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Wyszukujesz frazę "game" wg kryterium: Temat


Tytuł:
Why Do We Play Digital Games? Anthropological-philosophical-pedagogical Aspects
Autorzy:
Jukić, Dinko
Tematy:
digital game
game aesthetics
game structure
game world
media pedagogy
Pokaż więcej
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Powiązania:
https://bibliotekanauki.pl/articles/41308056.pdf  Link otwiera się w nowym oknie
Opis:
This study focuses on aspects of media pedagogy and philosophical anthropology in digital games and seeks to answer the question as to why we play digital games. Digital play is viewed as an aesthetic and cultural phenomenon according to I. Kant’s Analytic of the Beautiful and is interpreted, analysed, and compared with the anthropological dimension of play. According to I. Kant, the main element of beauty is disinterested liking. Digital games have been observed in such a judgment of taste. We will observe the phenomenon of play based on I. Kant’s understanding of the aesthetic concept of play and C. Lévi- Strauss’s structural anthropology. The paper presents the phenomenon of play from the aspect of aesthetic pedagogy, but also asks why we like games and what is aesthetic in them that causes pleasure. The aim of this study is to analyse the phenomenon of games from the context of digital games and to show how different anthropological, philosophical, and pedagogical aspects mutually complement and intertwine. The research question of why we play digital games opens the possibility for new reflections and understandings of the world of games, the concept of beauty and the meaning of games for humans. The complexity and multidimensionality of the game phenomenon is also observed according to E. Morin’s aesthetics in which the artistic and aesthetic dimension of digital play is discussed. The concept of play is philosophically relevant, and through the study we approach J. Huizinga’s aspect of the seriousness of culture and E. Fink’s play of the world. In the aspects of social life such as metaphors and imagination, play imposes itself as communication. The true character of the game is manifested in the self-pleasure of relieving the individual, but also in the imagination and beauty that the game provides. The game, as such, represents an aesthetic attitude towards life and it is at its core an imitation in the space of the imaginary.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Some Problems With Judging Rationality
Autorzy:
Swistak, Piotr
Tematy:
Game Theory
rationality
behavioral game theory
ultimatum game
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Wydawca:
Akademia Leona Koźmińskiego w Warszawie
Powiązania:
https://bibliotekanauki.pl/articles/494300.pdf  Link otwiera się w nowym oknie
Opis:
The gap between game-theoretic predictions and actual choices people make in, for instance, gaming experiments has been over-interpreted as evidence against rationality of players. I consider a version of the ultimatum game and examine its equilibria under different assumptions about players’ preferences. Using standard notions of rationality I show that the discrepancy between the “normative” and the “descriptive” cannot be established by a simple comparison of what is predicted by the equilibrium choices and the actual choices people make.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Czym jest gra? : uwagi o przedmiocie ludologii : analiza fenomenologiczno-metodologiczna
What are games? : remarks on the subject matter of ludology : a phenomenological-methodological analysis
Autorzy:
Jacko, Jan Franciszek
Opis:
The article is a proposition of a general answer to the question "What is a game?" It has been answered through a phenomenological analysis - by the indication of the a priori elements of game experience. The paper analyses the multiple meanings of the term "game" in the context of ludology and shows that designates of the term in its numerous meanings are proportionally analogous. This way the ontic identity of the phenomenon of the game has been specified. It has also been shown how the method of analogy can be used to build detailed definitions of the phenomenon.
