Abstract This paper explains the concept of language-games, as related by Ludwig Wittgenstein, in which humans create language with loopholes that do not allow any person to know any fact, in statements expressing the truth, with certainty. The paper also discusses how Sigmund Freud's analysis of jokes parallels the idea of language-games as a societal norm for judging the truth of statements. Next, the paper investigates Paulo Virno's concept of the presence of the third person, or the praxis, which suggests that there is a societal norm judging the success of a joke.
From the Paper "Wittgenstein's attack on knowing with certainty suggests that language-games break down what humans consider as knowing. He does hint, however, that there are generalized rules that humans consider as true, although they will never be able to know with certainty if they are. These are as if the propositions listed in G.E. Moore's article. Because of this, one must conclude that there is a societal norm suggesting certain propositions are true, despite their logical-syllogistic proof."
Abstract In this paper, it is shown that the ever-changing cycle of language over a variety of cultures present relativism as the main argument for languagegames in the work of Wittgenstein and Descartes. Invariably both philosophers agree on relativism as a basis for understanding language, but differ greatly on how to perceive meaning. The paper shows that although Descartes presents reasoning as the key aspect of language that imparts greater status to human beings, he cannot provide any real hard evidence to decry the ostensive nature of words that Wittgenstein imparts on language.
From the Paper "This philosophical study will examine the relativism that resides in language games that are discusses in the writings of Ludwig Wittgenstein and Renee Descartes. By analyzing the various elements of Wittgenstein's "ostensive' relativistic approach to word meaning in language, one can realize how this compares to Descartes' relativism in declining real meaning at all in language games. In essence, one can compare and contrast the relativism associated with language games within the philosophical concepts brought forth by these philosophers. Ludwig Wittgenstein evaluates language through the concept of "ostensive" approaches to language. This form of relativism defines language as a meaning that is defined by a certain culture or belief, which cannot truly verify meaning through societal and ethnic bias."
Abstract Discusses Ludwig Wittgenstein's idea of sensation. Linkage of the sensations (art, aesthetics, religion) as individual sensations linked by language. Idea that language is unexact means of describing the senses. Languagegames as semantics. The language of aesthetics. Wittgenstein's exercises. Wittgenstein's theories and changing concept of languagegames. Notion of human culture.
From the Paper "LANGUAGE GAMES
INTRODUCTION AND THESIS:
Wittgenstein separates the idea of a sensation with that of a word to describe it. How often, for example, have we heard someone say "I feel; your pain!" which, as Wittgenstein would be prompt to point out, is impossible. The sensations, art, aesthetics, and religion are individual sensations, with a communal linkage called "language". But, compared to one's sensations, language is the most inexact means of describing what one feels or senses.
People, as Wittgenstein theorizes, "cannot be said to learn of my sensations only from my behaviour, for I cannot be said to learn of them-I have them" (Wittgenstein, 1953, p. 89). On the other hand, this sort of "investigation" of sensations makes Wittgenstein ask whether "..."
Abstract This paper presents a project that attempts to verify the role of strategic level war games in war-planning and to determine, in particular, the potentials of the Doziet strategic war game invented by Dozie Nwanna. The author cites the long history of war games and their impact on actual military strategy and success. The first part of the paper is comprised of a theoretical study of the general role of war games; the second half consists of a comparison of the Doziet war game with other popular war game devices. The author concludes that the introduction of increasingly sophisticated war gaming technology such as Doziet and Grand-Doziet have provided policymakers and military planners with the opportunity to better understand the potential implications of a given set of variables on the outcome of a military conflict.
Outline:
Introduction
Research Objective
Methodology
Contribution to Existing Body of Knowledge
Review and Discussion
Background and Overview
Traditional and Emerging Purposes of War Games Doziet War Game Description
War Game Strategy of Doziet
Physical Aspects of Doziet
Modus Operani of Doziet
The Ultimate Game - Grand-Doziet
Physical Aspects of Grand-Doziet
Potential Applications of the Various Models
Impact of Doziet and Grand-Doziet Technology
Overview of WASP Technology
Current and Future Trends
Conclusion
From the Paper "With a war on terrorism being actively prosecuted on two fronts today, and with the potential for two (or three) more in the future, the U.S. military is stretched very thin indeed. Because resources are by definition scarce, it is important for the armed forces to make the maximum use of the tools and talent that they have available to accomplish their organizational goals. In this regard, the Chief of Staff of the United States Army announced recently the intent to develop a strategy that will transform the Army over the next two to three decades into a force that will remain dominant across the full spectrum of operations while becoming more strategically responsive (Gonzales, Iv, Howe, Johnson, Moore & Pimie, 2001). These objectives, though, are constrained by the increasingly high costs associated with combat training and the need to maintain constant vigilance while pursuing any directly noncombat-related training endeavors such as war games, which are discussed further below."
