Results for 'Game Design'

989 found
Order:
  1. Ludic Unreliability and Deceptive Game Design.Stefano Gualeni & Nele Van de Mosselaer - 2021 - Journal of the Philosophy of Games 3 (1):1-22.
    Drawing from narratology and design studies, this article makes use of the notions of the ‘implied designer’ and ‘ludic unreliability’ to understand deceptive game design as a specific sub-set of transgressive game design. More specifically, in this text we present deceptive game design as the deliberate attempt to misguide players’ inferences about the designers’ intentions. Furthermore, we argue that deceptive design should not merely be taken as a set of design choices (...)
    Download  
     
    Export citation  
     
    Bookmark   3 citations  
  2. Situated Knowledges through Game Design : A Transformative Exercise with Ants.Michelle Westerlaken & Stefano Gualeni - 2016 - Proceedings of the 10Th International Philosophy of Computer Games Conference.
    The increasing body of knowledge in fields like animal ethology, biology, and technology has not necessarily led to the improvement of animal welfare. On the contrary, it has enabled humans to exploit animals more functionally and on increasing scales of magnitude. Building on approaches that stem from posthumanism and critical animal studies, we argue that instead of aiming for more general production of scientific knowledge, what is needed to counter exploitation and oppression is an increased sensitivity towards animals that arises (...)
    Download  
     
    Export citation  
     
    Bookmark  
  3.  96
    The Lived Politics of the Negative: Tabletop Game Designers on Punk, Practice, and Utopia.Eric Stein, Wendi Yu, Gabriel Caetano Barbosa, Vitor Mattos & Cezar Capacle - manuscript
    Contra the capture of the radical impulse by the homogenizing marketing label ‘hopepunk’, this panel conceives of punk instead as ‘the lived politics of the negative’ (Muñoz, 2013). From this position, tabletop game play and design become potent refusals of the co-opting forces of the Global North, and concrete means for imagining and indeed realizing an outside and an afterward to the present crises shaping the conditions of our planetary existence. This panel mounts a challenge to colonial capitalist (...)
    Download  
     
    Export citation  
     
    Bookmark  
  4. The Blind Gamer: Examining Ethical Agency Through Choice Blindness in Game Design.Kamyab Ghorbanpour, Michał Klincewicz, Paris Mavromoustakos Blom & Pieter Spronck - 2025 - Lecture Notes in Computer Science 16042 (Entertainment Computing – ICEC 2).
    This study examines the interplay between choice blindness and moral decision-making through the design and implementation of a decision-driven adventure game called Lost Civilization. Choice blindness, a phenomenon where individuals fail to detect changes in their decisions, was investigated within a controlled narrative environment featuring moral dilemmas in total, 56 participants (24 female, ages 18–35) engaged with the game, which subtly manipulated one of their moral decisions. The findings reveal that the majority (37) of participants did not (...)
    Download  
     
    Export citation  
     
    Bookmark  
  5. A Game-Based Tool for Freshmen Design Students During the Pandemic Distance Learning.Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek - 2021 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Muhammed Ali Ornek, 4th International Symposium on Art and Design Education: Art and design during and after the Covid- 19 Period. Başkent University: pp. 77-83.
    The emergence of the need for orientation since the past times led the universities to invent innovative ways to prepare their students for the activities and courses they will face. Hence, various types of orientation have been provided during history. However, today with the outbreak of the Covid-19 and the closure of the schools, most of the students are continuing their studies as distance learning. While this situation is very disappointing for all freshmen students who do not know the university's (...)
    Download  
     
    Export citation  
     
    Bookmark   3 citations  
  6. 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 the (...)
    Download  
     
    Export citation  
     
    Bookmark   5 citations  
  7.  72
    Game Theory 2.0: Experiential Patterns as Playable Formalisms.Brandon Sergent - manuscript
    This paper proposes game design methodology as a working formalism for specifying experiential patterns. Building on Experiential Empiricism's recognition that experience is foundational and each moment is complete (the Card Universe model), we observe that game designers routinely solve what philosophy treats as intractable: creating reproducible experiential states through modular mechanics. This suggests game development's component-based architecture might function as formal language for consciousness research. We present the IMFAST dimensional system (Identity, Mentality, Focus, Affect, Sensory, Temporal) (...)
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  8. 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 describe (...)
    Download  
     
