000 03708nam a2200553 i 4500
001 6642240
003 IEEE
005 20220712204815.0
006 m o d
007 cr |n|||||||||
008 151223s2013 maua ob 001 eng d
020 _a0262317133
020 _a9780262317139
020 _a9780262317122
_qelectronic
020 _a0262019787
020 _a9780262019781
020 _z9781461941705
_qelectronic
020 _z1461941709
_qelectronic
020 _z9780262317115
_qelectronic
020 _z0262317125
_qelectronic
035 _a(CaBNVSL)mat06642240
035 _a(IDAMS)0b00006481f1a675
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aGV1469.34.C67
_bS52 2013eb
082 0 4 _a794.8
_223
100 1 _aSicart, Miguel,
_d1978-,
_eauthor.
_921461
245 1 0 _aBeyond choices :
_bthe design of ethical gameplay /
_cMiguel Sicart.
264 1 _aCambridge, Massachusetts :
_bMIT Press,
_c[2013]
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2013]
300 _a1 PDF (viii, 180 pages) :
_billustrations.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
504 _aIncludes bibliographical references (pages 167-177) and index.
505 0 _a1. Introduction -- 2. Defining ethical gameplay -- 3. Being a game -- 4. The player, the player -- 5. The design of ethical gameplay --
506 1 _aRestricted to subscribers or individual electronic text purchasers.
520 _aToday's blockbuster video games -- and their never-ending sequels, sagas, and reboots -- provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films -- including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver -- filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection.Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.
530 _aAlso available in print.
538 _aMode of access: World Wide Web
588 _aDescription based on PDF viewed 12/23/2015.
650 0 _aVideo games
_xPhilosophy.
_921463
650 0 _aVideo games
_xMoral and ethical aspects.
_921462
655 0 _aElectronic books.
_93294
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_924135
710 2 _aMIT Press,
_epublisher.
_924136
776 0 8 _iPrint version
_z9780262019781
856 4 2 _3Abstract with links to resource
_uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6642240
942 _cEBK
999 _c73339
_d73339