Description |
1 online resource : illustrations |
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illustration |
Series |
Philosophy of Engineering and Technology, 1879-7202 ; 7 |
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Philosophy of engineering and technology ; 7. 1879-7202
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Contents |
Part 1. PLAYERS AND PLAY -- Introduction to Part I: Players and Play / Tarjei Mandt Larsen -- Enter the Avatar: The Phenomenology of Prosthetic Telepresence in Computer Games / Rune Klevjer -- Computer Games and Emotions / Petri Lankoski -- Untangling Gameplay: An Account of Experience, Activity and Materiality Within Computer Game Play / Olli Tapio Leino -- Erasing the Magic Circle / Gordon Calleja -- General Introduction / John Richard Sageng, Hallvard Fossheim and Tarjei Mandt Larsen -- Part 2. PLAY AND ETHICS -- Introduction to Part II: Ethics and Play / Hallvard Fossheim -- Digital Games as Ethical Technologies / Miguel Sicart -- Virtual Rape, Real Dignity: Meta-Ethics for Virtual Worlds / Edward H. Spence, Edward H. Spence and Edward H. Spence -- Ethics and Practice in Virtual Worlds / Ren Reynolds -- The Ethics of Computer Games: A Character Approach / Adam Briggle -- Part 3. GAMES AND GAMEWORLDS -- Introduction to Part III: Games and Gameworlds / John Richard Sageng -- Videogames and Fictionalism / Grant Tavinor -- Fiction and Fictional Worlds in Videogames / Aaron Meskin and Jon Robson -- In-Game Action / John Richard Sageng -- Reality, Pretense, and the Ludic Parenthesis / Olav Asheim -- Are Computer Games Real? / Patrick Coppock |
Summary |
Computer games have become a major cultural and economic force, and the last decade has seen the emergence of extensive academic study of such games. Up until now there has been little attention from philosophy to investigate the philosophical problems that arise from the phenomenon of computer games. This book fill this lacuna by bringing philosophers and media researchers together in discussions of the basic concepts needed to understand computer games. The essays address central issues such as the reality status of the game environment, gameplay, and the moral evaluation of player or avatar actions. The anthology is required reading for anyone with an academic or professional interest in computer games, and will also be valuable to any reader curious about the philosophical issues that are raised by modern-day digital culture |
Bibliography |
Includes bibliographical references and index |
Notes |
Print version record |
Subject |
Video games -- Philosophy
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GAMES -- Video & Electronic.
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Sciences sociales.
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Sciences humaines.
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Computer vision
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Philosophy
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Technology -- Philosophy
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Form |
Electronic book
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Author |
Fossheim, Hallvard.
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Larsen, Tarjei Mandt.
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ISBN |
9789400742499 |
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9400742495 |
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