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1.
Logic Games are Complete for Game Logics   总被引:1,自引:0,他引:1  
van Benthem  Johan 《Studia Logica》2003,75(2):183-203
Game logics describe general games through powers of players for forcing outcomes. In particular, they encode an algebra of sequential game operations such as choice, dual and composition. Logic games are special games for specific purposes such as proof or semantical evaluation for first-order or modal languages. We show that the general algebra of game operations coincides with that over just logical evaluation games, whence the latter are quite general after all. The main tool in proving this is a representation of arbitrary games as modal or first-order evaluation games. We probe how far our analysis extends to product operations on games. We also discuss some more general consequences of this new perspective for standard logic.  相似文献   

2.
Decision theory and game theory rest on a fundamental assumption that players seek to maximize their individual utilities, but in some interactive decisions it seems intuitively reasonable to aim to maximize the utility of the group of players as a whole. Such team reasoning requires collective preferences and a distinctive mode of reasoning from preferences to decisions. Findings from two experiments provide evidence for collective preferences and team reasoning. In lifelike vignettes (Experiment 1) and abstract games (Experiment 2) with certain structural properties, most players preferred team-reasoning strategies to strategies supporting unique Nash equilibria, although individually rational players should choose equilibrium strategies. These findings suggest that team reasoning predicts strategy choices more powerfully than orthodox game theory in some games.  相似文献   

3.
Two studies investigate the psychological processes underlying short- and long-term effects of video game violence on interpersonal trust. Study 1 demonstrates that interacting with physically aggressive virtual agents decreases players' trust in subsequent interactions. This effect was stronger for players who were dispositionally sensitive to victimization. In Study 2, long-term effects of adolescents' frequent exposure to video game violence on interpersonal trust and victim sensitivity were investigated. Cross-lagged path analyses show that the reported frequency of playing violent video games reduced interpersonal trust over a period of 12 months, particularly among victim-sensitive players. These findings are in line with the sensitivity to mean intentions (SeMI) model, and they suggest that interpersonal mistrust is a relevant long-term outcome of frequent exposure to video game violence.  相似文献   

4.
Computer games are now a significant consumption activity in consumer culture. Informed by interdisciplinary studies and drawing on data from in‐depth interviews with players of the Warcraft III computer game, we explore the relationship between play and storytelling during digital play. Understanding that such play is determined by systems of game rules and that computer game characters and settings are capable of conveying cultural meanings to players, we found that the rules of play in computer games can be designed in ways that encourage consumers to co‐create meaningful story plots derived from their knowledge of myth and fiction. In the case of Warcraft, these plots resembled the archetypal plot of the hero's journey. We conclude that computer games immerse consumers in a form of playful consumption that engages them in memorialised, co‐authored storytelling. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

5.
Two experiments tested the prediction that video game players identify with the character or role they are assigned, which leads to automatic shifts in implicit self-perceptions. Video game identification, thus, is considered as a kind of altered self-experience. In Study 1 (N = 61), participants either played a first-person shooter game or a racing game. Subsequently, they performed an Implicit Association Test (IAT) designed to detect cognitive associations between character-related concepts and players' self. Findings indicate a stronger automatic association of military-related concepts to shooter players' self and a stronger association of racing-related concepts to racing game players' self. Study 2 (N = 48) replicated the IAT result from Study 1 and demonstrated the stability of the identification pattern. Implications for identification as an element of the video game experience and future research directions are discussed.  相似文献   

6.
We shall introduce in this paper a language whose formulas will be interpreted by games of imperfect information. Such games will be defined in the same way as the games for first-order formulas except that the players do not have complete information of the earlier course of the game. Some simple logical properties of these games will be stated together with the relation of such games of imperfect information to higher-order logic. Finally, a set of applications will be outlined.  相似文献   

7.
Video games vary in terms of the emotional states they elicit from players. These differences in emotional reactions, in turn, help account for differential preferences of individual games. The three independent dimensions of pleasure-displeasure, arousal-nonarousal, and dominance-submissiveness were used to assess emotional impacts of individual games. In addition, a preference measure was constructed to evaluate attraction toward, versus avoidance of, specific games. In Study One, a group of subjects provided data on emotional responses to 22 common arcade video games and a different group rated their preferences for the same games. The emotional impact of video games was highly unpleasant, moderately arousing, and moderately dominance-inducing; thus, the predominant emotional response to these games was aggression, anger, or hostility. I n Study Two, subjects visiting a video game arcade were recruited and assigned to play two games each and to report their reactions to each game immediately after playing the game. Results showed that greater feelings of pleasure, and separately of arousal, while playing video games resulted in higher preferences for the games and that greater dominance (significant only for males) also led to higher preferences. It may be beneficial, therefore, to experiment with more arousing and more dominance-inducing game designs which are not necessarily unpleasant or which definitely yield high pleasure.  相似文献   

