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1.
Many decision biases arise from the inability to ignore past events. The coherence of decisions is also compromised by the inability to fully use information related to the future. In Paccioli's game, a stake of money goes to the first player to score a certain number of wins. When the game is prematurely interrupted, they may divide the stake according to the proportions of wins relative to rounds played. Alternatively, they may assess the probability that a player would reach the criterion number of wins first if the game were continued. The first decision rule (ratio), which is past-oriented, leads to contradictions across games. The second rule (probability), which is future-oriented, does not. In seven studies, use of the ratio rule emerges across testing methods, in games of chance and games of skill, and independently of extraneous factors (such as random responding, lack of awareness, or proneness to other past-oriented biases).  相似文献   

2.
Abstract

Following its economic impact and rising popularity, ‘e-sports’ has become a theme within the academic debate on sports. The current discussion revolves around the definitions of sports provided by the philosophy and sociology of sports and how in turn, this can be adapted to e-sports. The premise of this article is the analysis of ‘institutionalisation’, which is claimed to be an element of modern sport. The governance and production aspects of e-sports will be the main focus where the nature of video games with their fractured production process, the lack of a monopolistic international organisation and its relative novelty will be emphasised. Furthermore, the shaky ground on which the term ‘institutionalisation’ stands will be touched on. It will conclude that the current debate on the recognition of e-sports as a sport may experience certain pitfalls if it does not solve the fundamental problems regarding institutionalisation and ignores the production process of video games and e-sports.  相似文献   

3.
The conclusion of this paper will be that e-sports are not sports. I begin by offering a stipulation and a definition. I stipulate that what I have in mind, when thinking about the concept of sport, is ‘Olympic’ sport. And I define an Olympic Sport as an institutionalised, rule-governed contest of human physical skill. The justification for the stipulation lies partly in that it is uncontroversial. Whatever else people might think of as sport, no-one denies that Olympic Sport is sport. This seeks to ensure that those who might wish to dispute my conclusion might stay with the argument at least for as long as possible. Secondly, the justification for the stipulation lies partly in its normativity—I have chosen an Olympic conception of sport just because it seems to me to offer some kind of desirable version of what sport is and might become. Thirdly, I give examples which show how prominent promoters of e-sports agree with my stipulation, as evidenced by their strenuous attempts to comply with it in order to join the Olympic club. The justification for the definition lies in the conceptual analysis offered—an ‘exhibition-analysis’ which clarifies the concept of sport by offering ‘construals’ of the six first-level terms. The conclusion is that e-sports are not sports because they are inadequately ‘human’; they lack direct physicality; they fail to employ decisive whole-body control and whole-body skills, and cannot contribute to the development of the whole human; and because their patterns of creation, production, ownership and promotion place serious constraints on the emergence of the kind of stable and persisting institutions characteristic of sports governance. Competitive computer games do not qualify as sports, no matter what ‘resemblances’ may be claimed. Computer games are just that—games.  相似文献   

