Video Games, Violence, and the Ethics of Fantasy

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 1350121894
Total Pages : 203 pages
Book Rating : 4.98/5 ( download)

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Book Synopsis Video Games, Violence, and the Ethics of Fantasy by : Christopher Bartel

Download or read book Video Games, Violence, and the Ethics of Fantasy written by Christopher Bartel and published by Bloomsbury Publishing. This book was released on 2020-07-23 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve the issue. Focusing on why individual players are motivated to entertain immoral and violent fantasies, Video Games, Violence, and the Ethics of Fantasy advances debates about the ethical criticism of art, not only by shining light on the interesting and under-examined case of virtual fantasies, but also by its novel application of a virtue ethical account. Video games are works of fiction that enable players to entertain a fantasy. So, a full understanding of the ethical criticism of video games must focus attention on why individual players are motivated to entertain immoral and violent fantasies. Video Games, Violence, and the Ethics of Fantasy engages with debates and critical discussions of games in both the popular media and recent work in philosophy, psychology, media studies, and game studies.

Video Games, Violence, and the Ethics of Fantasy

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 1350121886
Total Pages : 224 pages
Book Rating : 4.81/5 ( download)

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Book Synopsis Video Games, Violence, and the Ethics of Fantasy by : Christopher Bartel

Download or read book Video Games, Violence, and the Ethics of Fantasy written by Christopher Bartel and published by Bloomsbury Publishing. This book was released on 2020-07-23 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve the issue. Focusing on why individual players are motivated to entertain immoral and violent fantasies, Video Games, Violence, and the Ethics of Fantasy advances debates about the ethical criticism of art, not only by shining light on the interesting and under-examined case of virtual fantasies, but also by its novel application of a virtue ethical account. Video games are works of fiction that enable players to entertain a fantasy. So, a full understanding of the ethical criticism of video games must focus attention on why individual players are motivated to entertain immoral and violent fantasies. Video Games, Violence, and the Ethics of Fantasy engages with debates and critical discussions of games in both the popular media and recent work in philosophy, psychology, media studies, and game studies.

The Ethics of Computer Games

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Author :
Publisher : MIT Press
ISBN 13 : 0262261537
Total Pages : 273 pages
Book Rating : 4.31/5 ( download)

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Book Synopsis The Ethics of Computer Games by : Miguel Sicart

Download or read book The Ethics of Computer Games written by Miguel Sicart and published by MIT Press. This book was released on 2011-08-19 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. 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.

The Video Game Debate 2

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Author :
Publisher : Routledge
ISBN 13 : 1000224287
Total Pages : 160 pages
Book Rating : 4.83/5 ( download)

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Book Synopsis The Video Game Debate 2 by : Rachel Kowert

Download or read book The Video Game Debate 2 written by Rachel Kowert and published by Routledge. This book was released on 2020-11-29 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This student-friendly book provides an accessible overview of the primary debates about the effects of video games. It expands on the original The Video Game Debate to address the new technologies that have emerged within the field of game studies over the last few years. Debates about the negative effects of video game play have been evident since their introduction in the 1970s, but the advent of online and mobile gaming has revived these concerns, reinvigorating old debates and generating brand new ones. The Video Game Debate 2 draws from the latest research findings from the top scholars of digital games research to address these concerns. The book explores key developments such as virtual and augmented reality, the use of micro-transactions, the integration of loot boxes, and the growth of mobile gaming and games for change (serious games). Furthermore, several new chapters explore contemporary debates around e-sports, gamification, sex and gender discrimination in games, and the use of games in therapy. This book offers students and scholars of games studies and digital media, as well as policymakers, the essential information they need to participate in the debate.

Ethics in the Virtual World

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Publisher : Routledge
ISBN 13 : 1317547233
Total Pages : 190 pages
Book Rating : 4.35/5 ( download)

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Book Synopsis Ethics in the Virtual World by : Garry Young

Download or read book Ethics in the Virtual World written by Garry Young and published by Routledge. This book was released on 2014-09-11 with total page 190 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant moral interest? Should there be a limit to what can be enacted or represented within these games? Or, is it all just a game?

