The Videogame Ethics Reader
Author | : Jos P. Zagal |
Publisher | : |
Total Pages | : 328 |
Release | : 2012-06 |
Genre | : |
ISBN | : 9781516550623 |
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Author | : Jos P. Zagal |
Publisher | : |
Total Pages | : 328 |
Release | : 2012-06 |
Genre | : |
ISBN | : 9781516550623 |
Author | : Jose Zagal |
Publisher | : |
Total Pages | : |
Release | : 2011-05-30 |
Genre | : |
ISBN | : 9781609276706 |
Author | : Schrier, Karen |
Publisher | : IGI Global |
Total Pages | : 406 |
Release | : 2010-12-31 |
Genre | : Games & Activities |
ISBN | : 160960122X |
"This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by publisher.
Author | : Richard Colby |
Publisher | : Springer Nature |
Total Pages | : 339 |
Release | : 2021-01-27 |
Genre | : Study Aids |
ISBN | : 303063311X |
This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.
Author | : Miguel Sicart |
Publisher | : MIT Press |
Total 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.
Author | : Matthew Thomas Payne |
Publisher | : NYU Press |
Total Pages | : 376 |
Release | : 2019-03-26 |
Genre | : Games & Activities |
ISBN | : 147980214X |
Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Author | : Miguel Sicart |
Publisher | : MIT Press |
Total Pages | : 273 |
Release | : 2011-08-19 |
Genre | : Social Science |
ISBN | : 0262261537 |
Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.
Author | : Ralf Dörner |
Publisher | : Springer |
Total Pages | : 549 |
Release | : 2016-10-05 |
Genre | : Computers |
ISBN | : 3319461524 |
The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.
Author | : Lissa Holloway-Attaway |
Publisher | : Springer Nature |
Total Pages | : 331 |
Release | : 2023-12-01 |
Genre | : Computers |
ISBN | : 3031476581 |
This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023. The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.
Author | : Amber Davisson |
Publisher | : Bloomsbury Publishing USA |
Total Pages | : 393 |
Release | : 2017-08-24 |
Genre | : Social Science |
ISBN | : 1501320203 |
Controversies in Digital Ethics explores ethical frameworks within digital culture. Through a combination of theoretical examination and specific case studies, the essays in this volume provide a vigorous examination of ethics in a highly individualistic and mediated world. Focusing on specific controversies-privacy, surveillance, identity politics, participatory culture-the authors in this volume provide a roadmap for navigating the thorny ethical issues in new media. Paul Booth and Amber Davisson bring together multiple writers working from different theoretical traditions to represent the multiplicity of ethics in the 21st century. Each essay has been chosen to focus on a particular issue in contemporary ethical thinking in order to both facilitate classroom discussion and further scholarship in digital media ethics. Accessible for students, but with a robust analysis providing contemporary scholarship in media ethics, this collection unites theory, case studies, and practice within one volume.