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1.
“A Common Word Between Us,” an open letter from Muslim scholars to Christian leaders, is the most developed effort at Muslim‐Christian reconciliation to date. Endorsed by well‐known Muslim scholars from diverse sects and backgrounds, the letter emphasizes the central role of love of God and the Golden Rule in both religions and cites the catastrophic consequences of conflict. The signatories frame a norm of interreligious covenant for constructive collaborations, present their argument as an authoritative Islamic position, and effectively reject the clash‐of‐civilizations narrative. Using game‐theory models to articulate strategic challenges facing interreligious initiatives, this essay argues that a norm of interreligious covenant can potentially produce successful collective action in situations resembling both coordination and prisoner's dilemma games, depending on the success of norm entrepreneurship.  相似文献   

2.
In two studies we found that feelings of guilt provoke individuals to cooperate in repeated social bargaining games (a prisoner's dilemma in Study 1 and an ultimatum game in Study 2). Feelings of guilt were either experimentally manipulated (Study 1) or assessed via self-report (Study 2) after participants had played one round of a social bargaining game. As predicted, individuals who experienced feelings of guilt (compared to individuals who felt no guilt) after pursuing a non-cooperative strategy in the first round of play, displayed higher levels of cooperation in the subsequent round of play (even one week later). Results are discussed in terms of an “affect-as-information” model, which suggests that non-cooperating individuals who experience the negative affective state associated with guilt in a social bargaining game may be using this feeling state as “information” about the future costs of pursuing an uncooperative strategy. Because in guilt the focus is on the specific, individuals are capable of ridding themselves of this emotional state through action (Lewis, 1993, p. 570)  相似文献   

3.
Zajonc's (1965) drive theory explanation argues that greater arousal tends to impair performance on difficult tasks. The hypothesis that arousal generated by “pressure situations” during major league baseball games would hinder batting performance—a difficult task—was tested by examining such performance during the 1989 season. Six “pressure situations” were identified, some occurring during the late innings of close games and others occurring throughout the game when there were two outs. Two measures of batting performance (batting average and slugging average) were employed. Results indicated broad support for the hypothesis. Reasons for this pattern are discussed, as are possible alternative explanations for these findings.  相似文献   

4.
This essay argues that modern sovereignty is not simply a legal or political concept that is coterminous with the modern nation‐state. Rather, at the theoretical level modern sovereign power is inscribed into a wider theological dialectic between “the one” and “the many”. Modernity fuses juridical‐constitutional models of supreme state authority with a new, “biopolitical” account of power whereby natural life and the living body of the individual are the object of politics and are subject to state control (section 1). The origins of this dialectic go back to changes within Christian theology in the late Middle Ages and the early modern period. In particular, these changes can be traced to Ockham's denial of the universal Good in things, Suárez's priority of the political community over the ecclesial body and Hobbes's “biopolitical” definition of power as state dominion over life (section 2). At the practical level, modern sovereignty has involved both the national state and the transnational market. The “revolutions in sovereignty” that gave rise to the modern state and the modern market were to some considerable extent shaped by theological concepts and changes in religious institutions and practices: first, the supremacy of the modern national state over the transnational papacy and national churches; second, the increasing priority of individuality over collectivity; third, a growing focus on contractual proprietary relations at the expense of covenantal ties and communal bonds (section 3). By subjecting both people and property to uniform standards of formal natural rights and abstract monetary value, financial capitalism and liberal secular democracy are part of the “biopolitical” logic that subordinates the sanctity of life and land to the secular sacrality of the state and the market. In Pope Benedict's theology, we can find the contours of a post‐secular political economy that challenges the monopoly of modern sovereignty (sections 4–5).  相似文献   

5.
Accounts of Hobbes's “system” of sciences oscillate between two extremes. On one extreme, the system is portrayed as wholly axiomatic‐deductive, with statecraft being deduced in an unbroken chain from the principles of logic and first philosophy. On the other, it is portrayed as rife with conceptual cracks and fissures, with Hobbes's statements about its deductive structure amounting to mere window‐dressing. This paper argues that a middle way is found by conceiving of Hobbes's Elements of Philosophy on the model of a mixed‐mathematical science, not the model provided by Euclid's Elements of Geometry. I suggest that Hobbes is a test case for understanding early‐modern system construction more generally, as inspired by the structure of the applied mathematical sciences. This approach has the additional virtue of bolstering in a novel way the thesis that the transformation of philosophy in the long seventeenth century was indebted to mathematics, a thesis that has come under increasing scrutiny in recent years.  相似文献   