Moral Combat

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Publisher : BenBella Books, Inc.
ISBN 13 : 1942952996
Total Pages : 256 pages
Book Rating : 4.92/5 ( download)

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Book Synopsis Moral Combat by : Patrick M. Markey

Download or read book Moral Combat written by Patrick M. Markey and published by BenBella Books, Inc.. This book was released on 2017-03-21 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: In family rooms across America, millions of children and teenagers are playing video games, such as Call of Duty, Halo, and Grand Theft Auto, roaming violent virtual worlds—with virtual guns in their hands. In what sometimes seems like an increasingly violent world, it's only natural to worry about the effects of all this pixelated gore. But is that concern misplaced? Authors and psychologists Patrick M. Markey and Christopher J. Ferguson say it is. The media and politicians have been sounding the alarm for years, and with every fresh tragedy involving a young perpetrator comes another flurry of articles about the dangers of violent media. The problem is this: Their fear isn't supported by the evidence. In fact, unlike the video game–trained murder machines depicted in the press, school shooters are actually less likely to be interested in violent games than their peers. In reality, most well-adjusted children and teenagers play violent video games, all without ever exhibiting violent behavior in real life. What's more, spikes in sales of violent games actually correspond to decreased rates of violent crime. If that surprises you, you're not alone—the national dialogue on games and violence has been hopelessly biased. But that's beginning to change. Scholars are finding that not only are violent games not one of society's great evils, they may even be a force for good. In Moral Combat, Markey and Ferguson explore how video games—even the bloodiest—can have a positive impact on everything from social skills to stress, and may even make us more morally sensitive. Tracing the rise of violent games from arcades to online deathmatches, they have spent years on the front lines of the video game debate and now offer a comprehensive overview of the scientific research on gaming. With humor, complete honesty, and extensive research, they separate the myth from the medium. Moral Combat is an irreverent and informative guide to the worries—and wonders—of our violent virtual world.

Simulating Good and Evil

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Author :
Publisher : Rutgers University Press
ISBN 13 : 1978818580
Total Pages : 223 pages
Book Rating : 4.83/5 ( download)

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Book Synopsis Simulating Good and Evil by : Marcus Schulzke

Download or read book Simulating Good and Evil written by Marcus Schulzke and published by Rutgers University Press. This book was released on 2020-09-17 with total page 223 pages. Available in PDF, EPUB and Kindle. Book excerpt: Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech.

Videogames and Education

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Publisher : Routledge
ISBN 13 : 1317452666
Total Pages : 248 pages
Book Rating : 4.69/5 ( download)

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Book Synopsis Videogames and Education by : Harry J. Brown

Download or read book Videogames and Education written by Harry J. Brown and published by Routledge. This book was released on 2014-12-18 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.

Dungeons, Dragons, and Digital Denizens

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1441141081
Total Pages : 387 pages
Book Rating : 4.88/5 ( download)

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Book Synopsis Dungeons, Dragons, and Digital Denizens by : Gerald A. Voorhees

Download or read book Dungeons, Dragons, and Digital Denizens written by Gerald A. Voorhees and published by Bloomsbury Publishing USA. This book was released on 2012-02-16 with total page 387 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dungeons, Dragons, and Digital Denizens is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts. As a genre, digital role playing games have undergone constant and radical revision, pushing not only multiple boundaries of game development, but also the playing strategies and experiences of players. Divided into three distinct sections, this premiere volume captures the distinctiveness of different game types, the forms of play they engender and their social and cultural implications. Contributors examine a range of games, from classics like Final Fantasy to blockbusters like World of Warcraft to obscure genre bending titles like Lux Pain. Working from a broad range of disciplines such as ecocritism, rhetoric, performance, gender, and communication, these essays yield insights that enrich the field of game studies and further illuminate the cultural, psychological and philosophical implications of a society that increasingly produces, plays and discourses about role playing games.

The Art of Videogames

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Publisher : John Wiley & Sons
ISBN 13 : 9781444310184
Total Pages : 240 pages
Book Rating : 4.86/5 ( download)

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Book Synopsis The Art of Videogames by : Grant Tavinor

Download or read book The Art of Videogames written by Grant Tavinor and published by John Wiley & Sons. This book was released on 2009-11-19 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art