The Philosophy of Computer Games

Buch | Hardcover
284 Seiten
2012
Springer (Verlag)
978-94-007-4248-2 (ISBN)

Lese- und Medienproben

The Philosophy of Computer Games -
171,19 inkl. MwSt
Computer games are now a major cultural-and economic-force, and despite being the object of years of academic study, this is the first book to interrogate the varied philosophical issues thrown up by the phenomenon, including the moral evaluation of game play.
Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial

importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry.

The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.

Preface: Sageng, Fossheim, Larsen.- 1. General Introduction: Sageng, Fossheim, Larsen.- Part I: PLAYERS AND PLAY.- 2.Introduction to Part I: Tarjei Mandt Larsen.- 3. Enter the Avatar: Rune Klevjer.- 4. Computer Games and Emotions: Petri Lankoski.- 5. Untangling Gameplay An account of experience, Activity and Materiality within computer game play: Olli Tapio Leino.- 6.Erasing the magic circle: Gordon Calleja.- Part II: PLAYERS AND ETHICS.- 7. Introduction to Part II: Hallvard Fossheim.- 8. Digital Games as Ethical Technologies: Miguel Sicart.- 9. Virtual Rape, Real Dignity: E.H. Spence.- 10. Ethics and Practice in Virtual Worlds: Ren Reynolds.- 11. The Ethics of Computer Games: a Character Approach: Adam Briggle.- Part III: GAMES AND GAMEWORLDS.- 12. Introduction to part III- 13. Videogames and fictionalism: Grant Tavinor.- 14. Fiction and fictional worlds in videogames: Aaron Meskin and Jon Robson.- 15. In-game action: John Richard Sageng.- 16. Reality, pretence and the ludic parenthesis: Olav Asheim.- 17. Are computer games real?: Patrick Coppock.

Reihe/Serie Philosophy of Engineering and Technology ; 7
Zusatzinfo VIII, 284 p.
Verlagsort Dordrecht
Sprache englisch
Maße 155 x 235 mm
Themenwelt Geisteswissenschaften Philosophie
Informatik Grafik / Design Digitale Bildverarbeitung
Informatik Theorie / Studium Künstliche Intelligenz / Robotik
Technik
Schlagworte Digital Identity • Ethics of Computer Games • Identity of Avatar • Philosophy and Computer Games • Philosophy and Contemporare • Philosophy and Media • Philosophy and Video Games
ISBN-10 94-007-4248-7 / 9400742487
ISBN-13 978-94-007-4248-2 / 9789400742482
Zustand Neuware
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