Children's Cultures after Childhood DOI Creative Commons
Justyna Deszcz–Tryhubczak, Macarena García‐González,

La Narrativa

et al.

Children's literature, culture, and cognition, Journal Year: 2023, Volume and Issue: unknown

Published: July 20, 2023

Children’s Cultures after Childhood introduces theoretical concepts from new materialist and posthumanist childhood studies into research on children’s literature, film, media texts with attention to the entanglements of which they are part. Thirteen chapters by international contributors diverse disciplinary fields (literary studies, cultural education, studies) offer a cross-section empirical approaches sharing an inspiration in notion “after childhoods”, proposed Peter Kraftl, geographer, conceptualize methodological orientations lives past, present, future childhoods. This interdisciplinary collection will be interest scholars working literature culture studies.

Language: Английский

From curiosity to play: re‐evaluating the evolutionary origins of play DOI Open Access
Sakumi Iki

Biological reviews/Biological reviews of the Cambridge Philosophical Society, Journal Year: 2025, Volume and Issue: unknown

Published: March 5, 2025

The origins of play remain a profound puzzle in animal evolution. Play is often characterised as seemingly non-functional behaviour that confers little survival or reproductive benefit. This characteristic makes the evolution appear paradoxical under Darwinian principles, which posit traits must be beneficial to selected. Given adaptive benefits are unclear even for well-established forms extant animals, it seems improbable an incipient form earliest stages emerged due decisive selective advantage. conventional view has gained traction suggests evolved not trait but by-product energetic, ontogenetic, ecological, and psychological facilitating factors. Building upon previous empirical theoretical studies, this review discusses evolutionary relationship between exploration. More specifically, argues relying on classification dividing exploration into intrinsic extrinsic types can help us articulate both mechanistic continuities discontinuities Based distinction, article proposes following hypothesis: originally curiosity-motivated hypothesis supported by recent evidence indicating may have co-opting some mechanisms curiosity, including (i) commonality stimuli elicit curiosity those play, (ii) shared neural basis involving reward executive control systems. I also discuss new testable predictions derived from outline future research directions, comparative phylogenetic eco-sociological analyses, psycho-behavioural approaches.

Language: Английский

Citations

0

L.ink: Illustrating Controllable Surprise with L-System Based Strokes DOI

Er-Hao Chen,

Tongyu Zhou, Joshua Kong Yang

et al.

Published: April 23, 2025

Language: Английский

Citations

0

Active Inference Goes to School. The Importance of Active Learning in the Age of Large Language Models DOI Open Access
Laura Desirée Di Paolo, Ben White, Avel GUÉNIN--CARLUT

et al.

Published: Jan. 24, 2024

Human learning essentially involves embodied interactions with the material world. But our worlds now include increasing numbers of powerful and (apparently) disembodied generative AIs. In what follows we ask how best to understand these new (somewhat “alien”, because their nature) resources incorporate them in educational practices. We focus on methodologies that encourage exploration ‘prepared’ environments, such as carefully organised settings Montessori education. Using Active Inference Framework, approach questions by thinking about human epistemic foraging prediction error minimization. end arguing AIs should figure naturally elements prepared environments facilitating sequences precise enabling trajectories self-correction. ways anticipate synergies between (essentially) forms intelligence.

Language: Английский

Citations

3

Active inference goes to school: the importance of active learning in the age of large language models DOI Creative Commons
Laura Desirée Di Paolo, Ben White, Avel GUÉNIN--CARLUT

et al.

Philosophical Transactions of the Royal Society B Biological Sciences, Journal Year: 2024, Volume and Issue: 379(1911)

Published: Aug. 19, 2024

Human learning essentially involves embodied interactions with the material world. But our worlds now include increasing numbers of powerful and (apparently) disembodied generative artificial intelligence (AI). In what follows we ask how best to understand these new (somewhat ‘alien’, because their nature) resources incorporate them in educational practices. We focus on methodologies that encourage exploration ‘prepared’ environments, such as carefully organized settings Montessori education. Using active inference framework, approach questions by thinking about human epistemic foraging prediction error minimization. end arguing AI should figure naturally elements prepared environments facilitating sequences precise enabling trajectories self-correction. ways, anticipate synergies between di s (essentially) forms intelligence. This article is part theme issue ‘Minds movement: cognition age intelligence’.

Language: Английский

Citations

3

The Psychological Benefits of Scary Play in Three Types of Horror Fans DOI
Coltan Scrivner, Marc Malmdorf Andersen,

Uffe Schjødt

et al.

Journal of Media Psychology Theories Methods and Applications, Journal Year: 2022, Volume and Issue: 35(2), P. 87 - 98

Published: Aug. 9, 2022

Abstract: Why do people seek out frightening leisure activities such as horror films and haunted attractions, does the experience benefit them in any way? In this article, we address these questions through two separate studies. Study 1, asked American fans ( n = 256) why they like identified three overall types of fans, which term “Adrenaline Junkies,” “White Knucklers,” “Dark Copers.” 2, collected data from Danish visitors at a house attraction 258) replicated findings 1 by finding same fans. Furthermore, show that report distinct benefits experiences. Adrenaline Junkies reported immediate enjoyment, White Knucklers personal growth, Dark Copers both. These results suggest are not only an outlet for sensation-seeking, allure may have much to with learning growth it has high-arousal fun.