    Export citation  
     
    Bookmark   5 citations  
  9. 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 (...)
    Download  
     
    Export citation  
     
    Bookmark   3 citations  
  10. Games: Agency as Art.C. Thi Nguyen - 2020 - New York: Oxford University Press.
    Games occupy a unique and valuable place in our lives. Game designers do not simply create worlds; they design temporary selves. Game designers set what our motivations are in the game and what our abilities will be. Thus: games are the art form of agency. By working in the artistic medium of agency, games can offer a distinctive aesthetic value. They support aesthetic experiences of deciding and doing. -/- And the fact that we play games shows (...)
    Download  
     
    Export citation  
     
    Bookmark   166 citations  
  11. Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the (...)
    Download  
     
    Export citation  
     
    Bookmark   63 citations  
  12. Philosophical Games.Stefano Gualeni - 2022 - The Encyclopedia of Ludic Terms.
    Philosophical games are games designed to invite players to think philosophically within (and about) their gameworlds. They are interactive fictions allowing players to engage with philosophical themes in ways that often set them apart from non-interactive kinds of speculative fictions (such as philosophical novels or thought experiments). To better understand philosophical games, this entry proposes to distinguish two primary ways in which a philosophical game can approach its themes: dialectically or rhetorically.
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  13. LEVERAGING LANDSCAPE ARCHITECTURE AND ENVIRONMENTAL STORYTELLING FOR NEXT-GENERATION GAMING EXPERIENCES: A Holistic Approach to Virtual World Design.Sepehr Vaez Afshar, Sarvin Eshaghi, Sana Vaez Afshar & Ikhwan Kim - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi, Sana Vaez Afshar & Ikhwan Kim, The 11th International Conference of the Arab Society for Computation in Architecture, Art and Design. USA: Arab Society for Computation in Architecture, Art and Design. 5000 THAYER CTR STE C, OAKLAND MD 21550-1139, USA. pp. 639-651.
    Designing a virtual environment within a digital game occupies a large part of the design procedure, requiring holistic attention and a broad arrangement of the game constituents. Considering other design disciplines, they occupy a unified design methodology; however, a comprehensive literature review reveals the lack of the intended design methodology in the digital game domain's virtual environment development, despite a currently proposed theoretical methodology trying to dissolve the issue. Hence, this research aims to (...)
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  14. Video game aesthetics and the sense of presence in virtual reality.Rami Ali - 2025 - In Leighton Evans, Virtual Reality Gaming: Perspectives on Immersion, Embodiment and Presence. Leeds, England: Emerald Publishing. pp. 163-175.
    Virtual reality (VR) offers a new medium for video games. But how does VR as a medium affect the aesthetics and design of VR video games? In this chapter my aim is to answer this question. I begin by introducing video games as an art form, then highlight two types of pitfalls that a game’s design can fall prey to. A game can be too permissive, or too restrictive, when structuring the player’s agential role given its (...)
    Download  
     
    Export citation  
     
    Bookmark  
  15. Government policy design is a serious game: Fairness Duties in Participatory Design as a normative framework for democratic epistemology (3rd edition).P. Kahl - 2025 - Lex Et Ratio Ltd.
    This paper examines the UK Civil Service’s participatory experiments at the London Design Biennale, framing them not as democratic innovation but as fiduciary–epistemic breaches. Drawing on fiduciary law, deliberative democracy, and epistemic injustice theory, it shows how the workshops—presented as ‘serious games’—functioned as scripted performances of openness, distributing recognition selectively while silencing dissent. I develop the concept of Fairness Duties in Participatory Design, a normative framework grounded in fiduciary law and public law principles of reason-giving, transparency, and proportionality. (...)
    Download  
     
    Export citation  
     
    Bookmark  
  16. Morality Play: A Model for Developing Games of Moral Expertise.Dan Staines, Paul Formosa & Malcolm Ryan - 2019 - Games and Culture 14 (4):410-429.
    According to cognitive psychologists, moral decision-making is a dual-process phenomenon involving two types of cognitive processes: explicit reasoning and implicit intuition. Moral development involves training and integrating both types of cognitive processes through a mix of instruction, practice, and reflection. Serious games are an ideal platform for this kind of moral training, as they provide safe spaces for exploring difficult moral problems and practicing the skills necessary to resolve them. In this article, we present Morality Play, a model for the (...)
    Download  
     