4.
This paper examines the notion of fouls in sports. In the first part of the paper, we examine some actual distinctions and classifications between different kinds of fouls. In the second part we examine the significance, validity, and justification of these classifications from a normative perspective.The term ‘foul’ evokes negative connotation; some would say—negative normative connotations. Conventional wisdom suggests that typically to commit fouls is, by definition, to go against the rules or principles of the contest. Since sport contests are constitutive activities—this means that to foul is to go against the essence of the contest. In other words, to commit fouls seems not to play the game; it seems unsporting. Consider the following typical example: in a premiership match in 2014 Hull’s forward Nikica Jelavic spun around Company and had a clear path to the goal. Manchester City’s defender Vincent Kompany then held him back. Although immediately ejected from the game, it is noteworthy that Kompany was later banned from one match, rather than the usual three match suspension, because the foul was not violent or dangerous in any way. Nevertheless, the example shows that some fouls are considered unsporting even though they do not involve violent or dangerous play. If a player gets past her opponent and finds herself in front of the goal, and then her opponent hugs her forcefully from behind, then such a foul falls outside the bounds of play. It amounts to a refusal to accept the rules of the games. We explore this issue from both a philosophical and a psychological perspective. The first half of the paper shows how actual distinctions between fouls depend on awarding a normative role to intentions. In the second part, a difficulty regarding the possibility that intentions play this role is presented, and a solution is proposed. It will emerge that some fouls are a legitimate part of the game. According to the proposed view, some actions that are forbidden by the official rules of football are illegitimate when performed with intention of a certain kind. Specifically, we will argue that it is legitimate for a player to play so as to take the risk of fouling, so long as fouling is not her intention. When fouls are committed with such a state of mind, they are a part of the game. Furthermore, whereas intention is necessary for illegitimate fouls, it is not sufficient. We will argue briefly that there are also legitimate intended fouls, since some deals or exchanges—fouls in return to penalties—are considered an integral part of the game, and that this view of (some) fouls is legitimate.  相似文献   

5.
It does not typically seem to be worthwhile rewatching a sport match, for example, in a video recording, once the result is known. Sports matches are like detective stories. Once one knows ‘whodunit’, there seems little point in revisiting the tale. By drawing on an argument from musicologist Edward T. Cone, this paper argues that certain sports matches may be revisited with profit. The initial experience of a game may be of a series of events that are often ambiguous or confusing as to their meaning or purpose. The full appreciation of a sport match requires, not just this initial familiarity with the immediately perceived events of the game, but also an awareness of the tactics being deployed by both sides. An understanding of tactics and strategy is akin to the analysis of a piece of music (or other art work). A further (third) viewing of the game, during which one can appreciate how the tactics inform the events naively experienced in the first viewing, will yield, it will be argued, an aesthetic pleasure. This takes the experience of sport beyond the merely entertaining or exciting. In certain games, the third viewing may also transcend an appreciation of the merely formal qualities of the game, and so offer substantial insights into what it is to be human.  相似文献   

6.
The role of the ‘enforcer’ in elite-level sports contests is a familiar one. Simply, the role involves establishing or restoring a ‘moral balance’ to the sporting encounter when it is absent – usually when match officials are thought to be failing to apply the laws/rules of the game. How the enforcer secures this outcome is more morally contentious as it may involve deliberate violations of the laws/rules of the sport. In this paper we consider the role of the enforcer in rugby union. First we interrogate some of the extant sports ethics literature and explore the notion of ‘fairness’ in the well-played game, including the role of the enforcer. Second, we illustrate conceptually how the ethos of elite sport as a moral discourse creates a theoretical platform from which to assess the intervention of an enforcer. Third, we address the role of match officials as members of the practice community from an institutional sense (what the international governing body for rugby union makes explicit) and from an empirical sense (what actually occurs or might occur) in the circumstances that precipitate the intervention of ‘enforcers’. We conclude that the conceptual tension between the laws and the spirit (ethos) of the game is reflected in the choices facing players when playing the game.  相似文献   

7.
We study repeated normal form games where the number of players is large. We argue that it is interesting to look at such games as being divided into subgames, each of which we call a neighbourhood. The structure of such a game is given by a graph G whose nodes are players and edges denote visibility. The neighbourhoods are maximal cliques in G. The game proceeds in rounds where in each round the players of every clique X of G play a strategic form game among each other. A player at a node v strategises based on what she can observe, i.e., the strategies and the outcomes in the previous round of the players at vertices adjacent to v. Based on this, the player may switch strategies in the same neighbourhood, or migrate to another neighbourhood. We are interested in addressing questions regarding the eventual stability of such games. We incrementally impose constraints on the ‘types’ of the players. First, we look at players who are unconstrained in their strategising abilities, in that, players who may use unbounded memory. We then consider the case of memoryless players. We show that in both these cases the eventual stability of the game can be characterised in terms of potentials. We then introduce a simple modal logic in which the types of the players can be specified. We show that when the players play according to these specified types, it can be effectively decided whether the game stabilises. Finally, we look at the important heuristic of imitation. Simple imitative strategies can be specified in the logic introduced by us. We show that in a population of optimisers and imitators, we can decide how ‘worse-off’ the imitators are by playing imitative strategies rather than optimal ones.  相似文献   

