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
This essay explores the features in virtue of which games are valuable or worthwhile to play. The difficulty view of games holds that the goodness of games lies in their difficulty: by making activities more complex or making them require greater effort, they structure easier activities into more difficult, therefore more worthwhile, activities. I argue that a further source of the value of games is that they provide players with an experience of freedom, which they provide both as paradigmatically unnecessary activities and by offering opportunities for relatively unconstrained choice inside the ‘lusory’ world that players inhabit. 相似文献
Research on gaming effects has focused on adolescence, a developmental period in which peer relationships become increasingly salient. However, the impact of peers on the effects of violent gaming on adolescents has been understudied. This study examined whether adolescents’ exposure to violent video games predicted their own and their friend's aggression one year later. Among 705 gaming adolescents, 141 dyads were identified based on reciprocated best friend nominations (73.8% male, Mage = 13.98). Actor‐Partner Interdependence Models indicated that adolescent males’ (but not females’) exposure to violent games positively predicted the aggression of their best friend 1 year later. This effect appeared regardless of whether the friends played video games together or not. The study illustrates the importance of peers in the association between violent gaming and aggression. 相似文献
ObjectivesThe ability to perform a context-free 3-dimensional multiple object tracking (3D-MOT) task has been highly related to athletic performance. In the present study, we assessed the transferability of a perceptual-cognitive 3D-MOT training from a laboratory setting to a soccer field, a sport in which the capacity to correctly read the dynamic visual scene is a prerequisite to performance.DesignThroughout pre- and post-training sessions, we looked at three essential skills (passing, dribbling, shooting) that are used to gain the upper hand over the opponent.MethodWe recorded decision-making accuracy during small-sided games in university-level soccer players (n = 23) before and after a training protocol. Experimental (n = 9) and active control (n = 7) groups were respectively trained during 10 sessions of 3D-MOT or 3D soccer videos. A passive control group (n = 7) did not received any particular training or instructions.ResultsDecision-making accuracy in passing, but not in dribbling and shooting, between pre- and post-sessions was superior for the 3D-MOT trained group compared to control groups. This result was correlated with the players' subjective decision-making accuracy, rated after pre- and post-sessions through a visual analogue scale questionnaire.ConclusionsTo our knowledge, this study represents the first evidence in which a non-contextual, perceptual-cognitive training exercise has a transfer effect onto the field in athletes. 相似文献
Considerable research has demonstrated that playing violent video games can increase aggression. The theoretical framework upon which a good deal of this research has rested is known as the General Aggression Model (GAM; [Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53, 27–51]). The current study tested an assumption of the GAM by examining if the dispositional trait of anger moderated the relation between violent video games and aggression. A total of 167 undergraduate students (79 females, 88 males) first completed a measure of anger and were then randomly assigned to play either a non-violent or violent video game. After the video game play period, participants completed ambiguous story stems in order to assess aggression. Consistent with predictions of the GAM, anger significantly moderated the effect of video game violence on aggression. Specifically, participants who were angry were more affected by violent video games than participants who were not angry. 相似文献