scholarly journals The lexicographic composition of abstract games

2002 ◽  
Vol 19 (2) ◽  
pp. 429-434
Author(s):  
Somdeb Lahiri
Keyword(s):  
Author(s):  
Jason Begy

Despite their age and prevalence, abstract games are often overlooked in contemporary discussions of games and meaning. In this paper I offer experiential metaphors as a critical method applicable to all games, particularly abstract games. To do this I introduce structural metaphors, image schemata and experiential gestalts to explain how experiential metaphors function. I then compare this method with the simulation gap (Bogost 2006, 2007) and show how the two relate. I close with two examples of abstract games that function as experiential metaphors.


Author(s):  
Elisabeth Holl ◽  
André Melzer

Abstract. Games including meaningful narratives and moral decisions have become increasingly popular. This case study examines (a) the prevalence of morality and moral foundations, (b) player decisions when encountering moral options, and (c) the influence of contextual factors (i.e., time pressure, played avatar, and humanness of nonplayable characters) on moral decision-making in the popular video game Detroit: Become Human. Based on extensive coding of available world statistics we identified 73.21% morally relevant (vs. morally irrelevant) decisions in the game with a high prevalence for harm- and authority-related situations. Although players had an overall tendency to engage in moral behavior, they were more likely to act “good” when under time pressure and if nonhuman characters were involved. Our findings are discussed with regard to common theories of morality. Results support the notion that prior theoretical assumptions may be successfully mapped onto top-selling video games.


2004 ◽  
Vol 54 (1) ◽  
pp. 73-84 ◽  
Author(s):  
Ferenc Forgó

The paper gives a brief account of von Neumann's contribution to the foundation of game theory: definition of abstract games, the minimax theorem for two-person zero-sum games and the stable set solution for cooperative games with side payments. The presentation is self-contained, uses very little mathematical formalism and caters to the nonspecialist. Basic concepts and their implications are in focus. It is also indicated how von Neumann's groundbreaking work initiated further research, and a few unsolved problems are also mentioned.


1985 ◽  
Vol 8 (2) ◽  
pp. 199-224
Author(s):  
Antoni Wiweger

Concepts of category theory are applied to the investigation of some relations between automata and abstract games. The notion of a coloured automaton introduced in this paper provides a framework for a unified treatment of automata and abstract games. Both games and automata can be viewed as special cases of this general notion. A coloured automaton is defined to be a Mealy automaton with the additional structure of a coloured graph on the set of inputs. Various categories of coloured automata, automata, and games are described. It is shown that some forgetful functors between these categories have left adjoints, and explicit constructions of these adjoints are given. The main result is Theorem 5.5 which describes a construction of a free abstract game over a coloured automaton satisfying some additional conditions.


2016 ◽  
Author(s):  
Tracy Ewen ◽  
Jan Seibert

Abstract. Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting is first presented, supported by feedback from several educators who have used Irrigania to teach about the sustainable use of water resources, and decision making, at university and high school levels. We then present the development of two water games in a course for master students in geography, as a way to teach and communicate about water resource sharing, together with a discussion of the learning outcomes based on our experience and student feedback.


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