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The Ethics of Computer Games

Miguel Sicart

Published in print:
2009
Published Online:
August 2013
ISBN:
9780262012652
eISBN:
9780262255134
Item type:
book
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262012652.001.0001
Subject:
Computer Science, Game Studies

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 ... More


Computer Games as Designed Ethical Systems

Miguel Sicart

in The Ethics of Computer Games

Published in print:
2009
Published Online:
August 2013
ISBN:
9780262012652
eISBN:
9780262255134
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262012652.003.0002
Subject:
Computer Science, Game Studies

This chapter focuses on the ontology of games as designed objects, using design theory and game research as the main theoretical backgrounds. It explores the relations between game rules and ... More


The computer game as fictional form

Barry Atkins

in More than a Game: The Computer Game as Fictional Form

Published in print:
2003
Published Online:
July 2012
ISBN:
9780719063640
eISBN:
9781781700235
Item type:
chapter
Publisher:
Manchester University Press
DOI:
10.7228/manchester/9780719063640.003.0001
Subject:
Society and Culture, Media Studies

The formal characteristics of the computer game as an independent form need examination if it is to be treated with the seriousness, as a massively popular form of cultural expression, that it ... More


Introduction

Miguel Sicart

in The Ethics of Computer Games

Published in print:
2009
Published Online:
August 2013
ISBN:
9780262012652
eISBN:
9780262255134
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262012652.003.0001
Subject:
Computer Science, Game Studies

This introductory chapter sets out the book’s purpose, which is to explore the ethics of computer games. It focuses on giving an appropriate answer to this issue, providing a framework for the ... More


Playing with sound: The role of music and sound effects in gaming

Mark Grimshaw, Siu-Lan Tan, and Scott D. Lipscomb

in The Psychology of Music in Multimedia

Published in print:
2013
Published Online:
September 2013
ISBN:
9780199608157
eISBN:
9780191761225
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199608157.003.0013
Subject:
Psychology, Music Psychology, Social Psychology

The role of sound in gaming has evolved since the early 1970s, heavily influenced by developing technologies associated with audio, video, and data storage. This chapter traces these developments and ... More


Gameplay Mode: War, Simulation, and Technoculture

Patrick Crogan

Published in print:
2011
Published Online:
August 2015
ISBN:
9780816653348
eISBN:
9781452946146
Item type:
book
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816653348.001.0001
Subject:
Society and Culture, Media Studies

From flight simulators and first-person shooters to MMPOG and innovative strategy games like 2008’s Spore, computer games owe their development to computer simulation and imaging produced by and for ... More


Players as Moral Beings

Miguel Sicart

in The Ethics of Computer Games

Published in print:
2009
Published Online:
August 2013
ISBN:
9780262012652
eISBN:
9780262255134
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262012652.003.0003
Subject:
Computer Science, Game Studies

This chapter explores the process of becoming a player. It begins by taking up the concept of game as object, framing it within Michel Foucault’s theories about power. These structures create a ... More


Unethical Game Content and Effect Studies: A Critical Ethical Reading

Miguel Sicart

in The Ethics of Computer Games

Published in print:
2009
Published Online:
August 2013
ISBN:
9780262012652
eISBN:
9780262255134
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262012652.003.0006
Subject:
Computer Science, Game Studies

This chapter focuses on two ethical issues that often come up when thinking about computer games and morality: the ethical implications of unethical game content, and the study of the (moral) effects ... More


More than a Game: The Computer Game as Fictional Form

Barry Atkins

Published in print:
2003
Published Online:
July 2012
ISBN:
9780719063640
eISBN:
9781781700235
Item type:
book
Publisher:
Manchester University Press
DOI:
10.7228/manchester/9780719063640.001.0001
Subject:
Society and Culture, Media Studies

This book is dedicated to the study of computer games in terms of the stories they tell and the manner of their telling. It applies practices of reading texts from literary and cultural studies to ... More


More than a game?

