Gaming the System (eBook)

Deconstructing Video Games, Games Studies, and Virtual Worlds
eBook Download: EPUB
2018
264 Seiten
Indiana University Press (Verlag)
978-0-253-03575-2 (ISBN)

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Gaming the System -  David J. Gunkel
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In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games,presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.

1. This extremely multidisciplinary book engages descriptive and prescriptive methods of study to video games, drawing heavily on philosophical traditions. It will have appeal outside of Film & Media and Philosophy to other areas of scholarly research including Sociology, Anthropology and Political Science.

2.The author is a senior scholar with extensive publications that explore the intersection of philosophy and ethics with digital games and reality. He has a strong presence on Facebook and Twitter as well as a well-designed personal website. He has historically be very engaged with his own digital and social media marketing for books he authors and plans to do the same for this title.

3. The author works to debunk and reframe what readers think they know about video games and digital culture, showing that it is wrong (or at least misguided) and that the important questions are often far more interesting and potentially disturbing than anticipated.


Gaming the System takes philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions-put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Zizek-can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "e;fun and games,"e; presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.

lt;P>David J. Gunkel is Distinguished Teaching Professor of Communication Technology at Northern Illinois University. He is the author of six books, including Thinking Otherwise: Philosophy, Communication, Technology, The Machine Question: Critical Perspectives on AI, Robots, and Ethics, and Of Remixology: Ethics and Aesthetics After Remix.

Preface
Acknowledgements
Introduction
1. Terra Nova 2.0
2. The Real Problem
3. Social Contract 2.0
4. In the Face of Others
5. Open Ended Conclusions
Bibliography
Index

Erscheint lt. Verlag 9.5.2018
Reihe/Serie Digital Game Studies
Digital Game Studies
Zusatzinfo 28 b&w illus.
Verlagsort Bloomington
Sprache englisch
Maße 150 x 150 mm
Themenwelt Kinder- / Jugendbuch Spielen / Lernen Abenteuer / Spielgeschichten
Informatik Weitere Themen Computerspiele
Schlagworte Actor-Network-Theory • Alan Turing • Alterity • America • American • Avatar • Bots • Chatbot • click "agree" • click agree • Colonialism • Computer Game • computer-generated experience • Computer-mediated communication • Continental Philosophy • Critical theory • Criticism • Cultural Studies • Cyberspace • Deconstruction • Deconstructive Criticism • digital games • Emmanuel Levinas • End User License Agreements • ethics • EULA • Europe • European • Frontier • game developers • Game Studies • Game Theory • Immanuel Kant • Information Technology • instrumental theory of technology • Internet • Jacques Derrida • Jean-Jacques Rousseau • John Locke • John Searle • Luciano Floridi • Machine ethics • machine learning • Martian Heidegger • Media Studies • Method • MMO • MMORPG • MOO • Moral agent • moral patient • mud • nation states • New Media • New World • non-player character • Onlife • Otherness • Philosophy • Philosophy of Technology • Plato • Political Science • Politics • Post colonialism • reconfigured • Regulate • Rene Descartes • Second Life • Slavoj Žižek • Social Interaction • Social Media • social robots • Structure • technological deployment • Terms of Service agreements • theory • Thomas Hobbes • TOS • turing test • video games • virtuality • Virtual Reality • Virtual Worlds • Western • World of Warcraft
ISBN-10 0-253-03575-9 / 0253035759
ISBN-13 978-0-253-03575-2 / 9780253035752
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