6.
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   

7.
Mixed‐motive games represent situations that confront people with a conflict between cooperative and non‐cooperative alternatives. Despite this common basis, recent research has shown that the consistency of people's choices across different mixed‐motive games is rather low. The present research examined behavioural consistency within the same mixed‐motive game, by presenting participants with a series of one‐shot Prisoner's Dilemma Games. Across this set of games, payoffs were manipulated in order to intensify or weaken the conflict between self and the other party while maintaining the game's underlying structure. Our findings indicate that significant differences in choice behaviour are observed as a function of both situational (i.e. manipulations of the Prisoner's Dilemma Game's payoff structure) and personality differences (i.e. individual differences in personality and motivational traits). Moreover, our included situational variables and personality features did not interact with each other and were about equally impactful in shaping cooperation. Crucially, however, despite the significant behavioural differences across game variants, considerable consistency in choices was found as well, which suggests that the game's motivational basis reliably impacts choice behaviour in spite of situational and personality variations. We discuss implications for theorizing on mixed‐motive situations and elaborate on the question how cooperation can be promoted. © 2018 European Association of Personality Psychology  相似文献   

8.
We propose a model to measure risk in a prisoner's dilemma based on Coombs' (1973) re‐parameterization of the game as an individual risk decision‐making task that chooses between a gamble of cooperation and another gamble of defection. Specifically, we propose an index, r, to represent the risk associated with cooperation relative to defection. In conjunction with Rapoport's (1967) index of cooperation (K), our formulation of risk allows us to construct games that vary in risk (as indexed by r) while controlling for cooperativeness (as indexed by K). Following utility analysis that models risk seeking as a convex utility function and risk averse as a concave function, we predict that risk‐seeking people cooperate more in games that the cooperation choice is more risky, whereas risk‐averse people cooperate more in games that the cooperation choice is less risky. In the three studies that we varied game parameters, used different measures of risk orientation and prosocial orientation and used different experimental procedures, we found robust results supporting our predictions. Theoretical analysis of our formulation further suggests that risk and cooperativeness of a prisoner's dilemma game is not entirely independent. Games that have a higher cooperativeness index are necessarily more risky. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   

9.
The prisoner's dilemma game is a mixed‐motive game that offers two players the simultaneous choice between a cooperative and a defective alternative. An often neglected aspect of such a binary‐choice game, however, is that in many real‐life encounters, people can choose not only to cooperate or defect, but they also have a third option: to exit the social dilemma. Although in the literature a consensus has emerged that the addition of an exit opportunity benefits cooperation, there is only scant research into its effect on social welfare. In order to allow a direct comparison of cooperation rates and welfare levels across binary‐choice and trinary‐choice games, in this study, we used a design in which the same participants played similar games with and without an exit option (i.e., a within‐subjects design), and this in a range of structural variations. The findings of our study indicated that the aggregated outcome of both players is generally lower in games with an exit option than in games without an exit option. Moreover, our results showed that the efficiency of the exit option strongly depends on the specific outcome structure of the game (in terms of its endowment size, (a)symmetry, and level of noncorrespondence). In the discussion, it is argued that the implementation of an exit option as a strategy to increase social welfare should be critically assessed.  相似文献   

10.
This study examined the gender‐specific cardiovascular and performance responses to playing the violent video game “DOOM” with and without the soundtrack. Men and women equally rated the game as more violent with the soundtrack. Men performed the game about twice as well with the soundtrack. Women's performance did not change at all. Only men's heart rates were significantly greater with the soundtrack, indicative of arousal. Only women's systolic and diastolic blood pressures were significantly greater with the soundtrack, indicative of stress. The game seemed to appeal more to men than to women. Moreover, women may possibly avoid violent video games, in part because they represent an undesirable stressor.  相似文献   

11.
Is there any difference between playing video games in which the player's character commits murder and video games in which the player's character commits pedophilic acts? Morgan Luck's “Gamer's Dilemma” has established this question as a puzzle concerning notions of permissibility and harm. We propose that a fruitful alternative way to approach the question is through an account of aesthetic engagement. We develop an alternative to the dominant account of the relationship between players and the actions of their characters, and argue that the ethical difference between so‐called “virtual murder” and “virtual pedophilia” is to be understood in terms of the fiction‐making resources available to players. We propose that the relevant considerations for potential players to navigate concern (1) attempting to make certain characters intelligible, and (2) using aspects of oneself as resources for homomorphic representation.  相似文献   