Dostawca treści:
Repozytorium Uniwersytetu Jagiellońskiego
Artykuł
Tytuł:
Colouring game and generalized colouring game on graphs with cut-vertices
Autorzy:
Sidorowicz, Elżbieta
Tematy:
colouring game
generalized colouring game
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Wydawca:
Uniwersytet Zielonogórski. Wydział Matematyki, Informatyki i Ekonometrii
Powiązania:
https://bibliotekanauki.pl/articles/744059.pdf  Link otwiera się w nowym oknie
Opis:
For k ≥ 2 we define a class of graphs ₖ = {G: every block of G has at most k vertices}. The class ₖ contains among other graphs forests, Husimi trees, line graphs of forests, cactus graphs. We consider the colouring game and the generalized colouring game on graphs from ₖ.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Motywy historyczne w polskich dedukcyjnych grach hybrydowych
Exploring historical elements in Polish deductive hybrid games
Autorzy:
Chmielewski, Krzysztof
Poczęty-Merder, Jakub
Tematy:
deductive
hybrid game
board game
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Wydawca:
Fundacja PSC
Powiązania:
https://bibliotekanauki.pl/articles/32304285.pdf  Link otwiera się w nowym oknie
Opis:
This research paper explores the incorporation of historical motifs within the context of Polish deductive hybrid games. Such games are defined as those that allow the player to experience both physical and virtual realities simultaneously. The primary aim of the study was to investigate the validity of concurrently utilizing textological analysis and procedural rhetoric to analyze historical content in hybrid games. As this paper is only an introduction to the very diverse and broad topic of hybrid games, the authors focused on finding the answer for two main questions: „What messages regarding the interpretation of historical realities do the analyzed titles contain?” and „By means of which mechanisms are they delivered, and do they significantly differ in their historical content saturation?”. While discussing the above-mentioned questions, the authors opted for a mixed narratological-ludological paradigm, combining textological analysis, sociological content analysis (in the context of creator-player discourse), and procedural rhetoric. Additionally, they took into consideration the autoethnographic perspective of one of the authors. During the conducted research, they analysed following examples: Detektyw: Kryminalna gra planszowa, Wiedeński Łącznik (a stand-alone expansion to the game Detektyw), oraz Kroniki Zbrodni: 1400. The conclusion of this research paper is that the analyzed games utilize various tools to deliver historical motifs, encompassing mechanics, an aesthetic layer, and narrative aspects. This might indicate different target groups based on players’ preferences regarding the level of historical context in the game. However, the research sample is too small to substantiate this claim.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Play it again – redundancy, literature and language games
Autorzy:
Kula, Agnieszka
Skibski, Krzysztof
Tematy:
game
language game
redundancy
grammar
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Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Powiązania:
https://bibliotekanauki.pl/articles/55995625.pdf  Link otwiera się w nowym oknie
Opis:
The problem under consideration has its origin in the phenomenon of gameplay, which intersperses the rules and possible freedom of execution. The tensions between habit and surprise, regularity and irregularity created in this way expose the potential that lies in the grammatical conditions of the language use. The phenomenon of redundancy, considered in the context of a language game, can be presented in at least three ways: 1. redundancy as a non-game, 2. redundancy as a game – a struggle, 3. redundancy as a game – cooperation. In the latter approach, the recipient is invited to search for ambiguity, to take pleasure in activating non-obvious orders of literary expression. The article presents two very different examples of how redundancy functions in literary texts - a poem by Krystyna Miłobędzka and a short story by Janusz Rudnicki.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
On the edge-sum distinguishing game
Autorzy:
de Oliveira, Deise L.
Artigas, Danilo
Dantas, Simone
Luiz, Atílio G.
