Video Games, Violence, and the Ethics of Fantasy

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Release : 2020-07-23
Genre : Philosophy
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Book Rating : 886/5 ( reviews)

Video Games, Violence, and the Ethics of Fantasy - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Video Games, Violence, and the Ethics of Fantasy write by Christopher Bartel. This book was released on 2020-07-23. Video Games, Violence, and the Ethics of Fantasy available in PDF, EPUB and Kindle. 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

Download Video Games, Violence, and the Ethics of Fantasy PDF Online Free

Author :
Release : 2020-07-23
Genre : Philosophy
Kind :
Book Rating : 894/5 ( reviews)

Video Games, Violence, and the Ethics of Fantasy - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Video Games, Violence, and the Ethics of Fantasy write by Christopher Bartel. This book was released on 2020-07-23. Video Games, Violence, and the Ethics of Fantasy available in PDF, EPUB and Kindle. 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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Release : 2011-08-19
Genre : Social Science
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Book Rating : 537/5 ( reviews)

The Ethics of Computer Games - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook The Ethics of Computer Games write by Miguel Sicart. This book was released on 2011-08-19. The Ethics of Computer Games available in PDF, EPUB and Kindle. 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.

Ethics in the Virtual World

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Release : 2014-09-11
Genre : Philosophy
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Book Rating : 233/5 ( reviews)

Ethics in the Virtual World - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Ethics in the Virtual World write by Garry Young. This book was released on 2014-09-11. Ethics in the Virtual World available in PDF, EPUB and Kindle. 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?

The Video Game Debate 2

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Release : 2020-11-29
Genre : Philosophy
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Book Rating : 287/5 ( reviews)

The Video Game Debate 2 - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook The Video Game Debate 2 write by Rachel Kowert. This book was released on 2020-11-29. The Video Game Debate 2 available in PDF, EPUB and Kindle. 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.