8.
In two studies 3-year-olds’ understanding of the context-specificity of normative rules was investigated through games of pretend play. In the first study, children protested against a character who joined a pretend game but treated the target object according to its real function. However, they did not protest when she performed the same action without having first joined the game. In the second study, children protested when the character mixed up an object's pretend identities between two different pretend games. However, they did not protest when she performed the same pretend action in its correct game context. Thus, the studies show that young children see the pretence–reality distinction, and the distinction between different pretence identities, as normative. More generally, the results of these studies demonstrate young children's ability to enforce normative rules in their pretence and to do so context-specifically.  相似文献   

9.
ObjectivesThe purpose of this study was to assess the short effect of the modification of the players' number, field size, and goal size on the levels of physical self-efficacy, football-specific self-efficacy, and collective self-efficacy in male youth football players.DesignA quasi-experimental study of type A-B-A (three tournaments) was implemented to measure the effect of rule changes on the player's self-efficacy. The independent variable of the study was the competition format: official rules of the Royal Spanish Football Federation for U-12 vs. modified rules (size of the playing field (58 × 38 m. vs. 38 × 20 m); number of players per team on the field (8-a-side vs. 5-a-side); and goal size (6 × 2 m. vs. 3 × 2 m.). The dependent variables were physical self-efficacy, football-specific self-efficacy, and collective self-efficacy. The technical tactical players' actions of clearances, passes, and shots were measured as cofounding variables to assess the implication of the modification of the rules on the game.MethodThe sample analyzed was made up of four U-12 male football teams (n = 48), which played a total of 24 matches in three tournaments. In tournaments one and three, teams played with the official 8v8 football rules. In tournament two, teams played with the modified rules.ResultsThere was a significant increase in the football-specific self-efficacy at the third tournament. The experimental rules did not change players' general physical self-efficacy and collective self-efficacy. The experimental rules involved the realization of more defensive actions (clearances) and offensive actions (passes and shots) by players. The results showed that both competition rules involved similar values of self-efficacy.ConclusionsThese results show that the short-effect of participation in modified competitions maintains the values of football-specific self-efficacy and collective self-efficacy. Future studies should consider the interaction of self-efficacy with other psychological variables, such as self-esteem, cooperation motivation, etc., and other aspects of the game, such as technic-tactical, physiological, health, etc.  相似文献   

10.
The “Macbeth effect” denotes the phenomenon that people wish to cleanse themselves physically when their moral self has been threatened. In this article we argue that such a threat to one's moral self may also result from playing a violent video game, especially when the game involves violence against humans. The cleansing effect should be particularly strong among inexperienced players who do not play video games on a regular basis, because frequent players may apply other strategies to alleviate any moral concerns. Seventy students played one of two violent video games and were then asked to select 4 out of 10 gift products, half of which were hygiene products. Inexperienced players reported more moral distress when the game involved violence against humans (compared to violence against objects), and selected more hygiene products in this condition than frequent video game players. Frequent players, on the other hand, reported less moral distress, irrespective of the game they played.  相似文献   

11.
Steven T. Kuhn 《Synthese》2004,141(1):1-44
Applications of game theory to moral philosophy are impededby foundational issues and troublesome examples. In the first part of this paper,questions are raised about the appropriate game-theoretical frameworks for applications to moralphilosophy and about the proper interpretations of the theoretical devices employed inthese frameworks. In the second part, five examples that should be of particular interest to thoseinterested in the connections between ethics and game theory are delineated and discussed. Thefirst example comprises games in which there is an outcome unanimously preferred to the``solution' of the game, appropriately defined. The second comprises games whose solution callsfor different players to employ different strategies. The third comprises games whosesolution calls for players to adopt mixed strategies. The fourth comprises games whose solutionrequires players to cycle among a variety of strategies. The fifth comprises games whose solutionrequires players to discriminate in morally inappropriate ways.  相似文献   

12.
Although performance expectancies have been shown to be important mediators of achievement behavior, few specific determinants of personal expectancies have been identified, the ecological validity of previous results is limited, and factors influencing group performance expectancies have not been determined. Therefore, the purpose of this field study involving 11- and 12-year-old male soccer players was twofold. First, we examined specific intrapersonal and situational factors influencing players' pregame personal and team performance expectancies. Second, we investigated the effects of winning and losing a competitive soccer game on players' postgame team expectancies involving a hypothetical rematch with the identical opponent. The pregame findings revealed that (a) the intrapersonal factors of ability and self-esteem were related to personal performance expectancies while competitive trait anxiety was not, and (b) the situational factors of past win-loss record and a prior game win or loss against the same opponent influenced team performance expectancies. The postgame findings revealed that future expectancies were affected by the interactive effects of game win-loss and self-esteem.  相似文献   

