30,978 research outputs found

    Activism, Science and the Infinite Game: Exploring the relationship between science and environmental activism

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    According to James Carse, humanity plays two types of games. We play games that are finite and games that are infinite. As human activity alters the biosphere, ecosystems are collapsing, biodiversity is declining, and the climate is changing. In the face of these challenges, the games of scientists, science communicators and environmental activists often align or intersect. This thesis explores the relationship between science and environmental activism, and how they affect one another’s finite and infinite games. The discussion covers how they positively affect one another’s games and how they negatively affect one another’s games, with case studies to illustrate each relationship. I found that science can be a tool in activists’ games to reform policy, challenge industries, and empower communities at the forefront of environmental conflicts. Activism can motivate scientific investigations, strategically further the public and political reach of research, and contribute to the epistemic integrity of the sciences. Activism can negatively affect science by obscuring scientific findings, jeopardising the credibility of scientific efforts, and perpetuating a combative approach to environmental challenges. Furthermore, science can negatively affect activism by diverting the public imagination from relationships that enable environmental injustice, by perpetuating epistemic injustice, and undermining emotions in environmental conflicts. This exploration sheds light on how the games of activists and scientists can further the infinite game for environmental justice, but also on the ways their games reinforce socio-political systems that underpin environmental injustices

    An Investigation of Cognitive Implications in the Design of Computer Games

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    Computer games have been touted for their ability to engage players in cognitive activities (e.g., decision making, learning, planning, problem solving). By ‘computer game’ we mean any game that uses computational technology as its platform, regardless of the actual hardware or software; games on personal computers, tablets, game consoles, cellphones, or specialized equipment can all be called computer games. However, there remains much uncertainty regarding how to design computer games so that they support, facilitate, and promote the reflective, effortful, and conscious performance of cognitive activities. The goal of this dissertation is to relieve some of this uncertainty, so that the design of such computer games can become more systematic and less ad hoc. By understanding how different components of a computer game influence the resulting cognitive system, we can more consciously and systematically design computer games for the desired cognitive support. This dissertation synthesizes concepts from cognitive science, information science, learning science, human-computer interaction, and game design to create a conceptual design framework. The framework particularly focuses on the design of: gameplay, the player-game joint cognitive system, the interaction that mediates gameplay and the cognitive system, and the components of this interaction. Furthermore, this dissertation also includes a process by which researchers can explore the relationship between components of a computer game and the resulting cognitive system in a consistent, controlled, and precise manner. Using this process, three separate studies were conducted to provide empirical support for different aspects of the framework; these studies investigated how the design of rules, visual interface, and the core mechanic influence the resulting cognitive system. Overall then, the conceptual framework and three empirical studies presented in this dissertation provide designers with a greater understanding of how to systematically design computer games to provide the desired support for any cognitive activity

    Mathematical models of games of chance: Epistemological taxonomy and potential in problem-gambling research

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    Games of chance are developed in their physical consumer-ready form on the basis of mathematical models, which stand as the premises of their existence and represent their physical processes. There is a prevalence of statistical and probabilistic models in the interest of all parties involved in the study of gambling – researchers, game producers and operators, and players – while functional models are of interest more to math-inclined players than problem-gambling researchers. In this paper I present a structural analysis of the knowledge attached to mathematical models of games of chance and the act of modeling, arguing that such knowledge holds potential in the prevention and cognitive treatment of excessive gambling, and I propose further research in this direction

    Culturo-Scientific Storytelling

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    In this article, we reflect on the functions of outreach in developing the modern scientific mind, and discuss its essential importance in the modern society of rapid technological development. We embed our approach to outreach in culturo-scientific thinking. This is constituted by embracing disciplinary thinking (in particular creativity) whilst appreciating the epistemology of science as an evolving dialogue of ideas, with numerous alternative perspectives and uncertain futures to be managed. Structuring scientific knowledge as an assemblage of interacting and evolving discipline-cultures, we conceive of a culturo-scientific storytelling to bring about positive transformations for the public in these thinking skills and ground our approach in quantum science and technologies (QST). This field has the potential to generate significant changes for the life of every citizen, and so a skills-oriented approach to its education, both formal and non-formal, is essential. Finally, we present examples of such storytelling in the case of QST, the classification and evaluation of which correspond to future work in which this narrative approach is studied in action

    Game design research: an introduction to theory & practice

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    Design research is an active academic field covering disciplines such as architecture, graphic, product, service, interaction, and systems design. Design research aims to understand not only the designed end products but also how design as an activity unfolds. The book demonstrates different approaches to design research in game design research

    Information and Design: Book Symposium on Luciano Floridi’s The Logic of Information

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    Purpose – To review and discuss Luciano Floridi’s 2019 book The Logic of Information: A Theory of Philosophy as Conceptual Design, the latest instalment in his philosophy of information (PI) tetralogy, particularly with respect to its implications for library and information studies (LIS). Design/methodology/approach – Nine scholars with research interests in philosophy and LIS read and responded to the book, raising critical and heuristic questions in the spirit of scholarly dialogue. Floridi responded to these questions. Findings – Floridi’s PI, including this latest publication, is of interest to LIS scholars, and much insight can be gained by exploring this connection. It seems also that LIS has the potential to contribute to PI’s further development in some respects. Research implications – Floridi’s PI work is technical philosophy for which many LIS scholars do not have the training or patience to engage with, yet doing so is rewarding. This suggests a role for translational work between philosophy and LIS. Originality/value – The book symposium format, not yet seen in LIS, provides forum for sustained, multifaceted and generative dialogue around ideas

    Epistemological Foundations for Neuroeconomics

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    Neuroeconomics is an emerging field crossing neuroscientific data, the use of brain-imaging tools, experimental and behavioral economics, and an attempt at a better understanding of the cognitive assumptions that underlie theoretical predictive economic models. In this paper the authors try two things: 1) To assess the epistemological biases that affect Neuroeconomics as it is currently done. A number of significant experiments are discussed in that perspective. 2) To imagine an original way - apart from what is already being done - to run experiments in brain-imaging that are relevant to the discussion of rationality assumptions at the core of economic theory
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