8.
Three experiments examined the impact of excessive violence in sport video games on aggression-related variables. Participants played either a nonviolent simulation-based sports video game (baseball or football) or a matched excessively violent sports video game. Participants then completed measures assessing aggressive cognitions (Experiment 1), aggressive affect and attitudes towards violence in sports (Experiment 2), or aggressive behavior (Experiment 3). Playing an excessively violent sports video game increased aggressive affect, aggressive cognition, aggressive behavior, and attitudes towards violence in sports. Because all games were competitive, these findings indicate that violent content uniquely leads to increases in several aggression-related variables, as predicted by the General Aggression Model and related social-cognitive models.  相似文献   

9.
Nicholas of Cusa and his daringly speculative theology seem odd matches for Blaise Pascal, the constant critic of the philosophies en vogue during his life. A commonality they share is their mutual concern for the apparent disproportion between the infinite God and the finite human. In this paper, I compare and analyse the shape this question takes in Cusanus's De ludo globi and Pascal's Pensées. Both men observe a sort of ‘ludic’ character inherent to the pursuit of bridging finite and infinite. Cusanus's ‘ball game’ realises the universe and the human being's pursuit of salvation as a circular field in which the player seeks to reach the vanishing point of its centre. Pascal likewise portrays human life as a cosmic game that everyone must ‘play’ with their ethical decisions. Ultimately, they both come to register Christ as the agent and object of their games, the divine player who fashions finitude into infinity. I conclude by sketching a way to reconcile Pascal with natural theology based on his universal game.  相似文献   

10.
Officiating and the role of officials in sport is are crucial and often decisive factors in sports contests. Justice and desert of sport contests, in part, rely on officiating truths (performances) that arise from an appropriate admixture of epistemic (judgements) and metaphysical (actions) ingredients. This paper provides a rigorous and original philosophical analysis of the problems of obeying and applying the rules of sport. The paper focuses on a the scrum in rugby union. The scrum has become a focus of criticism and bewilderment. Elite rugby is damaged as a spectacle because too much time is wasted setting and re-setting scrums. Furthermore, trust in the fairness of games is eroded because the scrum is a ‘lottery’. In this paper, we identify two fundamental structural problems which contribute to the scrum controversy. First, we argue that officials cannot make reliable judgements about scrums because they cannot see what they need to see. Secondly, we argue that players cannot follow the laws of the scrum even if they have a strong desire to do so. Consequently, the scrum is not only potentially dangerous, but also flawed in terms of its capacity to actualise an intended part of the game.  相似文献   

11.
Previous investigations of mainstream video games have documented a high prevalence of risk-promoting content, as well as a positive relation between video game play and participation in risk-taking behaviors such as reckless driving, substance use, and delinquency. In this study, we extend this work by investigating the role of video game genre and masculinity ideology within this relation. A sample of 273 undergraduate men from a large Midwestern university completed online surveys of their video game exposure, masculinity ideology, and participation in a range of high-risk behaviors. Results indicate that playing sports video games is associated with greater alcohol use, drug use, and delinquent behaviors, but action games are only associated with greater delinquency. In contrast, playing online video games was negatively associated with alcohol and drug use. Furthermore, the relation between sports video games and participation in risky behaviors was fully mediated by participants’ adherence to masculinity ideology. These results reveal that the relations between video game play and risk outcomes were strongest for sports video games, and in some cases, were mediated by masculinity ideology.  相似文献   