12.
Catharine Macaulay's first political pamphlet, “Loose remarks on certain positions to be found in Mr. Hobbes's philosophical rudiments of government and society with a short sketch for a democratical form of government in a letter to Signor Paoli,” published in London in 1769, has received no significant scholarly attention in over two hundred years. It is of primary interest because of the light it sheds on Macaulay's critique of patriarchal politics, which helps to establish a new line of thinking about the historian as an early feminist writer. It appears she was working from an unauthorized edition of the Thomas Hobbes's De Cive (1647) entitled Philosophicall Rudiments of Government and Society, printed by a royalist bookseller in London 1651. Some errors in this translation may explain Macaulay's skewed understanding of Hobbess argument in support of the premises of monarchy. Her intriguing analysis of paternal authority in “Loose Remarks” anticipates recent feminist explorations of Hobbesian political thought.  相似文献   

13.
  • This paper explores the development of brand placement in digital games using focus groups with game‐players. Growth in in‐game brand placement is explained by game developers' financial and creative priorities and experimentation in marketerss' use of media. The external context of game‐play is then examined based on explanations of the non‐material aspects of consumer behaviour. Internal game processes are also reviewed, including psychological processes that are likely to be of interest to marketers. The reported experiences of players are then considered in terms of these processes. Findings seem to support the use of brand placement in games. Players easily recall encounters with brands during game‐play and are generally positive about these experiences, suggesting that brands increase realism because it allows individuals to create and explore consumption‐based daydreams. However, some players reject brand placement, preferring in‐game fantasies that are independent of mundane commodities. The findings also raise issues related to the ways in which individuals may use digital games to reflect on our consumer society and this raises a question of the degree to which digital games may support or oppose existing consumer cultures. Other problems for managers wishing to use this technique were revealed by the repetitive nature of games which may cause message wear‐out, and by playerss' frustration with aspects of a game which may lead to negative evaluations of in‐game brands.
Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

14.
In this article, I analyse the self-other relations that underpin the gameplay design of the majority of popular video games. Specifically, these self-other relations can be described as “utilitarian subject-object relations”, in which the player assumes the perspective of the player-character, or subject of the video game, while all the other elements of the video game, including the digital environment and the non-player characters and creatures, are treated as separate objects that merely exist to be used by the player-character. These subject-object relations are usually driven by the violent accumulation of power, which can, in turn, be channelled by the player-character into further violent actions against the so-called objects within the video game. In contrast to this typical model of gameplay, the gameplay of Thatgamecompany’s Journey does not include a subject that merely acts on and uses the other elements within the video game world for its own ends, but rather entails a relation of “becoming-other” in which the player-character and the other elements are involved in constant processes of reciprocal determination. In order to analyse the “becoming-other” relations that underpin Journey’s gameplay, I employ specific concepts from the philosophy of Deleuze and Guattari, including the concepts of “becoming-other”, “percepts” and “affects”. Ultimately, I argue that Journey not only subverts the utilitarian, often violent, subject-object relations that have become an industry trope in the majority of video games, but also promotes self-other relations that are arguably far more positive and creative for video game design in general.  相似文献   

15.

A common consumer fraud is the work‐at‐home scheme which promises substantial earnings from “stuffing envelopes” in one's home. The purposes of this research were to describe this scheme in detail and to analyze the process by which the scheme persists. Upon purchasing materials advertised in National Enquirer the researchers found that the principal plan being sold involves a pyramid: those answering ads buy materials encouraging them to advertise in order to sell the same materials. For this study, the content of the materials was analyzed in terms of the elements found in traditional confidence games. It is evident that although their sequence differs, all the elements of confidence games are present in the envelope stuffing scheme. It is argued that the scheme is a quasi confidence game, and its persistence derives at least in part from the same factors that promote traditional confidence games.  相似文献   

16.
Accounts of the nature of unpleasant pain have proliferated over the past decade, but there has been little systematic investigation of which of them can accommodate its badness. This paper is such a study. In its sights are two targets: those who deny the non‐instrumental disvalue of pain's unpleasantness; and those who allow it but deny that it can be accommodated by the view—advanced by me and others—that unpleasant pains are interoceptive experiences with evaluative content. Against the former, I argue that pain's unpleasantness does indeed have noninstrumental disvalue; against the latter I argue both that my critics’ own desire‐theoretic accounts of pain's unpleasantness cannot accommodate such disvalue, and that my evaluativist view can—either by appealing to “anti‐unpleasantness” desires or by exploiting pain's perceptuality.  相似文献   