    Export citation  
     
    Bookmark   8 citations  
  17. Virtual Reality Gaming: Perspectives on Immersion, Embodiment and Presence.Leighton Evans (ed.) - 2025 - Leeds, England: Emerald Publishing.
    Virtual reality (VR) offers a new medium for video games. But how does VR as a medium affect the aesthetics and design of VR video games? In this chapter my aim is to answer this question. I begin by introducing video games as an art form, then highlight two types of pitfalls that a game’s design can fall prey to. A game can be too permissive, or too restrictive, when structuring the player’s agential role given its (...)
    Download  
     
    Export citation  
     
    Bookmark  
  18. The Dark Sigil Will Guide Thee: The Hollowing Mechanic in FromSoftware's Souls Games.Eric Stein - manuscript
    In developer FromSoftware’s acclaimed Dark Souls trilogy (2011, 2014, 2016), the concept of “hollowing” occupies a central position in the broader thematic landscape of the games. Concerned with the fates of cursed undead in worlds on the brink of collapse, the Dark Souls games present hollowing—a violent, withering insanity—as the doom of all undead who fail to endure their brutal conditions. More than a mere fantasy trope, however, hollowing functions in each game as both a narrative and a mechanical (...)
    Download  
     
    Export citation  
     
    Bookmark   2 citations  
  19. Precis of Games: Agency as Art.C. Thi Nguyen - manuscript
    Games are a distinctive form of art — and very different from many traditional arts. Games work in the medium of agency. Game designers don’t just tell stories or create environments. They tell us what our abilities will be in the game. They set our motivations, by setting the scoring system and specifying the win-conditions. Game de-signers sculpt temporary agencies for us to occupy. And when we play games, we adopt these designed agencies, submerging ourselves in them, (...)
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  20. 'Yedikule Bostans': A Serious Game For Cultural Heritage.Sarvin Eshaghi & Muhammed Ali ÖRNEK - 2020 - In Sarvin Eshaghi & Muhammed Ali ÖRNEK, IDU SPAD’20 International Spatial Planning and Design Symposium PROCEEDINGS BOOK. Izmir: IZMIR DEMOCRACY UNIVERSITY. pp. 370-378.
    Serious games with their educational or skill development purposes besides entertainment, have been used in various fields such as architecture, landscape architecture, urban planning, cultural heritage, and learning of language and culture, easing the data absorption process of the specific topic for the user. The use of serious games in the cultural heritage or cultural landscape, as a subtopic, can have a role in its preservation in addition to the information transition ability. Yedikule Bostans is a serious game designed (...)
    Download  
     
    Export citation  
     
    Bookmark   2 citations  
  21. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the availability (...)
    Download  
     
    Export citation  
     
    Bookmark  
  22. VIRTUAL LANDSCAPE IN SERIOUS GAMES: A FRAMEWORK FOR ENHANCING THE PLAYER INTERACTION FOCUSING ON THE LEARNING RATE.Sepehr Vaez Afshar - 2021 - Dissertation, Istanbul Technical University
    Throughout history, education has always been essential for humanity's justice and fundamental for the creation of a free and satisfying society with the dissemination of knowledge. Hence, in addition to the life occurrences educating people, traditional higher education methods have played an important role for a long period. However, the age of technology has changed the educational system along with the people's lifestyles to meet the continuously changing conditions. During the past twenty years, the Information and Communication Technologies (ICTs) led (...)
    Download  
     
    Export citation  
     
    Bookmark  
  23. (3 other versions)The explanation game: a formal framework for interpretable machine learning.David S. Watson & Luciano Floridi - 2020 - Synthese 198 (10):1–⁠32.
    We propose a formal framework for interpretable machine learning. Combining elements from statistical learning, causal interventionism, and decision theory, we design an idealised explanation game in which players collaborate to find the best explanation for a given algorithmic prediction. Through an iterative procedure of questions and answers, the players establish a three-dimensional Pareto frontier that describes the optimal trade-offs between explanatory accuracy, simplicity, and relevance. Multiple rounds are played at different levels of abstraction, allowing the players to explore (...)
    Download  
     
    Export citation  
     
    Bookmark   24 citations  
  24. 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 (...)
    Download  
     
