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第一人称     
本文考察了卡普兰、弗雷格和刘易斯等人的观点,对第一人称代词“我”分别从语义学刻画、自我概念以及它在信念、命题中所起的作用等方面做了深入分析.本文首先讨论了卡普兰等人关于“我”的语义学观点.对“我”的语义学说明的困难在于:“我”确定指称的方式似乎因人而异,每个人在使用“我”时都有其特殊的指称方式;即使如此,人们仍然能够相互交流和理解.作者同意卡普兰的观点:要通过描述“我”的使用方法而非寻找弗雷格式的涵义来刻画“我”的语义.人们使用“我”时都依赖于一个先在的自我概念.作者随后考察了笛卡尔、休谟等人关于“自我”的观点,批评笛卡尔的“主体”理解会导致唯我论和循环,而休谟的“漂浮”的“自我”则根本无法理解.作者赞同笛卡尔关于“我”是思想主体和身体共同构成的统一实体的观点.作者还批评了安斯康姆将“我”等同于笛卡尔式自我而“我”并非指称性表达式的观点,指出她无法解释为何可对包含“我”的句子做存在概括.随后,作者考察了刘易斯对“命题”、“可能世界”以及“自我”等的理解,指出:虽然在刘易斯和他之间有明显分歧,但他们都认为每个可能世界是唯一的,且都把其中一个可能世界视为现实世界,但在哪个可能世界是现实世界上却发生分歧.文章认为,我们每一个人都以一种特殊的方式把握“自我”,这种认识方式比任何纯粹的语言学描述更基本,它是我们使用第一人称的基础.  相似文献   

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Despite the growing popularity of online game playing, there has been no primary survey of its players. Therefore, an online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, marital status, nationality, education level, occupation). The survey also examined playing frequency (i.e., amount of time spent playing the game a week), playing history (i.e., how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character), the favorite and least favorite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that 81% of online game players were male, and that the mean age of players was 27.9 years of age. For many players, the social aspects of the game were the most important factor in playing. A small minority of players appear to play excessively (over 80 h a week), and results suggest that a small minority sacrifice important activities in order to play (e.g., sleep, time with family and/or partner, work, or schooling).  相似文献   

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Hunter  David 《Philosophia》2017,45(2):677-700
Philosophia - I argue that while practical reasoning is essentially first personal it does not require having essentially first personal thoughts. I start with an example of good practical...  相似文献   

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To date there has been very little empirical research into Internet gambling and none relating to the recent rise in popularity of online poker. Given that recent reports have claimed that students may be a vulnerable group, the aim of the current study was to establish basic information regarding Internet poker playing behavior among the student population, including various motivators for participation and predictors of problematic play. The study examined a self-selected sample of student online poker players using an online survey (n=422). Results showed that online poker playing was undertaken at least twice per week by a third of the participants. Almost one in five of the sample (18%) was defined as a problem gambler using the DSM-IV criteria. Findings demonstrated that problem gambling in this population was best predicted by negative mood states after playing, gender swapping whilst playing, and playing to escape from problems.  相似文献   

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According to the Dualistic Model of Passion, two forms of passion can motivate a behavior: harmonious passion and obsessive passion. Across various life activities, studies have found that the two forms of passion show different relationships with affect, linking harmonious passion to positive affect and obsessive passion to negative affect. To investigate if this pattern also holds for online gaming, the present study investigated 160 gamers involved in playing massively multiplayer online role-playing games (MMOs) and examined positive and negative affect (a) when playing and (b) when prevented from playing. In addition, the effects of general affect and craving for playing MMOs were controlled for. Results were as expected from the Dualistic Model of Passion: harmonious passion for online gaming predicted positive affect when playing whereas obsessive passion predicted negative affect when playing and when prevented from playing. Moreover, these effects remained unchanged when general affect and craving were controlled for. With this, the present research shows that individual differences in passion for online gaming explain unique variance in gaming-related emotions. Moreover, the present findings suggests that craving is a variable that future research on positive and negative affect in online gaming should pay closer attention to.  相似文献   

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First and third person wording of items on a sex role attitude questionnaire were examined. No correlation was found between women's scores on two versions of the Wellesley Role Orientation Scale (WROS) which were identical except for the pronouns. These results suggest that despite similar content, items worded in the first person are not equivalent to third person items as measures of sex roles. Third person scores of women were much higher than first person scores and were similar to third person scores of men. This was interpreted as indicating that normative expectations regarding women's roles are far more traditional than stated preferences of college women in the sample studied.  相似文献   

