The Philosophy of Computer Games

  Computer games have become a major cultural and economic force, and the last decade has seen the emergence of extensive academic study of such games. Up until now there has been little attention from philosophy to investigate the philosophical problems that arise from the phenomenon of computer ga...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Άλλοι συγγραφείς: Sageng, John Richard (Επιμελητής έκδοσης), Fossheim, Hallvard (Επιμελητής έκδοσης), Mandt Larsen, Tarjei (Επιμελητής έκδοσης)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Dordrecht : Springer Netherlands : Imprint: Springer, 2012.
Σειρά:Philosophy of Engineering and Technology, 7
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
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245 1 4 |a The Philosophy of Computer Games  |h [electronic resource] /  |c edited by John Richard Sageng, Hallvard Fossheim, Tarjei Mandt Larsen. 
264 1 |a Dordrecht :  |b Springer Netherlands :  |b Imprint: Springer,  |c 2012. 
300 |a VIII, 284 p.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
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490 1 |a Philosophy of Engineering and Technology,  |x 1879-7202 ;  |v 7 
505 0 |a Preface: Sageng, Fossheim, Larsen -- 1. General Introduction: Sageng, Fossheim, Larsen -- Part I: PLAYERS AND PLAY -- 2.Introduction to Part I: Tarjei Mandt Larsen -- 3. Enter the Avatar: Rune Klevjer -- 4. Computer Games and Emotions: Petri Lankoski -- 5. Untangling Gameplay An account of experience, Activity and Materiality within computer game play: Olli Tapio Leino -- 6.Erasing the magic circle: Gordon Calleja -- Part II: PLAYERS AND ETHICS -- 7. Introduction to Part II: Hallvard Fossheim -- 8. Digital Games as Ethical Technologies: Miguel Sicart -- 9. Virtual Rape, Real Dignity: E.H. Spence -- 10. Ethics and Practice in Virtual Worlds: Ren Reynolds -- 11. The Ethics of Computer Games: a Character Approach: Adam Briggle -- Part III: GAMES AND GAMEWORLDS -- 12. Introduction to part III- 13. Videogames and fictionalism: Grant Tavinor -- 14. Fiction and fictional worlds in videogames: Aaron Meskin and Jon Robson -- 15. In-game action: John Richard Sageng -- 16. Reality, pretence and the ludic parenthesis: Olav Asheim -- 17. Are computer games real?: Patrick Coppock. 
520 |a   Computer games have become a major cultural and economic force, and the last decade has seen the emergence of extensive academic study of such games. Up until now there has been little attention from philosophy to investigate the philosophical problems that arise from the phenomenon of computer games. This book fill this lacuna by bringing philosophers and media researchers together in discussions of the basic concepts needed to understand computer games. The essays address central issues such as the reality status of the game environment, gameplay, and the moral evaluation of player or avatar actions. The anthology is required reading for anyone with an academic or professional interest in computer games, and will also be valuable to any reader curious about the philosophical issues that are raised by modern-day digital culture. 
650 0 |a Philosophy. 
650 0 |a Computer graphics. 
650 1 4 |a Philosophy. 
650 2 4 |a Philosophy of Technology. 
650 2 4 |a Computer Imaging, Vision, Pattern Recognition and Graphics. 
700 1 |a Sageng, John Richard.  |e editor. 
700 1 |a Fossheim, Hallvard.  |e editor. 
700 1 |a Mandt Larsen, Tarjei.  |e editor. 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9789400742482 
830 0 |a Philosophy of Engineering and Technology,  |x 1879-7202 ;  |v 7 
856 4 0 |u http://dx.doi.org/10.1007/978-94-007-4249-9  |z Full Text via HEAL-Link 
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950 |a Humanities, Social Sciences and Law (Springer-11648)