Video Games, Violence, and the Ethics of Fantasy

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 1350121894
Total Pages : 203 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis Video Games, Violence, and the Ethics of Fantasy by : Christopher Bartel

Download or read book Video Games, Violence, and the Ethics of Fantasy written by Christopher Bartel and published by Bloomsbury Publishing. This book was released on 2020-07-23 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 1350121886
Total Pages : 224 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis Video Games, Violence, and the Ethics of Fantasy by : Christopher Bartel

Download or read book Video Games, Violence, and the Ethics of Fantasy written by Christopher Bartel and published by Bloomsbury Publishing. This book was released on 2020-07-23 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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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Author :
Publisher : MIT Press
ISBN 13 : 0262261537
Total Pages : 273 pages
Book Rating : 4.2/5 (622 download)

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Book Synopsis The Ethics of Computer Games by : Miguel Sicart

Download or read book The Ethics of Computer Games written by Miguel Sicart and published by MIT Press. This book was released on 2011-08-19 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

The Video Game Debate 2

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Author :
Publisher : Routledge
ISBN 13 : 1000224287
Total Pages : 160 pages
Book Rating : 4.0/5 (2 download)

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Book Synopsis The Video Game Debate 2 by : Rachel Kowert

Download or read book The Video Game Debate 2 written by Rachel Kowert and published by Routledge. This book was released on 2020-11-29 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Ethics in the Virtual World

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Author :
Publisher : Routledge
ISBN 13 : 1317547225
Total Pages : 166 pages
Book Rating : 4.3/5 (175 download)

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Book Synopsis Ethics in the Virtual World by : Garry Young

Download or read book Ethics in the Virtual World written by Garry Young and published by Routledge. This book was released on 2014-09-11 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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?

Moral Combat

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Publisher : BenBella Books, Inc.
ISBN 13 : 1942952996
Total Pages : 256 pages
Book Rating : 4.9/5 (429 download)

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Book Synopsis Moral Combat by : Patrick M. Markey

Download or read book Moral Combat written by Patrick M. Markey and published by BenBella Books, Inc.. This book was released on 2017-03-21 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: In family rooms across America, millions of children and teenagers are playing video games, such as Call of Duty, Halo, and Grand Theft Auto, roaming violent virtual worlds—with virtual guns in their hands. In what sometimes seems like an increasingly violent world, it's only natural to worry about the effects of all this pixelated gore. But is that concern misplaced? Authors and psychologists Patrick M. Markey and Christopher J. Ferguson say it is. The media and politicians have been sounding the alarm for years, and with every fresh tragedy involving a young perpetrator comes another flurry of articles about the dangers of violent media. The problem is this: Their fear isn't supported by the evidence. In fact, unlike the video game–trained murder machines depicted in the press, school shooters are actually less likely to be interested in violent games than their peers. In reality, most well-adjusted children and teenagers play violent video games, all without ever exhibiting violent behavior in real life. What's more, spikes in sales of violent games actually correspond to decreased rates of violent crime. If that surprises you, you're not alone—the national dialogue on games and violence has been hopelessly biased. But that's beginning to change. Scholars are finding that not only are violent games not one of society's great evils, they may even be a force for good. In Moral Combat, Markey and Ferguson explore how video games—even the bloodiest—can have a positive impact on everything from social skills to stress, and may even make us more morally sensitive. Tracing the rise of violent games from arcades to online deathmatches, they have spent years on the front lines of the video game debate and now offer a comprehensive overview of the scientific research on gaming. With humor, complete honesty, and extensive research, they separate the myth from the medium. Moral Combat is an irreverent and informative guide to the worries—and wonders—of our violent virtual world.

Of Games and God

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Author :
Publisher : Baker Books
ISBN 13 : 1441240519
Total Pages : 224 pages
Book Rating : 4.4/5 (412 download)

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Book Synopsis Of Games and God by : Kevin Schut

Download or read book Of Games and God written by Kevin Schut and published by Baker Books. This book was released on 2013-01-15 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are big business, generating billions of dollars annually. The long-held stereotype of the gamer as a solitary teen hunched in front of his computer screen for hours is inconsistent with the current makeup of a diverse and vibrant gaming community. The rise of this cultural phenomenon raises a host of questions: Are some games too violent? Do they hurt or help our learning? Do they encourage escapism? How do games portray gender? Such questions have generated lots of talk, but missing from much of the discussion has been a Christian perspective. Kevin Schut, a communications expert and an enthusiastic gamer himself, offers a lively, balanced, and informed Christian evaluation of video games and video game culture. He expertly engages a variety of issues, encouraging readers to consider both the perils and the promise of this major cultural phenomenon. The book includes a foreword by Quentin J. Schultze.

