Category

Philosophy

Related concepts (408)
Etiology
Etiology (ˌiːtiˈɒlədʒi; alternatively spelled aetiology or ætiology) is the study of causation or origination. The word is derived from the Greek word (), meaning "giving a reason for" (). More completely, etiology is the study of the causes, origins, or reasons behind the way that things are, or the way they function, or it can refer to the causes themselves. The word is commonly used in medicine (pertaining to causes of disease) and in philosophy, but also in physics, biology, psychology, government, geography, spatial analysis and theology in reference to the causes or origins of various phenomena.
Pathos
Pathos (ˈpeɪθɒs, USˈpeɪθoʊs; plural: pathea or pathê; πάθος, for "suffering" or "experience") appeals to the emotions and ideals of the audience and elicits feelings that already reside in them. Pathos is a term used most often in rhetoric (in which it is considered one of the three modes of persuasion, alongside ethos and logos), as well as in literature, film and other narrative art. Emotional appeal can be accomplished in many ways, such as the following: by a metaphor or storytelling, commonly known as a hook; by passion in the delivery of the speech or writing, as determined by the audience; by personal anecdote.
Erasmus
Desiderius Erasmus Roterodamus (ˌdɛzɪˈdɪəriəs_ɪˈræzməs; ˌdeːziˈdeːriʏs eˈrɑsmʏs; English: Erasmus of Rotterdam or Erasmus; 28 October 1466 – 12 July 1536) was a Dutch Christian humanist, Catholic theologian, educationalist, satirist and philosopher. Through his vast number of translations, books, essays and letters, he is considered one of the most influential thinkers of the Northern Renaissance and one of the major figures of Dutch and Western culture.
Logic puzzle
A logic puzzle is a puzzle deriving from the mathematical field of deduction. The logic puzzle was first produced by Charles Lutwidge Dodgson, who is better known under his pen name Lewis Carroll, the author of Alice's Adventures in Wonderland. In his book The Game of Logic he introduced a game to solve problems such as confirming the conclusion "Some greyhounds are not fat" from the statements "No fat creatures run well" and "Some greyhounds run well".
Empiricism
In philosophy, empiricism is an epistemological view that holds that true knowledge or justification comes only or primarily from sensory experience. It is one of several competing views within epistemology, along with rationalism and skepticism. Empiricism emphasizes the central role of empirical evidence in the formation of ideas, rather than innate ideas or traditions. However, empiricists may argue that traditions (or customs) arise due to relations of previous sensory experiences.
Moral agency
Moral agency is an individual's ability to make moral choices based on some notion of right and wrong and to be held accountable for these actions. A moral agent is "a being who is capable of acting with reference to right and wrong." Most philosophers suggest only rational beings, who can reason and form self-interested judgments, are capable of being moral agents. Some suggest those with limited rationality (for example, people who are mildly mentally disabled or infants) also have some basic moral capabilities.
Socratic questioning
Socratic questioning (or Socratic maieutics) was named after Socrates. He used an educational method that focused on discovering answers by asking questions from his students. According to Plato, who was one of his students, Socrates believed that "the disciplined practice of thoughtful questioning enables the scholar/student to examine ideas and be able to determine the validity of those ideas". Plato described this rigorous method of teaching to explain that the teacher assumes an ignorant mindset in order to compel the student to assume the highest level of knowledge.
Analogy
Analogy is a comparison or correspondence between two things (or two groups of things) because of a third element that they are considered to share. In logic, it is an inference or an argument from one particular to another particular, as opposed to deduction, induction, and abduction. It is also used of where at least one of the premises, or the conclusion, is general rather than particular in nature. It has the general form A is to B as C is to D.
Game balance
Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience. Game balance is generally understood as introducing a level of fairness for the players. This includes adjusting difficulty, win-loss conditions, game states, economy balancing, and so on to work in tandem with each other. The concept of game balance depends on the game genre.
Value judgment
A value judgment (or value judgement) is a judgment of the rightness or wrongness of something or someone, or of the usefulness of something or someone, based on a comparison or other relativity. As a generalization, a value judgment can refer to a judgment based upon a particular set of values or on a particular value system. A related meaning of value judgment is an expedient evaluation based upon limited information at hand, where said evaluation was undertaken because a decision had to be made on short notice.

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