Tags: war, games, Dozie, Nwanna, Doziet, strategic, war, game, terrorism
Abstract This paper explains that video games represent a site for role-playing in ways that violate both the corporate-constructed gender roles of game worlds, as well as the norms of masculine and feminine in our society. The writer discusses how this analysis applies to a range of levels in video game culture: the design level with its sub-culture of game patch design where users patch existing video games to fundamentally re-design game worlds that reflect distinct constructions of masculinity and femininity and the game play level where both female and male users play games in ways that challenge normative gender roles. The writer's main focus is on female game designers and players, whose interactions with video game culture critically undermines common conceptions of female gender identity.
Outline:
Introduction
Gender Bias as a Methodological Problem
Women Coding Women: The New Gaming Female
Conclusion
From the Paper "In reviewing the scholarly literature upon gender roles and video game culture, it is important to recognize the operation of gender bias as a methodological problem. Before one can address the subject of video game and gender role transgression among females, one must note the profound degree to which traditional gender biases appear to impact scholarship on the subject of video game culture. Consider, for example, the question of the popularity of video games among males versus females, as well as the view that males prefer "violent" games while female players tend to reject these games for games that better reflect "feminine" qualities. There is a substantial body of research literature that has argued since the late 1980s that video games are a predominantly male cultural preoccupation. Surveys tended to reveal an extraordinary disproportion both in terms of numbers of players and the lengths of time devoted to gameplay. For example, adolescent boys have been shown to be as much as three times more likely to play video games as adolescent girls."
Abstract In this article, the writer notes that at the time video-gaming entered society, no one could have guessed the manner in which video gaming would integrate into all aspects of today's world as much as it has. The writer points out that video gaming has been studied and been shown to have both positive and negative effects upon those who play video games. The writer researches the history, advances, concerns and future of video gaming, citing scholarly sources in the research. The writer concludes that video-gaming started out as simply a recreational past-time, but it is presently being used for training employees such as for instruction within the educational sector and for the creation of real-life or simulated activities in the science sector.
Outline:
Objective
Introduction
The History of Video Gaming The Advances in Video Gaming Concerns Related to Video Gaming The Future of Video Gaming Summary & Conclusion
From the Paper "Other recent research reported is that of the studies, three in number that were set for release in January by Anderson, Gentile & Buckley. These three studies include a correlational study, an experimental study and a longitudinal study (the first) with children. The experimental study consisted of 161 9-12 year old and 354 college aged students playing violent and non-violent video games. Findings state that violent games increased the aggressive behavior of both groups. The correlational study was conducted by surveying 189 high school students stating findings that those who engaged in games that are more violent also engaged in more behaviors that are violent. The longitudinal study was conducted over the period of a school year and state findings that the children who were witnessed to have increased their aggression were the same children who played more violent video games over the course of the school year."
Tags: recreation, instruction, educational, tool, computer, game
Abstract This paper provides a review of the relevant literature to determine the implications of computer-based gaming systems on children from a physical, psychosocial, and cultural perspective. More specifically, the paper attempts to determine if there is a link between the use of computer-, CD-, and DVD-based gaming systems, such as Playstation, and the incidence of juvenile crime, obesity, and poor academic achievement. A summary of the research is provided in the conclusion.
Introduction
Review and Discussion
Aims and Objectives of Dissertation
Review of Studies of Impact of Computer-Based Gaming Systems on Children.
Playstation/Video Games Versus Traditional Games Cultural Implications
Human-Computer Interaction (HCI)/Transference/Influence on Normal Behaviour/Influence
Outside Game Environment.
Moral Responsibility of Game Manufacturers/Correlation
with Crime
Future Trends and Potential Outcomes
Conclusion
From the Paper "The primary issue identified from the parental concerns expressed in the literature has been the perception that the use of gaming technology such as Playstation creates a raised level of anxiety and imitative violence in their children (Clayton 2003). This consideration is all-the-more compelling in view of the increased incidence of children with behavioral disorders; in fact, one of the most difficult child management issues facing parents and other caregivers today is the management of children with behavioral disorders, and, while all children can be defiant and challenge authority from time to time, the growing body of childhood behavioral disorders emerging is disturbing. The research to date consistently suggests that boys are overwhelmingly more likely to suffer from these disorders than are girls. Furthermore, boys are also more likely to engage in computer-based gaming activities (Clayton 2003)."
Abstract This paper takes an in-depth look at games as a way of engaging nursing students and maintaining their attention. This research study compares the effectiveness of two teaching strategies, lecture only and lecture with gaming, in baccalaureate nursing students' immediate knowledge and knowledge retention, using the concepts of arterial blood gases as the teaching exemplar. This study also explores students' attitudes towards gaming as an instructional strategy in nursing education.