    Export citation  
     
    Bookmark  
  25. Game Technologies to Assist Learning of Communication Skills in Dialogic Settings for Persons with Aphasia.Ylva Backman, Viktor Gardelli & Peter Parnes - 2021 - International Journal of Emerging Technologies in Learning 16 (3):190-205.
    Persons with aphasia suffer from a loss of communication ability as a consequence of a brain injury. A small strand of research indicates effec- tiveness of dialogic interventions for communication development for persons with aphasia, but a vast amount of research studies shows its effectiveness for other target groups. In this paper, we describe the main parts of the hitherto technological development of an application named Dialogica that is (i) aimed at facilitating increased communicative participation in dialogic settings for persons (...)
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  26. Mental Simulation and Intentionality in 'Roguelike' Video Games.James Cartlidge - 2025 - Journal of Game Studies 1 (1):1-18.
    This paper bridges phenomenological theory with practical game design by examining how players of ASCII Roguelikes develop unconscious mastery through mental simulation—a process with implications for interface design, player onboarding, and cognitive load management in games. While the framework is philosophical, its applications extend to empirical player experience research, particularly in understanding how minimalistic or abstract interfaces can leverage embodied learning. Employing a postphenomenological framework, I take ‘Roguelike’ video games, which use ASCII graphics, as a case study (...)
    Download  
     
    Export citation  
     
    Bookmark  
  27. Clarifying incoherence in games.H. D. Hogenbirk, M. van de Hoef & John Meyer - 2018 - Journal of the Philosophy of Games 1 (1).
    In this paper we will analyze the concept of incoherency that has been put forward by Jesper Juul in Half-Real (2005). Juul provides a paradigmatic example of an incoherency in the game Donkey Kong. The main character of the narrative, Mario, can die and subsequently reappear at the beginning of the level. However, when pressed to describe the narrative of the game, most players would not say that Mario ever died. The respawn is attributed to the game (...)
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  28. Effectiveness of Traditional Filipino Games on Senior High School Students' Conceptual Understanding of Physics.Rejohn Besa, John Dave Surbano & Nestor Lasala Jr - 2025 - Diversitas Journal 10 (3):1269– 1288.
    This study developed, validated, and implemented culturally contextualized physics learning activities integrating traditional Filipino games (Laro-ng-Lahi) as instructional tools to enhance students’ conceptual understanding in physics. Using a three-phase process—development, validation, and implementation—the researchers designed five game-based activities aligned with the Department of Education’s Most Essential Learning Competencies (MELCs). They evaluated them using the Learning Resources Management and Development System (LRMDS) standards. A panel of subject matter experts rated the materials highly in terms of content quality, format, organization, and (...)
    Download  
     
    Export citation  
     
    Bookmark   2 citations  
  29. Justice: A Role-Immersion Game for Teaching Political Philosophy.Noel Martin, Matthew Draper & Andy Lamey - 2020 - Teaching Philosophy 43 (3):281-308.
    We created Justice: The Game, an educational, role-immersion game designed to be used in philosophy courses. We seek to describe Justice in sufficent detail so that it is understandable to readers not already familiar with role-immersion pedagogy. We hope some instructors will be sufficiently interested in using the game. In addition to describing the game we also evaluate it, thereby highlighting the pedagogical potential of role-immersion games designed to teach political philosophy. We analyze the game (...)
    Download  
     
    Export citation  
     
    Bookmark  
  30. AI-Generated Video Games and Interactive Experiences.Sharma Rahul Raj - 2025 - International Journal of Advanced Research in Electrical, Electronics and Instrumentation Engineering (Ijareeie) 14 (2):473-477.
    The evolution of artificial intelligence (AI) has led to groundbreaking advancements in the realm of video games and interactive experiences. This paper explores how AI is being utilized to generate dynamic, adaptive, and immersive game worlds that evolve based on player interactions. From procedural content generation to the development of AI-driven narratives and characters, AI is reshaping the way games are created and experienced. This study investigates the methodologies behind AI integration, reviews the state of current research, and explores (...)
    Download  
     