Barry Atkins

in More than a Game: The Computer Game as Fictional Form

Published in print:
2003
Published Online:
July 2012
ISBN:
9780719063640
eISBN:
9781781700235
Item type:
chapter
Publisher:
Manchester University Press
DOI:
10.7228/manchester/9780719063640.003.0006
Subject:
Society and Culture, Media Studies

This chapter begins with a discussion of the three-way intersection between simulation, game, and real. It argues that we are so blinded by the sheen reflecting off our consoles and computers and by ... More


The Machinima Reader

Henry Lowood and Michael Nitsche (eds)

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
book
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.001.0001
Subject:
Computer Science, Game Studies

Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by ... More


The Serious Gamer as Elite Athlete

Andy Miah

in Sport 2.0: Transforming Sports for a Digital World

Published in print:
2017
Published Online:
September 2017
ISBN:
9780262035477
eISBN:
9780262343114
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262035477.003.0005
Subject:
Sociology, Sport and Leisure

This chapter focuses on how the amateur athletic experience is being modified by digital technology and how should inform a re-evaluation of computer culture. It shows how digital gaming is becoming ... More


Novice and expert performance with a dynamic control task: Scanpaths during a computer game

Jean Underwood

in Cognitive Processes in Eye Guidance

Published in print:
2005
Published Online:
March 2012
ISBN:
9780198566816
eISBN:
9780191693618
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780198566816.003.0013
Subject:
Psychology, Cognitive Psychology

This chapter observes the performance of successful and less-successful individuals playing the computer game Tetris, asking whether successful game players exhibit different playing strategies or ... More


Applying Ethics: Case Studies

Miguel Sicart

in The Ethics of Computer Games

Published in print:
2009
Published Online:
August 2013
ISBN:
9780262012652
eISBN:
9780262255134
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262012652.003.0005
Subject:
Computer Science, Game Studies

This chapter applies the ethical framework developed in Chapter 4 to a close reading of the ethics of three games: Bioshock, DEFCON, and World of Warcraft. These games are also used as illustrations ... More


Conclusions

Miguel Sicart

in The Ethics of Computer Games

Published in print:
2009
Published Online:
August 2013
ISBN:
9780262012652
eISBN:
9780262255134
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262012652.003.0008
Subject:
Computer Science, Game Studies

This chapter summarizes the main themes covered in the preceding discussions, along with some closing remarks and reflections. These are computer games as moral objects; the player as moral being; ... More


Fantastically real: reading Tomb Raider

Barry Atkins

in More than a Game: The Computer Game as Fictional Form

Published in print:
2003
Published Online:
July 2012
ISBN:
9780719063640
eISBN:
9781781700235
Item type:
chapter
Publisher:
Manchester University Press
DOI:
10.7228/manchester/9780719063640.003.0002
Subject:
Society and Culture, Media Studies

The questions of form examined in this chapter follow from the central premise that Tomb Raider can be ‘read’ as fiction, and as self-conscious fiction in which serious play is made not just in game ... More


Managing the real: reading SimCity

Barry Atkins

in More than a Game: The Computer Game as Fictional Form

Published in print:
2003
Published Online:
July 2012
ISBN:
9780719063640
eISBN:
9781781700235
Item type:
chapter
Publisher:
Manchester University Press
DOI:
10.7228/manchester/9780719063640.003.0005
Subject:
Society and Culture, Media Studies

This chapter discusses how SimCity sheds light on how the narratives through which we now explain the world to ourselves are beginning to change in their encounter with the computer and the computer ... More


The Ethics of Game Design

Miguel Sicart

in The Ethics of Computer Games

Published in print:
2009
Published Online:
August 2013
ISBN:
9780262012652
eISBN:
9780262255134
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262012652.003.0007
Subject:
Computer Science, Game Studies

This chapter considers the issue of ethical gameplay in order to understand what it means and to provide a framework that can inspire and challenge game developers. Before presenting such a ... More


Playing Through: The Future of Alternative and Critical Game Practices

Patrick Crogan

in Gameplay Mode: War, Simulation, and Technoculture

Published in print:
2011
Published Online:
August 2015
ISBN:
9780816653348
eISBN:
9781452946146
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816653348.003.0007
Subject:
Society and Culture, Media Studies

This chapter studies the potential of alternative and critical game projects to interrogate and detour the predominant concretization of computer game technology and routinization of gameplay. These ... More


Tech noir

Fred Botting

in Limits of Horror: Technology, Bodies, Gothic

Published in print:
2011
Published Online:
July 2012
ISBN:
9780719077548
eISBN:
9781781701904
Item type:
chapter
Publisher:
Manchester University Press
DOI:
10.7228/manchester/9780719077548.003.0003
Subject:
Literature, Criticism/Theory

Doom was the most advanced three-dimensional computer game in the world when it was released in 1993. The opening sequence of the violent virtual adventure playground leaves no doubt as to its aim or ... More


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