Tematy:
graph labeling
labeling game
maker-breaker game
edge-sum distinguishing game
combinatorial game
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Wydawca:
Uniwersytet Zielonogórski. Wydział Matematyki, Informatyki i Ekonometrii
Powiązania:
https://bibliotekanauki.pl/articles/60017700.pdf  Link otwiera się w nowym oknie
Opis:
The Edge-Sum Distinguishing game (ESD game) is a graph labeling game proposed by Tuza in $2017$. In such a game, the players, traditionally called Alice and Bob, alternately assign an unused label $f(v) \in \{1,\ldots, s\}$ to an unlabeled vertex $v$ of a graph $G$, and the induced edge label $\phi(uv)$ of an edge $uv \in E(G)$ is given by $\phi(uv) = f(u) + f(v)$. Alice's goal is to end up with an injective vertex labeling of all vertices of $G$ that induces distinct edge labels, and Bob's goal is to prevent this. Tuza also posed the following questions about the ESD game: given a simple graph $G$, for which values of $s$ can Alice win the ESD game? And if Alice wins the ESD game with the set of labels $\{1,\ldots, s\}$, can she also win with $\{1,\ldots, s+1\}$? In this work, we partially answer these questions by presenting bounds on the number of consecutive non-negative integer labels necessary for Alice to win the ESD game on general and classical families of graphs.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Note On The Game Colouring Number Of Powers Of Graphs
Autorzy:
Andres, Stephan Dominique
Theuser, Andrea
Tematy:
game colouring number
marking game
graph power
game chromatic number
forest
Pokaż więcej
Wydawca:
Uniwersytet Zielonogórski. Wydział Matematyki, Informatyki i Ekonometrii
Powiązania:
https://bibliotekanauki.pl/articles/31341190.pdf  Link otwiera się w nowym oknie
Opis:
We generalize the methods of Esperet and Zhu [6] providing an upper bound for the game colouring number of squares of graphs to obtain upper bounds for the game colouring number of m-th powers of graphs, m ≥ 3, which rely on the maximum degree and the game colouring number of the underlying graph. Furthermore, we improve these bounds in case the underlying graph is a forest.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
No Trust vs. Some Trust in a Game Framed as Trust or Investment: Avoiding the Distrustor
Autorzy:
Macko, Anna
Tematy:
trust game
investment game
distrust
avoidance
Pokaż więcej
Wydawca:
Akademia Leona Koźmińskiego w Warszawie
Powiązania:
https://bibliotekanauki.pl/articles/1933634.pdf  Link otwiera się w nowym oknie
Opis:
Purpose: The study aimed at examining how observing a person showing no trust or some trust, in interaction framed as a trust or an investment, influences two variables: anticipated dissatisfaction from cooperating with the trustor and willingness to avoid such a person in future cooperative tasks. Additionally, the perception of the trustor and anticipated feelings in the role of the trustee were analyzed. Methodology: A scenario describing the trust game framed as trust or investment was used in the study. Participants (N = 166) were randomly assigned to one of the four conditions: 2 (amount sent in the game: zero vs. one-tenth of the endowment) x 2 (game framing: trust vs. investment) and after reading the scenario made three types of evaluations: (1) their feelings in the position of the trustee from the scenario; (2) the trustor’s sociability, morality, and competence and (3) anticipated dissatisfaction from cooperating with the trustor in the future, and finally (4) willingness to avoid the trustor in future interactions. Results: Interaction effects were found for evaluations of anticipated dissatisfaction from cooperating with the trustor and willingness to avoid the trustor in future interactions. Observing sending nothing in the trust game framed as trust, rather than investment, resulted in stronger anticipated dissatisfaction from cooperating in the future with the trustor, and stronger willingness to avoid such a person as a partner for cooperation. Moreover, independent of the framing of the game, in condition of no trust, participants reported stronger negative feeling when imagining themselves in the role of the trustee and perceived the trustor as less sociable and less competent. Surprisingly, the perception of trustor’s morality did not differ across the conditions. Conclusions: Observing distrust, particularly when the interaction is interpreted in social terms as trust, rather than in economic ones as non-investing, with all other aspects of the situation the same, results in different attitude towards the distrustor on the side of observers. Distrust, in comparison to just non-investing, evokes in observers a stronger propensity to avoid such the distrustor as a partner for cooperation and lowers their anticipated satisfaction from cooperation with him/her.
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Teksty Drugie Nr 3 (2017)
Dynamiki w grach – definicje i wykorzystanie w analizie
Autorzy:
Petrowicz, Marcin
Wydawca:
IBL PAN
Powiązania:
Teksty Drugie
Opis:
21 cm
Pol. text, eng. summary
Tekst pol., streszcz. ang.
Dostawca treści:
RCIN - Repozytorium Cyfrowe Instytutów Naukowych
Książka

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