    Export citation  
     
    Bookmark  
  31. Effects of Game-Based Activities on Student's Social Skills and Attitudes toward Learning Science.Nestor Lasala Jr - 2024 - Recoletos Multidisciplinary Research Journal 12 (1):181-194.
    This study evaluated the effectiveness of four game-based activities (GBAs) in teaching ecosystems to Grade 7 Biology students. Involving 69 students (34 control, 35 experimental), the quasi-experimental study used a mixed-methods approach. The researcher utilized a static-group comparison design for the quantitative phase and a thematic analysis for the qualitative phase. Quantitative analysis revealed significant improvements in the experimental group's social skills (p<0.05; Cohen’s d = 0.63) and conceptual understanding (p<0.05; Cohen’s d = 0.86). Descriptive statistical analysis also (...)
    Download  
     
    Export citation  
     
    Bookmark   6 citations  
  32. GIS-Based Educational Game Through Low-Cost Virtual Tour Experience-Khan Game.Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura - 2022 - In Guzden Varinlioğlu, Sepehr Vaez Afshar, Sarvin Eshaghi, Ozgun Balaban & Takehiko Nagakura, 27th International Conference of the Association for Computer-Aided Architectural Design Research in Asia: Post Carbon, CAADRIA 2022. Sydney: The Association for Computer-Aided Architectural Design Research in Asia. pp. 69-78.
    The pandemic brought new norms and techniques of pedagogical strategies in formal education. The synchronous/ asynchronous video streaming brought an emphasis on virtual and augmented realities, which are rapidly replacing textbooks as the main medium for learning and teaching. This transformation requires more extensive online and interactive content with simpler user interfaces. The aim of this study is to report on the design, implementation, and testing of a game based on low-cost and user-friendly content for digital cultural heritage. (...)
    Download  
     
    Export citation  
     
    Bookmark   4 citations  
  33. Three Principles of Eudaimonia: The axiomatic foundations of ethics, political science, jurisprudence, game theory, human behavior, institutional design, and global governance.美照 袁 - 2026 - Dissertation, 香港中文大学
    In a manner analogous to Newton's three laws of motion, this study employs the axiomatic method in its theoretical construction. To address the paradigmatic crisis in contemporary ethics stemming from the "absence of axioms," this paper proposes "Eudaimonist Ethics," which takes "eudaimonia" (human flourishing) as its foundational axiom. The theory first establishes a "Stratified Theory of Eudaimonia" as the psychological basis for behavioral motivation and then rigorously deduces three fundamental principles capable of serving as ethical axioms, namely: 1) Pursue one's (...)
    Download  
     
    Export citation  
     
    Bookmark  
  34. Art, aesthetics, and the medium: comments for Nguyen on the art-status of games.Christopher Bartel - 2021 - Journal of the Philosophy of Sport 48 (3):321-331.
    Nguyen offers a number of profound insights about the nature and value of games. Games are works of art, according to Nguyen, because they offer players aesthetic experiences. Game designers aim to...
    Download  
     
    Export citation  
     
    Bookmark  
  35. SU: A Serious Game for Water Management - Based on Istanbul.Sepehr Vaez Afshar, Gülşen Aytaç & Sarvin Eshaghi - 2021 - In Sepehr Vaez Afshar, Gülşen Aytaç & Sarvin Eshaghi, XXV International Conference of the Ibero-American Society of Digital Graphics: Designing Possibilities-Ubiquitous Conference. Lima: The Ibero-American Society of Digital Graphics. pp. 523-532.
    With the increasing population growth of human beings, the world is being threatened by the water scarcity problem, causing insecurity in water accessibility. Therefore, a deliberated water management gains fatal importance. In addition, the awareness of the issue through education, specifically in the early ages, plays a crucial role in this path. This research considers the water issue of Istanbul in its content. However, regarding the target audience, which is the kids, it uses a novel approach to tackle the problem. (...)
    Download  
     
    Export citation  
     
    Bookmark   3 citations  
  36. 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 video game (...)
    Download  
     
    Export citation  
     
    Bookmark   81 citations  
  37. Welcome to the discourse of the real: Constituting the boundaries of games and players.Mia Consalvo & Christopher A. Paul - 2013 - Foundations of Digital Games.
    Discourse shapes the way we see the world. In game design and game studies, discourse also shapes the games we make, the games we play, and how we think about games in general. One key discursive construction in contemporary game culture is to portray some games as ‘real’ or ‘authentic,’ rendering others as fake or lesser. In this essay we analyze the discourse of real games by focusing on four key discursive constructions that prop up notions (...)
    Download  
     
