000 03930nam a2200529 i 4500
001 6267201
003 IEEE
005 20220712204557.0
006 m o d
007 cr |n|||||||||
008 151223s2011 maua ob 001 eng d
020 _z9780262516624
_qprint
020 _a9780262255134
_qebook
020 _z9780262012652
_qhardcover : alk. paper
020 _z0262012650
_qhardcover : alk. paper
020 _z0262255138
_qelelelectronic
035 _a(CaBNVSL)mat06267201
035 _a(IDAMS)0b000064818b4163
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aGV1469.34.C67
_bS53 2009eb
082 0 4 _a175
_222
100 1 _aSicart, Miguel,
_d1978-
_921461
245 1 4 _aThe ethics of computer games /
_cMiguel Sicart.
264 1 _aCambridge, Massachusetts :
_bMIT Press,
_cc2009.
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2011]
300 _a1 PDF (264 pages) :
_billustrations.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
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
650 0 _aVideo games
_xPhilosophy.
_921463
655 0 _aElectronic books.
_93294
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_921464
710 2 _aMIT Press,
_epublisher.
_921465
710 2 _aNetLibrary, Inc.
_921466
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