Simulating Good and Evil
Title | Simulating Good and Evil PDF eBook |
Author | Marcus Schulzke |
Publisher | Rutgers University Press |
Pages | 223 |
Release | 2020-09-17 |
Genre | Computers |
ISBN | 1978818580 |
Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech.
Seduction
Title | Seduction PDF eBook |
Author | Jean Baudrillard |
Publisher | Palgrave Macmillan |
Pages | 192 |
Release | 1991-01-15 |
Genre | Social Science |
ISBN | 9780312052942 |
Examines modern critical theory, feminism, and psychoanalysis, and discusses the modern concept of sex roles and the political aspect of human sexuality.
Disability Identity in Simulation Narratives
Title | Disability Identity in Simulation Narratives PDF eBook |
Author | Anelise Haukaas |
Publisher | Springer Nature |
Pages | 198 |
Release | 2023-12-14 |
Genre | Literary Criticism |
ISBN | 3031444825 |
Disability Identity in Simulation Narratives considers the relationship between disability identity and simulation activities (ranging from traditional gameplay to more revolutionary technology) in contemporary science fiction. Anelise Haukaas applies posthumanist theory to an examination of disability identity in a variety of science fiction texts: adult novels, young adult literature and comics, as well as ethnographic research with gamers. Haukaas argues that instead of being a means of escapism, simulated experiences are a valuable tool for cultivating self-acceptance and promoting empathy. Through increasingly accessible technology and innovative gameplay, traditional hierarchies are dismantled, and different ways of being are both explored and validated. Ultimately, the book aims to expand our understandings of disability, performance, and self-creation in significant ways by exploring the boundless selves that the simulated environments in these texts allow.
On the Simulation of Mental Disorders
Title | On the Simulation of Mental Disorders PDF eBook |
Author | Carl Jung |
Publisher | Livraria Press |
Pages | 93 |
Release | 2024-05-09 |
Genre | Philosophy |
ISBN | 3689384982 |
On the Simulation (faking) of Mental disorders (original German: Über Simulation von Geistesstörung) is an early 1903 essay by Jung on the challenges of diagnosing mental conditions when the patient is confused themselves. Jung addresses the intentional feigning or simulation of mental disorders. He examines the challenges of differentiating between genuine mental illness and simulation, particularly in legal and clinical settings. Jung notes that while many simulators are not mentally normal, they often have traits of degeneracy or hysteria. These traits can complicate the diagnosis, as hysterical individuals may exhibit behaviors that mimic genuine mental disorders. The document highlights the challenges faced by psychiatrists in differentiating between real and feigned symptoms, stressing the lack of an infallible method to unmask simulators. This edition contains a new translation from the original German manuscript with an Afterword by the Translator, a philosophic index of Jung's terminology and a timeline of his life and works. In this important forensic work, Jung grapples with the complex issue of malingering, where individuals consciously or unconsciously fabricate mental illness symptoms. He focuses on the legal and psychiatric implications of simulated insanity, stressing how difficult it is to separate true mental illness from deception, especially when hysteria or degenerative traits are involved. Jung underscores how feigned symptoms often emerge in patients with existing psychological disturbances, complicating the clinician’s ability to make definitive diagnoses. This work had profound implications in the field of legal psychiatry, as it highlighted the importance of careful psychological evaluation in court cases. Jung’s approach contributed significantly to developing more sophisticated methods of psychiatric assessments within the legal system
We Live in a Simulation Created by God
Title | We Live in a Simulation Created by God PDF eBook |
Author | Tom Zuber |
Publisher | Matthew 5:17-19, LLC |
Pages | 349 |
Release | 2024-06-03 |
Genre | Religion |
ISBN |
Much of the contemporary world has become cynical about the existence of God. The cynicism stems in large part from an unearned notion that physics and evolution are inconsistent with Scripture. We Live in a Simulation Created by God attempts to dismantle this notion that science is inconsistent with Judeo-Christian-Islamic Scripture and monotheistic tenets of Hinduism and Buddhism, including those relating to karma, and the influence of consciousness on our environment à la quantum mechanics. We’ll reference things like the inability of any particle in the Universe to move faster than the speed of light, the fact that dark matter and dark energy don’t actually exist, and the illusory quality of quantum particles, as well as a little bit of biochemistry and some very basic math, to demonstrate that the more we grow our scientific knowledge, the more consistent science and Scripture become. More particularly, the data set comprised by the Universe is less consistent with the accidental creation of the self-reflective living human machine by unguided natural selection alone than it is with the notion of humanity comprising consciousness perceiving via avatars within a learning simulation Programmed by Supreme Intellect. Furthermore, humanity will achieve the purpose of this karmic quantum Video Game only ever together, noting that our Assigned purpose is this: to learn to live the Golden Rule across our species in the context of the knowledge of evil for which we opted in before ever acquiring the wisdom to handle it, with nothing but monotheism, Scripture, and the prophets to tether us to our Creator in Reality, all as provided in express terms in Abrahamic Scripture, and all pursuant to the reign of the Christ in the Kingdom of God.
Ontology, Epistemology, and Teleology for Modeling and Simulation
Title | Ontology, Epistemology, and Teleology for Modeling and Simulation PDF eBook |
Author | Andreas Tolk |
Publisher | Springer Science & Business Media |
Pages | 379 |
Release | 2012-08-10 |
Genre | Technology & Engineering |
ISBN | 3642311407 |
In this book, internationally recognized experts in philosophy of science, computer science, and modeling and simulation are contributing to the discussion on how ontology, epistemology, and teleology will contribute to enable the next generation of intelligent modeling and simulation applications. It is well understood that a simulation can provide the technical means to display the behavior of a system over time, including following observed trends to predict future possible states, but how reliable and trustworthy are such predictions? The questions about what we can know (ontology), how we gain new knowledge (epistemology), and what we do with this knowledge (teleology) are therefore illuminated from these very different perspectives, as each experts uses a different facet to look at these challenges. The result of bringing these perspectives into one book is a challenging compendium that gives room for a spectrum of challenges: from general philosophy questions, such as can we use modeling and simulation and other computational means at all to discover new knowledge, down to computational methods to improve semantic interoperability between systems or methods addressing how to apply the recent insights of service oriented approaches to support distributed artificial intelligence. As such, this book has been compiled as an entry point to new domains for students, scholars, and practitioners and to raise the curiosity in them to learn more to fully address the topics of ontology, epistemology, and teleology from philosophical, computational, and conceptual viewpoints.
Beyond Choices
Title | Beyond Choices PDF eBook |
Author | Miguel Sicart |
Publisher | MIT Press |
Pages | 189 |
Release | 2013-09-06 |
Genre | Games & Activities |
ISBN | 0262019787 |
How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.