13.
The problem of ambiguity in games is discussed, and a class of ambiguous games is identified. A total of 195 participants played strategic-form games of various sizes with unidentified co-players. In each case, they first chose between a known-risk game involving a co-player indifferent between strategies and an equivalent ambiguous game involving one of several co-player types, each with a different dominant strategy, and then they chose a strategy for the preferred game. Half the players knew that the ambiguous co-player types were equally likely, and half did not. Half expected the outcomes to be known immediately, and half expected a week's delay. Known-risk games were generally preferred, confirming a significant strategic ambiguity aversion effect. In the delay conditions, players who knew that the ambiguous co-player types were equally likely were significantly less ambiguity averse than those who did not. Decision confidence was significantly higher in 2 × 2 than in larger games.  相似文献   

14.
Complementarity games are explorative games between two players. The deterministic rules of the game are known to both players. The first player freely chooses among a finite number of states of the game but tells nobody of this decision. The second player accesses the game only by primitive, symbolic input‐output interfaces. The task of the second player is to find out the unknown state by input‐output experiments. The logic resulting from this scenario resembles‐ quantum logic in many aspects. It is the empirical logic of choice for virtual realities.  相似文献   

15.
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   

16.
  • 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   

17.
Is appealing to emotions in argumentation ever legitimate and, if so, what is the best way to analyze and evaluate such appeals? After overviewing a normative pragmatic perspective on appealing to emotions in argumentation, I present answers to these questions from pragma-dialectical, informal logical, and rhetorical perspectives, and note positions shared and supplemented by a normative pragmatic perspective. A normative pragmatic perspective holds that appealing to emotions in argumentation may be relevant and non-manipulative; and that emotional appeals may be analyzed as strategies that create pragmatic reasons and assessed by the standard of formal propriety or reasonability under the circumstances. I illustrate the explanatory power of the perspective by analyzing and evaluating some argumentation from Frederick Douglass’s “What to the Slave is the Fourth of July.” I conclude that a normative pragmatic perspective offers a more complete account of appealing to emotions in argumentation than a pragma-dialectial, informal logical, or rhetorical perspective alone, identifies a range of norms available to arguers, and explains why appealing to emotions may be legitimate in particular cases of argumentation.  相似文献   

18.
We present and defend a view labeled “practiceism” which provides a solution to the incompatibility problems. The classic incompatibility problem is inconsistency of: 1. Someone who intentionally violates the rules of a game is not playing the game.

2. In many cases, players intentionally violate the rules as part of playing the game (e.g. fouling to stop the clock in basketball).

The problem has a normative counterpart: 1’. In normal cases, it is wrong for a player to intentionally violate the rules of the game.

2’. In many normal cases, it is not wrong for a player to intentionally violate the rules of the game (e.g. fouling to stop the clock in basketball).

According to both formalism and informalism, the rules of the game include the formal rules of the game. Both traditional positions avoid the incompatibility problems by rejecting 1 and 1'. Practiceism rejects 2 and 2’: it maintains that the rules are the rules manifested in playing the game, not the formal rules.

Practiceism presents two theses: (a) the real rules of the game are the rules players follow: the practice determines the rules, and not vice versa. (b) the (first order) rules of a game determine what is legitimate within the game.  相似文献   


19.
Although many studies have focused on aggression or visual-spatial cognition effects of video games, the problem-solving aspects have been largely ignored. This study sought to expand the existing literature on video game effects by focusing on a rarely-tested outcome: creative production. As a game with few rules and a high amount of player freedom, Minecraft exemplifies a game that fosters players’ abilities for creative expression. This experimental study included 352 undergraduates and it compared the effect of playing Minecraft on creativity measures compared to watching a TV show (passive control), a driving game (game control), and playing Minecraft with specific instructions (an instructional control). A within-subjects analysis found a significant correlation between trait creativity and game play habits. Between-groups experimental analyses showed that players randomly assigned to play Minecraft without instruction demonstrated significantly higher scores on post-game creativity measures compared to those who played Minecraft with instructions to “be creative,” those who played a driving game, or those who watched a television show. Results indicate that effects are not solely predicted by game mechanics, but also by the way the player plays.  相似文献   

20.
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