000 | 03930nam a2200529 i 4500 | ||
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001 | 6267201 | ||
003 | IEEE | ||
005 | 20220712204557.0 | ||
006 | m o d | ||
007 | cr |n||||||||| | ||
008 | 151223s2011 maua ob 001 eng d | ||
020 |
_z9780262516624 _qprint |
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020 |
_a9780262255134 _qebook |
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020 |
_z9780262012652 _qhardcover : alk. paper |
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020 |
_z0262012650 _qhardcover : alk. paper |
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020 |
_z0262255138 _qelelelectronic |
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035 | _a(CaBNVSL)mat06267201 | ||
035 | _a(IDAMS)0b000064818b4163 | ||
040 |
_aCaBNVSL _beng _erda _cCaBNVSL _dCaBNVSL |
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050 | 4 |
_aGV1469.34.C67 _bS53 2009eb |
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082 | 0 | 4 |
_a175 _222 |
100 | 1 |
_aSicart, Miguel, _d1978- _921461 |
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245 | 1 | 4 |
_aThe ethics of computer games / _cMiguel Sicart. |
264 | 1 |
_aCambridge, Massachusetts : _bMIT Press, _cc2009. |
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264 | 2 |
_a[Piscataqay, New Jersey] : _bIEEE Xplore, _c[2011] |
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300 |
_a1 PDF (264 pages) : _billustrations. |
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336 |
_atext _2rdacontent |
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337 |
_aelectronic _2isbdmedia |
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_aonline resource _2rdacarrier |
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504 | _aIncludes bibliographical references (p. [251]-259) and index. | ||
505 | 0 | _aComputer 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. | |
506 | 1 | _aRestricted to subscribers or individual electronic text purchasers. | |
520 | _aDespite 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. | ||
530 | _aAlso available in print. | ||
538 | _aMode of access: World Wide Web | ||
550 | _aMade available online by Ebrary. | ||
588 | _aDescription based on PDF viewed 12/23/2015. | ||
650 | 0 |
_aVideo games _xMoral and ethical aspects. _921462 |
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650 | 0 |
_aVideo games _xPhilosophy. _921463 |
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655 | 0 |
_aElectronic books. _93294 |
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710 | 2 |
_aIEEE Xplore (Online Service), _edistributor. _921464 |
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710 | 2 |
_aMIT Press, _epublisher. _921465 |
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710 | 2 |
_aNetLibrary, Inc. _921466 |
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776 | 0 | 8 |
_iPrint version _z9780262516624 |
856 | 4 | 2 |
_3Abstract with links to resource _uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6267201 |
942 | _cEBK | ||
999 |
_c72859 _d72859 |