The ethics of computer games / (Record no. 72859)

000 -LEADER
fixed length control field 03930nam a2200529 i 4500
001 - CONTROL NUMBER
control field 6267201
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20220712204557.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 151223s2011 maua ob 001 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- print
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9780262255134
-- ebook
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- hardcover : alk. paper
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- hardcover : alk. paper
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- elelelectronic
082 04 - CLASSIFICATION NUMBER
Call Number 175
100 1# - AUTHOR NAME
Author Sicart, Miguel,
245 14 - TITLE STATEMENT
Title The ethics of computer games /
300 ## - PHYSICAL DESCRIPTION
Number of Pages 1 PDF (264 pages) :
505 0# - FORMATTED CONTENTS NOTE
Remark 2 Computer games as designed ethical systems -- Players as moral beings -- The ethics of computer games -- Applying ethics : case studies -- Unethical game content and effect studies : a critical ethical reading -- The ethics of game design.
520 ## - SUMMARY, ETC.
Summary, etc 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.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Moral and ethical aspects.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Philosophy.
856 42 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier https://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6267201
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- Cambridge, Massachusetts :
-- MIT Press,
-- c2009.
264 #2 -
-- [Piscataqay, New Jersey] :
-- IEEE Xplore,
-- [2011]
336 ## -
-- text
-- rdacontent
337 ## -
-- electronic
-- isbdmedia
338 ## -
-- online resource
-- rdacarrier
588 ## -
-- Description based on PDF viewed 12/23/2015.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Video games
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Video games

No items available.