    Export citation  
     
    Bookmark  
  38. Tactile Thematics: From Power to Skill in FromSoftware's Souls Games.Eric Stein - manuscript
    The incredibly popular Souls games developed by FromSoftware (and their imitators, colloquially referred to as Souls-like games) have followed a fascinating design trajectory since the release of the first game in the franchise, Demon’s Souls, in 2009. In many fantasy roleplaying games, the in-game capacity of the player-character is signified by a ‘level,’ which is typically increased through the acquisition of experience (‘xp’) during gameplay. The more the player plays, the more experience she gains, which increases the (...)
    Download  
     
    Export citation  
     
    Bookmark   3 citations  
  39. The End of Utility: a Coherence-Centric Game Theory for Intelligent Systems.Benjamin James - manuscript
    Classical and evolutionary game theory, rooted in utility maximization and static equilibrium logic, collapse under the demands of recursive intelligence, multi-agent feedback, and dynamic coherence. This paper introduces Recursive Coherence Game Theory (RCGT)—a first-principles reformation of strategic logic where the core invariant is not payoff, but coherence: the persistent self-organization of agents across time, scale, and semantic layer. Grounded in Recursive Choice Theory, Layered Intelligence, and Coherence Ethics, RCGT models strategy as the modulation of coherence gradients rather than (...)
    Download  
     
    Export citation  
     
    Bookmark   6 citations  
  40. 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 quantitative (...)
    Download  
     
    Export citation  
     
    Bookmark  
  41. Opening a New World in Primary Social Studies: Board Games as a Tool for Participatory Learning.Wipada Phinla, Wipapan Phinla & Natcha Mahapoonyanont - 2025 - International Conference 2025 “Innovating Learning in the Digital Age”.
    Board games have emerged as powerful pedagogical tools capable of enriching primary social studies education through their unique integration of cognitive challenge, social interaction, and participatory engagement. This article examines the theoretical foundations, empirical evidence, and practical applications associated with board-game-based learning, highlighting its potential to transform traditional instruction into dynamic, student-centered experiences. Drawing on constructivist, social constructivist, experiential learning, and game-based learning theories, the study proposes a conceptual framework consisting of three interrelated dimensions-cognitive, social-effective, and participatory. A (...)
    Download  
     
    Export citation  
     
    Bookmark  
  42. Philosophy: The Game.Martin Korth - manuscript
    In academic philosophy, it is easy for students to lose track of how important questions in subfields are interrelated. Philosophy: The Game is an educational resource designed to remedy this by providing the opportunity to discuss ‘big questions’ while playing a card game. The question-answer pairs for the game are taken from the recent PhilPapers Survey[1], with some joker cards added to illustrate the impact that solutions to particular problems in the philosophy of mind might have on (...)
    Download  
     
    Export citation  
     
    Bookmark  
  43. Gaming with History: How History of Science can be used as a scientific storytelling tool.Dora Dias & José Ferraz-Caetano - 2021 - Hypothesis Historia Periodical 1 (1):33-44.
    Gamification can be a useful tool when engaging young students with science. When designing a new game, it is pivotal that a featured storytelling element can draw students' attention while providing an enjoyable experience. However, building such an insightful science dissemination narrative from scratch is often challenging. As real-life situations are frequently more appealing to students, adding alternative history elements can be helpful when designing such a game. In this paper, we present a novel educational framework to (...) an educational, science-based storytelling activity using the history of science and alternative hypothesis as ground tools for its inception. By analysing student's feedback when playing a science-based game with a historic episode outline, they report that their learning experience was fun and relatable, matching their scientific performance during the game. (shrink)
    Download  
     
    Export citation  
     
    Bookmark  
  44. Immersive special education designed using the Cybernetic Theater as a metaphor.Shantanu Tilak, Tara Miner, Haley Newton, Nathan Prince, Jesse Lincoln, Natasha Christensen, Roo Shamim & J. D. Ball - forthcoming - Cybernetics and Human Knowing.
    In this study, the design philosophies behind, along with motivational and academic outcomes of an immersive VR-assisted online special education curriculum are described. Difficulties associated with allocating special education resources in US public school settings form a rationale for the creation of the program. The possibility for a portable immersive learning approach to activate students’ individual and collaborative problem-solving abilities and grant students greater freedom and control in learning is considered. As a foundation to understand the power of immersive (...)
    Download  
     