Outline:
Chapter 1
Purposes of the Study
Statement of the Problems
Research Questions
Statement of Hypotheses
Theoretical Framework
Definition of Terms
Assumptions of the Study
Significance of the Study
Summary
Chapter 2
Review of the Literature
Theoretical Framework
Overview of Gaming Gaming in Nursing Education
From the Paper "Another game that demonstrated cognitive outcome gains was McDougal's (1992) 'Ionic Exchange Game.' According to McDougal, the game was developed to increase student involvement, understanding of electrolyte imbalances, and outcomes of interventions. To play the game, students are divided into groups representing intracellular and extracellular components, the cell membrane, mobile ions, and water molecules. Scenarios are presented and the students physically move across the cell membrane accordingly based on their knowledge of fluid and electrolyte exchange. A debriefing occurred after each scenario by the teacher which included a summary of key components. Advantages to the game included increased active student involvement, reinforcement of learning, and enhancement of group problem-solving skills."
Abstract Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. Playing violent video games also decreases prosocial behavior. Laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. Video game violence has a positive effect on aggressive behavior. By reducing exposure to violence, children can reduce their outward aggressive behavior.
Abstract Video games have become an increasing popular pastime. These new games are becoming increasingly realistic, making it more and more difficult for youth, especially the very young to depict the differences in reality. This paper looks at the correlation between highly violent and gory games and an increase of violent activity in the people who play them. It discusses how these games affect a person's memory and cognitive development.
From the Paper "In today's high tech, fast paced society with computer and video gaming evolving into and consuming our free time, the effects of its results are becoming increasingly evident. The mind as they say, is a terrible thing to waste, and with video gaming becoming so popular what will this trend do to the minds of those who play them. The mind is an awesomely complex, yet elegantly simple. It is the best organized three pounds, (bigger in some but not necessarily better) of matter in the universe. It applies an infinite number of cognitive models and systems to help it develop and establish what it can perceive as reality. There are billions of interconnected neurons that send out and receive messages. Each module in our brain serves a very specific function. While the human brain is highly developed and able to interpret its environment in a sophisticated way that no other animal can it is still an organ. The human brain while individually unique had the basic animalistic instincts that meet our needs for survival these instincts are very primitive and have remained virtually unchanged throughout evolution. These primitive emotional systems play a much more powerful role in shaping our thoughts and behaviors than once thought."
Abstract This paper consists of responses to three questions, all of which examine the subject of narrative in ludology--the study of games--as related to video games. The questions asked relate to video games as the mythology of the "digital age," the explicit or implicit didactic purpose of video games (if any), and whether the manner in which the narrative is told affects the way the story is "received.
From the Paper "In your view, are video games the new myth form of Digital Society? In my opinion video games are not the new myth form for the Digital Society. In discussing the hero's journey, Bob Bates states that "myths convey the values of society. Myths are how we teach each other who we are and how we should behave" (Into the Woods). Bates also indicates that myths actively guide the actions of people in the society that creates them (author emphasis added). Because video games, in general, do not drive the actions of society, they do not meet the criteria of 'mythology."
Abstract This paper relates that teens who play violent video games subsequently can become involved in violent behavior. The author points out the military's use of violent video games to train soldiers. The paper relates the effect on the brain of violent video games.
From the Paper "Violent video games promote teen violence. These games have come under attack in recent years because they have been associated with a corresponding increase in violence among the teens that play them. Following the Columbine shootings at ...."
Abstract The writer of this paper examines the impact of violence themed video games on certain individuals. This paper discusses the permissive messages within specific video games which promote and encourage violence. This paper focuses on various studies and research results which prove that there are significant and demonstrable connections between an individual's inclination to act violently and the type of video games the individual may have been exposed to.
From the Paper "Given the nature of children and given the nature of adults we can imagine although we have no direct evidence for it that parents worried over the effect of such violent tales as the Iliad and the Odyssey on their children. While a great deal has changed in the millennia that has passed since Homer composed those timeless tales one thing that has not changed is that parents still worry about the effects of being exposed to violence either real or fictitious."
Abstract This paper examines the effects of violent video games on teens and contends that the games promote violence. The paper makes the point that the military used violent video games to train soldiers and it increased violent behaviors.
From the Paper "Violent video games have come under attack in recent years because they have been associated with a corresponding increase in violence among the teens that play them. Following the Columbine shootings, at least seven states proposed bills restricting the sale of violent games. However an equally strong contingent on the opposite side of the issue brought legal challenges to bear on every one of the bills."
Abstract This paper explores the possibility of addiction to video games. Research articles are presented that look at the addictive qualities of the games and who is susceptible. The author also compares this addiction to drug and alcohol abuse and pathological gambling. This literature review combines information from various articles to take a closer look at this issue.
Outline:
Description of Video Games Definition of Addiction
The Players
Who is Susceptible to Addiction?
Measuring Levels of Addiction
Areas for Further Research
From the Paper "Video games are designed with many levels, appealing characters, interesting storylines and state-of-the art graphics. Some games use characters and movies that are already familiar and known to potential players. All of these factors have been designed to provide the user with a form of appealing entertainment that they want to purchase and then repeatedly to play. Video games are heavily advertised to attract a player's interest and then influence users into trying them."