17.
In classical game theory the idea that players randomize between their actions according to a particular optimal probability distribution has always been viewed as puzzling. In this paper, we establish a fundamental connection between n-person normal form games and quantum mechanics (QM), which eliminates the conceptual problems of these random strategies. While the two theories have been regarded as distinct, our main theorem proves that if we do not give any other piece of information to a player in a game, than the payoff matrix—the axiom of “no-supplementary data” holds—then the state of mind of a rational player is algebraically isomorphic to a pure quantum state. The “no supplementary data” axiom is captured in a Lukasiewicz’s three-valued Kripke semantics wherein statements about whether a strategy or a belief of a player is rational are initially indeterminate i.e. neither true, nor false. As a corollary, we show that in a mixed Nash equilibrium, the knowledge structure of a player implies that probabilities must verify the standard “Born rule” postulate of QM. The puzzling “indifference condition” wherein each player must be rationally indifferent between all the pure actions of the support of his equilibrium strategy is resolved by his state of mind being described by a “quantum superposition” prior a player is asked to make a definite choice in a “measurement”. Finally, these results demonstrate that there is an intrinsic limitation to the predictions of game theory, on a par with the “irreducible randomness” of quantum physics.  相似文献   

18.
I start from Phillips' discussion of Rhees's dissatisfaction with the idea of a language‐game. Then, from a rereading of Moore, I go on to exemplify interconnected uses of the expressions “language‐game,”“recurrent procedure,”“world‐picture,”“formal procedure,”“agreement in judgment,”“genre picture” and “form of life.” The discussion is related to sense perception, our knowledge of time and space, and the picture‐theory. These topics connect with Wittgenstein's earlier treatment of the will – which changed markedly later. The subtext (in footnotes) confronts (i) the sceptical methods of Descartes and Hume with the grammatical methods of Leibniz, Kant and Wittgenstein, and (ii) the realism of Leibniz and the Tractatus with the transcendental idealism of Kant. My conclusion is that, although the method of Wittgenstein's later work remains in a sense grammatical, (i) in its new form it can free us from the conviction that the intellect can and must resolve one way or the other the conflicts that arise in the course of the latter confrontation, and that (ii), although release from such a conviction is to be seen as the aim of philosophical discourse in general, it allows philosophy to retain its overriding significance. A positive element in that lies in the respect the method demands for that in a human life which is transcendental to the activity of scientific theorising: respect, therefore, for the unique perspective of the individual historical agent.  相似文献   

19.
The innovative features of multi-player computer games offer compelling opportunities for self-representation during interactions, and the ways in which these avatars are chosen and manipulated may change interactive experiences. This study investigated the effects of avatar choice (choice vs. no choice) and visual point of view (POV; first-person vs. third-person) on the physiological arousal and subjective evaluations of game experiences. A 2 (Avatar Choice, No Avatar Choice) × 2 (first-person POV, third-person POV) × 2 (female players, male players) mixed-design experiment was conducted (N = 22). The results demonstrated that being able to pick the character that will represent the player in the game leads to greater arousal, especially for males. Visual POVs alone did not affect the game player's arousal, but moderated the effect of avatar choice on the game player's heart rates. Avatar choice produced a more pronounced effect in the third-person POV (where the “camera” was located behind the avatar) in which avatar choice was visually more reinforced than in the first-person POV (where the “camera” was the eyes of the avatar). The results also revealed that the gender of the game player was a significant factor in game play experience. The results suggest theoretical implications of video game self-representation and effects on game player's psychophysiological responses.  相似文献   

20.
The paper argues that an internal debate within Wittgensteinian philosophy leads to issues associated rather with the later philosophy of Martin Heidegger. Rush Rhees's identification of the limitations of the notion of a “language game” to illuminate the relation between language and reality leads to his discussion of what is involved in the “reality” of language: “anything that is said has sense‐if living has sense, not otherwise.” But what is it for living to have sense? Peter Winch provides an interpretation and application of Rhees's argument in his discussion of the “reality” of Zande witchcraft and magic in “Understanding a Primitive Society”. There he argues that such sense is provided by a language game concerned with the ineradicable contingency of human life, such as (he claims) Zande witchcraft to be. I argue, however, that Winch's account fails to answer the question why Zande witchcraft can find no application within our lives. I suggest that answering this requires us to raise the question of why Zande witchcraft “fits” with their other practices but cannot with ours, a question of “sense” which cannot be answered by reference to another language game. I use Joseph Epes Brown's account of Native American cultures (in Epes Brown 2001) as an exemplification of a form of coherence that constitutes what we may call a “world”. I then discuss what is involved in this, relating this coherence to a relation to the temporal, which provides an internal connection between the senses of the “real” embodied in the different linguistic practices of these cultures. I relate this to the later Heidegger's account of the “History of Being”, of the historical worlds of Western culture and increasingly of the planet. I conclude with an indication of concerns and issues this approach raises, ones characteristic of “Continental” rather than Wittgensteinian philosophy.  相似文献   

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