    Export citation  
     
    Bookmark  
  45. Technological Games and Their Relation to the Level of Academic Achievement among Seventh Graders in the Public Schools in Gaza City.Dr Hashem A. Homead - 2019 - International Journal of Academic Pedagogical Research (IJAPR) 3 (4):21-28.
    Abstract: The study aimed to identify the technological games and their relation to the level of student achievement. The data and information were collected through a questionnaire designed specifically for this purpose. The study population consisted of all teachers and teachers of the seventh grade stage. The sample consisted of (30) In the Gaza City, 30 questionnaires were retrieved at a 100% recovery rate and analyzed using the statistical analysis program. The researcher used the analytical descriptive approach to achieve the (...)
    Download  
     
    Export citation  
     
    Bookmark  
  46. The Contradiction Trap: A Dialectical and Game-Theoretic Framework for Exposing Structural Bias.J. Atkinson - manuscript
    This paper introduces the contradiction trap: a dialectical and game-theoretic method for exposing concealed asymmetry in institutional and algorithmic reasoning. By forcing a system to reconcile mutually exclusive commitments, the trap converts inconsistency into evidence — a falsifiable signal of structural bias, motivated deviation, or narrative drift. -/- The framework models contradiction as an epistemic game with informational payoffs, providing a portable diagnostic for systems that claim impartiality but behave otherwise. It bridges philosophical logic, applied audit design, (...)
    Download  
     
    Export citation  
     
    Bookmark  
  47. Gaming the Attention Economy.Daniel Estrada & Jon Lawhead - 2013 - In Pietro Michelucci, Handbook of Human Computation. Springer Verlag. pp. 961-978.
    The future of human computation benefits from examining tasks that agents already perform and designing environments to give those tasks computational significance. We call this natural human computation. We consider the possible future of NHC through the lens of Swarm!, an application under development for Google Glass. Swarm! motivates users to compute the solutions to a class of economic optimization problems by engaging the attention dynamics of crowds. We argue that anticipating and managing economies of attention provides one of the (...)
    Download  
     
    Export citation  
     
    Bookmark  
  48. The Mathematical Facts Of Games Of Chance Between Exposure, Teaching, And Contribution To Cognitive Therapies: Principles Of An Optimal Mathematical Intervention For Responsible Gambling.Catalin Barboianu - 2013 - Romanian Journal of Experimental Applied Psychology 4 (3):25-40.
    On the question of whether gambling behavior can be changed as result of teaching gamblers the mathematics of gambling, past studies have yielded contradictory results, and a clear conclusion has not yet been drawn. In this paper, I bring some criticisms to the empirical studies that tended to answer no to this hypothesis, regarding the sampling and laboratory testing, and I argue that an optimal mathematical scholastic intervention with the objective of preventing problem gambling is possible, by providing the principles (...)
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  49. Echoes of Union Depot: A virtual reality educational game for historic preservation and public awareness.Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi & Mahyar Hadighi, Proceedings of the 9th Regional International Symposium on Education and Research in Computer Aided Architectural Design in Europe. Tallinn: eCAADe Tallinn University of Technology, Department of Civil Engineering and Architecture. pp. 129-138.
    This paper presents the design, development, and potential impact of Echoes of Union Depot, a virtual reality (VR) game aimed at promoting historic preservation and raising public awareness about El Paso's Union Depot, a building listed on the National Register of Historic Places Inventory. The game leverages the immersive capabilities of VR technology and 360° images to engage players in exploring the site's rich history and architectural evolution. Players assume the role of a time-traveling detective, guiding lost (...)
    Download  
     
    Export citation  
     
    Bookmark  
  50. It's All in the Game: A 3D Learning Model for Business Ethics.Suzy Jagger, Haytham Siala & Diane Sloan - 2016 - Journal of Business Ethics 137 (2):383-403.
    How can we improve business ethics education for the twenty first century? This study evaluates the effectiveness of a visual case exercise in the form of a 3D immersive game given to undergraduate students at two UK Universities as part of a mandatory business ethics module. We propose that due to evolving learning styles, the immersive nature of interactive games lends itself as a vehicle to make the learning of ethics more ‘concrete’ and ‘personal’ and therefore more engaging. To (...)
    Download  
     
    Export citation  
     
    Bookmark   2 citations  
1 — 50 / 989