12.
13.
Don Ross 《Topoi》2008,27(1-2):57-72
The paper begins by providing a game-theoretic reconstruction of Gilbert’s (1989) philosophical critique of Lewis (1969) on the role of salience in selecting conventions. Gilbert’s insight is reformulated thus: Nash equilibrium is insufficiently powerful as a solution concept to rationalize conventions for unboundedly rational agents if conventions are solutions to the kinds of games Lewis supposes. Both refinements to NE and appeals to bounded rationality can plug this gap, but lack generality. As Binmore (this issue) argues, evolutive game theory readily explains the origin of conventional behavior, but that is not Lewis’s project. Gilbert’s critique is generalized by reference to Bacharach’s (2006) work on team reasoning in games. The paper then argues that although Lewis’s account of the rationalization of conventions is shown by the reconstruction of Gilbert’s critique to be incomplete, Gilbert is wrong to conclude that classical (‘eductive’) game theory lacks the resources to explain conformity to conventions among people. A game-theoretic account of the dynamics of socialization, based on Ross’s (2005, 2006) idea of ‘game determination’, rationalizes choices of conventional strategies in overlapping generations contexts, provided agents are products of evolutionary selection and know that other players are also such products.  相似文献   

14.
现代运动心理学研究综述   总被引:31,自引:0,他引:31  
张力为  任未多 《心理学报》1995,28(4):386-394
从宏观的角度描述了现代运动心理学的研究领域,分析了运动员个性、唤醒水平与运动成绩、焦虑与运动成绩、心理技能训练和运动动机等五个方面的研究倾向,指出:认知运动心理学仍是研究的主流,各类研究都在尽量追求更明确的理论导向和更好的生态学效度,试图综合性地探讨运动行为,并且更加注重在描述和预测的基础上解释和控制运动行为。  相似文献   

15.
Sports reflection is rather locked into a binary view of narrow and broad internalists. Narrow internalists, or formalists, argue that sports are solely constituted by their rules: the ‘autotelic’ stance. Broad internalists, or interpretivists, on the other hand, reason that sport is more than just a lusory end in itself. This paper will revitalize reflection on sports as a locus of the human condition by breaking through this binary opposition. It will focus on the positive aspects of the concept of ‘agon’ (suffering, enduring). As an ‘agonal’ or competitive social practice, sport may be a means to a ‘heterotelic’ end that surpasses the concept of sport as self-referential play: seeking knowledge, understanding the human condition and cultivating virtue. As such, self-improvement through repetitive practice (‘askesis’) has always been a key theme of human existence. Our ‘ascetic planet’ is inhabited by individuals who are constantly and relentlessly training themselves for the better. This may be self-focused, but it may also have a broader scope: we train ourselves to become better humans, contributing to a just and sustainable society. Paradoxically, however, this will only work when we become aware of our exercises as forms of life that engage the practising person. A hermeneutics of endurance cycling can enrich our understanding of this sports activity as a form of asceticism. As such, it will elaborate a view on cycling as an upwardly oriented ‘spiral’ that can contribute not only to self-knowledge and self-improvement on the individual level (‘metanoia’), but also to an ‘ecosophical renaissance’ on the collective level.  相似文献   

16.
This paper describes an innovative investigation of commonsense conceptions of emotion using a two-person game where one player asked questions intended to determine the nature of an emotional state imagined by the other player. All questions used by players were then sorted into categories by expert judges. Based on cluster analysis, questions were categorized as relating to ‘causes’, ‘characteristics’, and ‘consequences’ of emotional states. Potential advantages and applications of this technique are discussed.  相似文献   