Language: Английский

Citations

14

General intelligence requires rethinking exploration DOI Creative Commons
Minqi Jiang,

Tim Rocktäschel,

Edward Grefenstette

et al.

Royal Society Open Science, Journal Year: 2023, Volume and Issue: 10(6)

Published: June 1, 2023

We are at the cusp of a transition from 'learning data' to what data learn from' as central focus artificial intelligence (AI) research. While first-order learning problem is not completely solved, large models under unified architectures, such transformers, have shifted bottleneck how effectively train acquire and use task-relevant data. This problem, which we frame

Language: Английский

Citations

9

Synthesising boredom: a predictive processing approach DOI Creative Commons
Tom Darling

Synthese, Journal Year: 2023, Volume and Issue: 202(5)

Published: Nov. 2, 2023

Abstract I identify and then aim to resolve a tension between the psychological existential conceptions of boredom. The dominant view in psychology is that boredom an emotional state adaptive self-regulatory. In contrast, philosophical phenomenological tradition, often considered as existentially important mood. leverage predictive processing framework offer integrative account allows us these tensions. This explains functional aspects boredom-as-emotion literature, offering principled way defining boredom’s function terms prediction-error-minimisation. However, mediated through processing, we can also integrate mood; this light, tracks our grip on world – revealing potentially fundamental (mis)attunement.

Language: Английский

Citations

8

Exploration of Novelty as Part of the Player Experience of Need Satisfaction in Games DOI
Mehmet Kosa, Ahmet Uysal

Interacting with Computers, Journal Year: 2024, Volume and Issue: unknown

Published: March 15, 2024

Abstract Need for novelty has been proposed as a potential candidate to be basic psychological need, in addition autonomy, competence, and relatedness the Self-Determination Theory literature. In this paper, we investigate need video gaming domain, examine whether it differentiates distinct construct from other three needs of competence relatedness. To able test this, examined uniquely predicts context specific outcomes, such concentration, satisfaction commitment games. We conducted an online survey with 390 game players. Regression analyses showed that indeed emerges construct, positive outcomes. This study provides initial support is needed players' intrinsic motivation, shows importance gaming. discuss new avenues research related how consideration may impact design.

Language: Английский

Citations

2

How does Juicy Game Feedback Motivate? Testing Curiosity, Competence, and Effectance DOI Creative Commons
Dominic Kao, Nick Ballou, Kathrin Gerling

et al.

Published: May 11, 2024

'Juicy' or immediate abundant action feedback is widely held to make video games enjoyable and intrinsically motivating. Yet we do not know why it works: Which motives are mediating it? features afford In a pre-registered (n=1,699) online experiment, tested three mapping prior practitioner discourse—effectance, competence, curiosity—and connected design features. Using dedicated RPG 2x2+control design, varied amplification, success-dependence, variability recorded self-reported effectance, curiosity, enjoyment as well free-choice playtime. Structural equation models show curiosity the strongest only playtime predictor support theorised competence pathways. Success dependence enhanced all motives, while amplification unexpectedly reduced them, possibly because condition unintentionally impeded players' sense of agency. Our study evidences uncertain success affording an underappreciated moment-to-moment engagement driver, directly supports competence-related theory, suggests that juicy game feel guidance ties legible action-outcome bindings graded preconditions positive 'low-level' user experience.

Language: Английский

Citations

2

The effects of play stimulation on cognitive capacities of chickens DOI Creative Commons
Claudia Zeiträg, P.S. Jensen

Frontiers in Ethology, Journal Year: 2024, Volume and Issue: 3

Published: June 24, 2024

Play is a widespread phenomenon in the animal kingdom with observations from all vertebrate classes. The adaptive value of this behaviour, however, remains unclear. In past century, numerous theories have been put forward, ranging releasing surplus energy to training species-specific behaviours. However, none these can fully explain functions play. A recent neurocognitive theory suggests that play allows brain encounter many different and surprising situations provide it opportunities learn about environment form predictions it. This has, our knowledge, previously not experimentally tested. To start exploring connection between cognition, we compared cognitive capacities White Leghorn chicks were stimulated first five weeks their lives did receive any stimulation. More specifically, wanted test specific types domains. achieve this, designed two treatments: object players provided variety toys during treatment, social released into an arena plenty space conspecifics, as has shown trigger Subsequently, three treatments (control, players, players) tested battery consisting experiments targeting domain physical domain. We found no improvement either treatment group control subjects, though appears affected some behavioural variables recorded tests. Chicks had played socially general bolder, more explorative access resources might subsequently allow them exploit efficiently, which could turn affect welfare they be resilient stress resources. studies will needed assess long-term effects on chickens.

Language: Английский

Citations

2