000 | 03708nam a2200553 i 4500 | ||
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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 |
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020 | _a0262019787 | ||
020 | _a9780262019781 | ||
020 |
_z9781461941705 _qelectronic |
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020 |
_z1461941709 _qelectronic |
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020 |
_z9780262317115 _qelectronic |
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020 |
_z0262317125 _qelectronic |
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035 | _a(CaBNVSL)mat06642240 | ||
035 | _a(IDAMS)0b00006481f1a675 | ||
040 |
_aCaBNVSL _beng _erda _cCaBNVSL _dCaBNVSL |
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050 | 4 |
_aGV1469.34.C67 _bS52 2013eb |
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082 | 0 | 4 |
_a794.8 _223 |
100 | 1 |
_aSicart, Miguel, _d1978-, _eauthor. _921461 |
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245 | 1 | 0 |
_aBeyond choices : _bthe design of ethical gameplay / _cMiguel Sicart. |
264 | 1 |
_aCambridge, Massachusetts : _bMIT Press, _c[2013] |
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264 | 2 |
_a[Piscataqay, New Jersey] : _bIEEE Xplore, _c[2013] |
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300 |
_a1 PDF (viii, 180 pages) : _billustrations. |
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336 |
_atext _2rdacontent |
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337 |
_aelectronic _2isbdmedia |
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338 |
_aonline resource _2rdacarrier |
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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 |
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650 | 0 |
_aVideo games _xMoral and ethical aspects. _921462 |
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655 | 0 |
_aElectronic books. _93294 |
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710 | 2 |
_aIEEE Xplore (Online Service), _edistributor. _924135 |
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710 | 2 |
_aMIT Press, _epublisher. _924136 |
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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 |