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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

ATHEISM AND THE EFFECTS OF MORTALITY SALIENCE AND LIMITED ANALYTIC PROCESSING ABILITY ON RELIGIOUS FAITH AND TELEOLOGICAL THINKIN

Waggoner, Brett Jordan, 03 July 2018 (has links)
No description available.
2

The cognitive perspective in business model research: Contributions from corporate entrepreneurship initiatives to cope cognitive biases in business model design

Rössler, Mirjam 05 February 2020 (has links)
Accentuating the role of managerial cognition in business model design, scholarly work recently conceptualizes business models as cognitive phenomenon reflecting managerial mental models. However, this theoretical position has been largely criticized for its emphasis on the limitations of human cognition, resulting in studies that explore the manifestation of cognitive constraints. To further advance the conceptualization of business models as cognitive structures, this dissertation focuses on the cognitive heuristics undergirding managerial reasoning to counter cognitive biases inherent in the design of new business models. Providing implications for research at the intersection of cognition and business model design, our studies are situated in the context of corporate entrepreneurship initiatives, spawning the entrepreneur at the nexus of individual and idiosyncratic context.:1 Introduction 2 Theoretical framework 2.1 Theoretical perspectives in business model research 2.2 Cognitive view in business model research 3 Scientific contribution 3.1 Article I: Not all are equal – Linking dominant and emergent business model logics in corporate entrepreneurship initiatives 3.2 Article II: Corporate entrepreneurship initiatives: Antagonizing cognitive biases in business model design 3.3 Article III: Situated entrepreneurial cognition in corporate incubators and accelerators: The business model as a boundary object List of appendices Bibliography
3

Disruptive game design : a commercial design and development methodology for supporting player cognitive engagement in digital games

Howell, Peter Mark January 2015 (has links)
First-person games often support the player’s gradual accretion of knowledge of the game’s rules during gameplay. They thus focus on challenging and developing performative skills, which in turn supports the player in attaining feelings of achievement and skills mastery. However, an alternative disruptive game design approach is proposed as an approach that encourages players to engage in higher-order thinking, in addition to performative challenges. This requires players to cognitively engage with the game at a deeper level. This stems from the player’s expectations of game rules and behaviours being disrupted, rather than supported, requiring players to learn and re-learn the game rules as they play. This disruptive approach to design aims to support players in satiating their needs for not only achievement and mastery at a performative level but also, their needs for problem-solving and creativity. Utilising a Research through Design methodology, a model of game space proposes different stages of a game’s creation, from conceptualisation through to the final player experience. The Ludic Action Model (LAM), developed from existing game studies and cognitive psychological theory, affords an understanding of how the player forms expectations in the game as played. A conceptual framework of game components is then constructed and mapped to the Ludic Action Model, providing a basis for understanding how different components of a game interact with and influence the player’s cognitive and motor processes. The Ludic Action Model and the conceptual framework of game components are used to construct the Disruptive Game Feature Design and Development (DisDev) model, created as a design tool for ‘disruptive’ games. The disruptive game design approach is then applied to the design, development, and publication of a commercial game, Amnesia: A Machine for Pigs (The Chinese Room, 2013). This application demonstrated the suitability of the design approach, and the proposed models, for establishing disruptive game features in the game as designed, developing those features in the game as created, to the final resolution in the game as published, which the player will then experience in the game as played. A phenomenological template analysis of online player discussions of the game shows that players tend to evaluate their personal game as played (i.e. their personal play experience) in relation to their a priori game as expected (i.e. the experience that they expected the game to provide). Players reported their play experiences in ways that suggested they had experienced cognitive engagement and higher-order thinking. However, player attitudes towards this type of play experience were highly polarised and seemingly dependent on the correspondence between actual and expected play experiences. The discussion also showed that different methods of disruption have a variable effect on the player experience depending on the primacy of the game feature being disrupted. Primary features are more effectively disrupted when the game’s responses to established player actions are subsequently altered. Secondary game features, only present in some sections, are most effectively disrupted when their initially contextualised behaviour is subsequently altered, or recontextualised. In addition, story-based feature disruption is most effected when the initial encoding stage is ambiguous, thus disrupting players’ attempts to form an initial understanding of them. However, these different methods of disruption may be most effective when used in conjunction with each other.
4

Dissolving Dualism : A Tripartite Model of Cognition for Religious Truth

Kalmykova, Elena January 2011 (has links)
This investigation can be described as a long journey to a final destination: a truth in religion. We start by considering dualism of the subjective and the objective, the classical model of cognition that underlies notions of truth. Dualistic notions of cognition lead to serious problems, especially for religious truth. Religions claim to state truths about the nature of the universe and human destiny, but these truths are incompatible. With a dualistic model this problem of diversity of religious truths leads to fundamentalism or relativism. Thus, this research aims to turn to the roots of the cognitive situation and investigate the way we cognize and relate to the world to provide a better model. As we consider the philosophical theories and empirical investigations of cognition, we come to the conclusion that dualism of the subjective and objective is not tenable. As the findings of contemporary mind sciences and phenomenologically oriented research indicate, human cognition is embodied, embedded, enacted, extended, and shaped by language. Thus, I propose to re-conceptualize the cognitive situation to provide a better philosophical account. I put forward a tripartite model of cognition, which unites language, action, and environment. The consequent application of this model to the issues of truth and religion shows that we can avoid the problem of diversity of truth claims. A tripartite model allows us to explain how we can maintain religion as true, despite the diversity of religious truth claims. Additionally, as this model is fundamental, its application leads to various new findings and inferences, which render anew the world and the way humans relate to it. Thus, our journey brings us to new frontiers of investigation.

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