The Philosophy of Computer Games: Philosophy of Engineering and Technology, cartea 7
Editat de John Richard Sageng, Hallvard J Fossheim, Tarjei Mandt Larsenen Limba Engleză Paperback – 9 aug 2014
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.
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Specificații
ISBN-13: 9789400798434
ISBN-10: 9400798431
Pagini: 292
Ilustrații: VIII, 284 p.
Dimensiuni: 155 x 235 x 15 mm
Greutate: 0.41 kg
Ediția:2012
Editura: SPRINGER NETHERLANDS
Colecția Springer
Seria Philosophy of Engineering and Technology
Locul publicării:Dordrecht, Netherlands
ISBN-10: 9400798431
Pagini: 292
Ilustrații: VIII, 284 p.
Dimensiuni: 155 x 235 x 15 mm
Greutate: 0.41 kg
Ediția:2012
Editura: SPRINGER NETHERLANDS
Colecția Springer
Seria Philosophy of Engineering and Technology
Locul publicării:Dordrecht, Netherlands
Public țintă
ResearchCuprins
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.
Recenzii
From the reviews:
“This anthology of 16 essays discusses games from a philosophical perspective. … Game designers and those interested in philosophy … will find the book illuminating and a springboard for new ways to think about games and interactive media. Summing Up: Recommended. Upper-division undergraduates, graduate students, researchers/faculty, and professionals/practitioners in game design.” (A. Chen, Choice, Vol. 50 (6), February, 2013)
“This book is really about the philosophy of computer games. … Previously, foundational books in computer games … were more sociological in their orientation. This book begins to add an important pillar to that foundation. … It asks and attempts to answer some very serious questions. … I would recommend it first to philosophers in related fields such as the philosophy of fiction or media studies. I would also recommend it to designers of video games and virtual worlds … .” (J. M. Artz, ACM Computing Reviews, October, 2012)
“This anthology of 16 essays discusses games from a philosophical perspective. … Game designers and those interested in philosophy … will find the book illuminating and a springboard for new ways to think about games and interactive media. Summing Up: Recommended. Upper-division undergraduates, graduate students, researchers/faculty, and professionals/practitioners in game design.” (A. Chen, Choice, Vol. 50 (6), February, 2013)
“This book is really about the philosophy of computer games. … Previously, foundational books in computer games … were more sociological in their orientation. This book begins to add an important pillar to that foundation. … It asks and attempts to answer some very serious questions. … I would recommend it first to philosophers in related fields such as the philosophy of fiction or media studies. I would also recommend it to designers of video games and virtual worlds … .” (J. M. Artz, ACM Computing Reviews, October, 2012)
Textul de pe ultima copertă
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.
Caracteristici
The first anthology to take a philosophical perspective on issues raised by computer games Deals with fundamental issues in games research Offers a new context for reflection on traditional philosophical themes