17.
We observe that in certain two-player repeated games of incomplete information, where information may be incomplete on both sides, it is possible for an informed player to signal his status as an informed player to the other without revealing any information about the choice of chance. The key to obtaining such a class of games is to relax the assumption that the players’ moves are observable. We show that in such cases players can achieve a kind of signaling that is “zero-knowledge”, in the sense that the other player becomes convinced that her opponent is informed without ever learning the choice of chance. Moreover, such “zero-knowledge signaling” has all of the statistical properties associated with zero-knowledge proofs in intereactive protocols. In particular, under the general assumption that moves are unobservable, such signaling leads to a class of equilibria in repeated games that are separatingin regard to the status of player 1–informed or uninformed–but only for player 2; any other player in a network, being unable to observe the moves of player 2, remains uncertain as to the status of player 1. Special Issue Formal Epistemology II. Edited by Branden Fitelson  相似文献   

18.
We observed the behaviors of the same people across five games – two prisoner’s dilemma games, a trust game (in which the subject took on the role of both truster and trustee), a dictator game, and a faith game – any pair of which was separated by an interval of several months to reduce potential carry-over effects, and found strong consistency in behaviors among these games. We also found consistency between the expectations of other players’ behaviors and the player’s own behavior across games. We further found that the consistent behavioral pro-sociality observed across different games was related to the general measures of pro-social value orientation and perceiving the game situations. These findings suggest that individual and cultural differences in game behaviors can reflect both the ways in which people perceive game situations and their general social preferences.  相似文献   

19.
The word ‘sport’ next to Nietzsche’s name may raise eyebrows among many Nietzsche readers. ‘What an odd pairing?’ one may ask. We prefer Nietzsche and arts or something from the domain of the Geist. Sport is embedded in mass culture and Nietzsche detests anything that has to do with masses; fandom, an important part of sport culture, is nothing Nietzsche would look at favourably but call it a manifestation of the herd instinct. Besides, clubs and sports organizations control this sporting culture through political and economic apparatuses. On the other hand, modern sports, far from producing higher types and the overhuman, appeal to the lowest common denominator, the person on the street and all athletes are equal. All of these objections notwithstanding, one may still speak of a sporting spirit that embodies play, ecstasy in the sense of Dionysian, inventiveness, agonism, grand spectacle, festivity, a specific type of aesthetics and a form of askesis of the body, and a specific outlet for enactment of active justice and a Gestalt of power relations. Playfulness and game-making are crucial in sports, and play is key to Nietzsche’s thought. Sport is a form of letting go, losing oneself in the game, and can be construed as a field for Dionysian forces. Agonism, a significant aspect of Nietzsche’s thought, applies to all competitive sports. Furthermore, sport constitutes one of the major types of spectacles in our age. Finally, sport belongs to the regime of the body, a form of askesis, which Nietzsche would have supported as opposed to the ascetic idealism. In what ways do Nietzsche’s ideas on interpretation shed light on sport and its various aspects as listed above? What hermeneutic tools do we have to interpret sport as a field of culture? These were the guiding questions for this essay.  相似文献   

20.
Adolescent athletes report body image concerns that negatively impact their sport experiences and participation. The coach’s perspective may be informative to how the context of sport perpetuates, supports, or protects from negative body image. Yet few coaches are represented in this area of research. The purpose of the present study was to explore coaches’ perceptions of body image in girls sport. Thirteen coaches with an average of 10 years of experience working with girls in primarily non-aesthetic team sports were interviewed. Based on inductive thematic analysis, coaches’ perceptions of the athletes’ body image concerns were reflected in four themes labelled (i) body image: the ‘elephant’ on the field (i.e., identifying the unspoken nature of body image), (ii) agents of body image in sport (i.e., parents, coaches, and media), (iii) skill over appearance (i.e., focusing on athletic skill and competence), and (vi) systemic strategies. This last theme offers several considerations for improving the sport context with a lens to improve body image. Of relevance, it was apparent that all coaches operationalized body image as predicated on appearance, body shape, and weight and this narrow simplistic perception could guide future programs and practices. Taken together, findings highlight the need to intervene with coaches to provide adequate support and education on body image in girls sport.  相似文献   

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