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指示是一种非常普遍的语言现象。医患会话交际中医生第一人称复数指示语的使用非常灵活,可分为两类,一类是与医疗机构或医生职业同盟,增强自己的权威;另一类则是采用移情、弱化策略缩小与患者的权力对比,消除患者忧虑,增进医患交流与关系融洽。  相似文献   

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This research investigated the associations between personality traits and both normal and problematic massively multiplayer online role playing game (MMORPGs) play, as measured by a self report scale. A total of 225 participants completed the online questionnaire, 66 of whom played MMORPGs. Correlational analyses indicated that low levels of functional impulsivity and agreeableness alongside high levels of verbal aggression and video game dependency were associated with greater amount of time spent playing MMORPGs. When comparing problematic and non-problematic MMORPG players directly, problematic players were found to be lower in self regulation, dysfunctional impulsivity and agreeableness, suggesting that these traits may be important in the development and maintenance of problematic MMORPG use.  相似文献   

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Davidson and Burge have claimed that the conditions under which self‐knowledge is possessed are such that externalism poses no obstacle to their being met by ordinary speakers and thinkers. On their accounts, no such person could fail to possess self‐knowledge. But we do from time to time attribute to each other such failures; so we should prefer to their accounts an account that preserves first person authority while allowing us to make sense of what appear to be true attributions of such failures. While the core idea behind Davidson's and Burge's accounts appears ioadequate to this task, I argue that it can be deployed in such a way as to deliver the desired result. What makes this possible is that two attitude‐types can differ as follows: the self‐knowledge required for an utterance to be a Oing that p is different from the self‐knowledge required for it to be a Ψfing that p.  相似文献   

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This article investigates the ways in which players of massively multiplayer online role‐playing games (MMORPGs) internalize being a player into their self‐concept. In accordance with the social identity framework, we assume that being a player and being a member of a guild within the game can both shape the social identity of members. In two studies, we survey players inside or outside the MMORPG. Players are interviewed either at an interguild comparison level or at the more inclusive level of MMORPG players. Study 1 (n = 84) reveals favoritism for the in‐group guild in a within‐game context, and Study 2 (n = 200) shows that valuation of and identification with the in‐group are moderated by the interview context and the level of category inclusion: Inside the game, the guild is more valued and identification is emphasized. In contrast, valuation of and identification with MMORPG players is not influenced by the interview context. Together, by examining both valuation and identification processes, this research reveals that playing online games may be self‐involving because being a player, but also being a member of a guild, directly contribute to the social identity. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

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My interlocuter is Locke with his reduction of person to personal consciousness. This reduction is a main reason preventing people from acknowledging the personhood of the earliest human embryo, which lacks all personal consciousness. I show that Catholic Christians who live the sacramental life of the Church have reason to think that they are, as persons, vastly more than what they experience themselves to be, for they believe that the sacraments work effects in them as persons that can only be believed but that cannot be experienced within themselves in this life. I also show that Christians and non-Christians alike have an experience of moral good and evil in themselves that implies that they are, as moral persons, far more than they find in their conscious self-presence. It is, therefore, natural to think that if my being a person so far exceeds my consciousness, I may well have once existed as person even before the awakening of consciousness.  相似文献   

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In 1920, the Lambeth Conference of Anglican bishops issued the “Appeal to All Christian People.” While much has been written on its genesis in 1920 and its impact on the later ecumenical movement and on Anglicanism, much less has been written about the relationship of the sort of ecumenism espoused by the Lambeth Appeal to the international political developments of the time. This article assesses the impact of the First World War and the Versailles Settlement on some of the assumptions underlying the Lambeth Appeal, examining how the appeal was in many ways a by-product of a new form of internationalism, which itself was closely related to the reinterpretation of the British Empire that emerged during the war.  相似文献   

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Often we have coarsely grained knowledge: for example, we know about how many people are present. In possessing such knowledge, we also have finer grained knowledge of what is not: there certainly is nothing like that number of people here. The combination of such knowledge types, through sorites, generates contradiction and bafflement. This paper seeks to resolve the bafflement: it rejects a Timothy Williamson proposal, introduces muddle numbers and inference gaps, and shows how the different grains of knowledge do not always meet. In so doing, the paper identifies a distinctive first‐person inferring.  相似文献   

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