed at improving people’s ability to spot manipulation techniques commonly used in COVID-19 misinformation across three different languages (English, French and German). We find that Go Viral!, a novel five-minute browser game, (a) increases the perceived manipulativeness of misinformation about COVID-19, (b) improves people’s attitudinal certainty (confidence) in their ability (...)
    Direct download  
     
    Export citation  
     
    Bookmark   7 citations  
  42. Predicting Tetris Performance Using Early Keystrokes.Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in 'T. Veld & Pieter Spronck - 2023 - Fdg '23: Proceedings of the 18Th International Conference on the Foundations of Digital Games 46:1-4.
    In this study, we predict the different levels of performance in a Nintendo Entertainment System (NES) Tetris session based on the score and the number of matches played by the players. Using the first 45 seconds of gameplay, a Random Forest Classifier was trained on the five keys used in the game obtaining a ROC_AUC score of 0.80. Further analysis revealed that the number of down keys (forced drop) and the number of left keys (left translation) are the most (...)
    No categories
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   2 citations  
  43. The Cognitive Mechanics of Video Game Difficulty: An Empirical Analysis.A. Eslami - forthcoming - TBA.
    This study investigates the factors contributing to perceived difficulty in video games, integrating user scores, cognitive requirements, novelty, and structural complexity. Using a dataset of 100 video games across multiple genres, we performed logistic regression analyses to identify the relative contributions of various gameplay and cognitive factors to player-perceived difficulty. Our findings indicate that task complexity and cognitive load are primary predictors of perceived difficulty, whereas narrative novelty and kinetic demands exert secondary but meaningful influences. This framework provides a (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  44. Cheap Tactics in Competitive Gaming.Tobias Flattery - 2026 - In Sarah Malanowski & Nicholas R. Baima, Virtue Theory and Video Games: Level Up Your Character. Routledge.
    Many gamers complain about “cheap” or “cheesy” tactics in competitive play. I give an account of these complaints as moral claims expressing a negative evaluation of players’ actions and/or character. After a brief history of cheap tactics, I survey existing definitions of cheapness, arguing none are adequate. I then offer my own definition, arguing that it avoids the shortcomings of existing definitions, captures the essence of cheapness, explains the moral grounds for complaints about cheapness, and distinguishes cheapness from cheating and (...)
    Direct download  
     
    Export citation  
     
    Bookmark  
  45. Smart mouthguards and contact sport: the data ethics dilemma.Richard B. Gibson & Anna Nelson - 2025 - Journal of Medical Ethics 51 (8):508-511.
    The use of smart mouthguards in contact sports like rugby aims to enhance player safety by providing real-time data on head impacts. These devices, equipped with sensors, measure collision force and frequency, potentially identifying concussions that might go unnoticed during gameplay. The idea is that such enhanced monitoring will enable teams, physicians and other stakeholders to better protect players from the effects of on-pitch injury through immediate detection of head trauma and the long-term provision of player data. While we (...)
    Direct download (3 more)  
     
    Export citation  
     
    Bookmark   1 citation  
  46. Me and My Avatar: Player-Character as Fictional Proxy.Matt Carlson & Logan Taylor - 2019 - Journal of the Philosophy of Games 1.
    Players of videogames describe their gameplay in the first person, e.g. “I took cover behind a barricade.” Such descriptions of gameplay experiences are commonplace, but also puzzling because players are actually just pushing buttons, not engaging in the activities described by their first-person reports. According to a view defended by Robson and Meskin (2016), which we call the fictional identity view, this puzzle is solved by claiming that the player is fictionally identical with the player character. Hence, on (...)
    Direct download  
     
    Export citation  
     
    Bookmark   4 citations  
  47. Focus, Sensitivity, Judgement, Action: Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2017 - Transactions of the Digital Games Research Association 2 (3):143-173.
    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how these skills can be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and (...)
    Direct download  
     
    Export citation  
     
    Bookmark   5 citations  
  48. Gaming the Gods: How Mythology Inspires Game Development.Asal Fallahnejad - unknown - Isis 1:18. Translated by Asal Fallahneajd.
    In the ever-evolving landscape of video game development, mythology serves as a rich source of inspiration, providing developers with a wellspring of narratives, characters, and themes that resonate with players. This article, "Gaming the Gods: How Mythology Inspires Game Development," explores the intricate relationship between ancient myths and contemporary gaming. By examining various titles that draw upon mythological elements—from the pantheons of Greek and Norse mythology to the folklore of diverse cultures—we uncover how these stories enhance gameplay, deepen character (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark  
  49. Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2016 - Proceedings of 1st International Joint Conference of DiGRA and FDG.
    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how they may be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and describe (...)
    Direct download (2 more)  
     
    Export citation  
     
    Bookmark   5 citations  
  50. ‘The Alexandrian Condition’: Suits on Boredom, Death, and Utopian Games.Christopher C. Yorke - 2019 - Sport, Ethics and Philosophy 13 (3-4):363-371.
    ABSTRACTI argue that the apparently exclusive choice between Suits’ utopia of gameplay and death by suicide is a false dilemma, one which obscures a ‘third way’ of positive boredom. Further, I offe...
    Direct download (5 more)  
     
    Export citation  
     
    Bookmark   6 citations  
1 — 50 / 137