Videogames and Education

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Publisher : Routledge
ISBN 13 : 1317452666
Total Pages : 248 pages
Book Rating : 4.3/5 (174 download)

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Book Synopsis Videogames and Education by : Harry J. Brown

Download or read book Videogames and Education written by Harry J. Brown and published by Routledge. This book was released on 2014-12-18 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret video games in the context of human experience and in the field of humanities research. The author shows how video games have become a powerful form of political, ethical, and religious discourse, and how they have already influenced the way we teach, learn, and create. He discusses the major trends in game design, the public controversies surrounding video games, and the predominant critical positions in game criticism. The book speaks to all educators, scholars, and thinking persons who seek a fuller understanding of this significant and video games cultural phenomenon.

Fantasy Life

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Publisher : Penguin
ISBN 13 : 1594632715
Total Pages : 386 pages
Book Rating : 4.5/5 (946 download)

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Book Synopsis Fantasy Life by : Matthew Berry

Download or read book Fantasy Life written by Matthew Berry and published by Penguin. This book was released on 2014-07-01 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: Includes new chapters with small, easy-to-understand words. Bestselling words! Fantasy football, fantasy baseball, fantasy basketball, even fantasy sumo wrestling: the world of fantasy sports is huge, and still growing. Today, more than 35 million people in the United States and Canada spend hours upon hours each week on their fantasy sports teams. And as the Senior Fantasy Sports Analyst for ESPN, Matthew Berry is on the front lines of what has grown from a niche subculture into a national pastime. In his New York Times-bestselling Fantasy Life, Berry celebrates every aspect of the fantasy sports world. Brilliant trash talk. Unbelievable trophies. Insane draft day locations. Shake-your-head-in-disbelief punishments. Ingenious attempts at cheating. And surprisingly uplifting stories that remind us why we play these games in the first place. Written with the same award-winning style that has made Berry one of the most popular columnists on ESPN.com, Fantasy Life is a book for both hard-core fantasy players and people who have never played before. Between tales of love and hate, birth and death, tattoos and furry animal costumes, the White House Situation Room and a 126-pound golden pelican, Matthew chronicles his journey from a fourteen-year-old fantasy player to the face of fantasy sports for the largest sports media company in the world. Fantasy will save your life. Fantasy will set you free. And fantasy life is most definitely better than real life. You’ll see.

Simulating Good and Evil

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Author :
Publisher : Rutgers University Press
ISBN 13 : 1978818564
Total Pages : 223 pages
Book Rating : 4.9/5 (788 download)

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Book Synopsis Simulating Good and Evil by : Marcus Schulzke

Download or read book Simulating Good and Evil written by Marcus Schulzke and published by Rutgers University Press. This book was released on 2020-09-17 with total page 223 pages. Available in PDF, EPUB and Kindle. Book excerpt: Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without inflicting real harm.

Philosophy Through Video Games

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Author :
Publisher : Routledge
ISBN 13 : 113585968X
Total Pages : 368 pages
Book Rating : 4.1/5 (358 download)

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Book Synopsis Philosophy Through Video Games by : Jon Cogburn

Download or read book Philosophy Through Video Games written by Jon Cogburn and published by Routledge. This book was released on 2009-09-10 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can Wii Sports teach us about metaphysics? Can playing World of Warcraft lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from Zork, Grand Theft Auto, and Civilization? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a television in 1953. In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of perceptual knowledge, personal identity, artificial intelligence, and the very meaning of life itself, arguing that video games are popular precisely because they engage with longstanding philosophical problems. Topics covered include: * The Problem of the External World * Dualism and Personal Identity * Artificial and Human Intelligence in the Philosophy of Mind * The Idea of Interactive Art * The Moral Effects of Video Games * Games and God's Goodness Games discussed include: Madden Football, Wii Sports, Guitar Hero, World of Warcraft, Sims Online, Second Life, Baldur's Gate, Knights of the Old Republic, Elder Scrolls, Zork, EverQuest Doom, Halo 2, Grand Theft Auto, Civilization, Mortal Kombat, Rome: Total War, Black and White, Aidyn Chronicles

The Art of Videogames

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Publisher : John Wiley & Sons
ISBN 13 : 9781444310184
Total Pages : 240 pages
Book Rating : 4.3/5 (11 download)

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Book Synopsis The Art of Videogames by : Grant Tavinor

Download or read book The Art of Videogames written by Grant Tavinor and published by John Wiley & Sons. This book was released on 2009-11-19 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art

Empathy and Violent Video Games

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Author :
Publisher : Springer
ISBN 13 : 1137440139
Total Pages : 78 pages
Book Rating : 4.1/5 (374 download)

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Book Synopsis Empathy and Violent Video Games by : C. Happ

Download or read book Empathy and Violent Video Games written by C. Happ and published by Springer. This book was released on 2014-11-21 with total page 78 pages. Available in PDF, EPUB and Kindle. Book excerpt: Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy in violent video games, revealing new insights that will inform the ongoing debates about the effects violent media content.

Fictional Immorality and Immoral Fiction

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Publisher : Rowman & Littlefield
ISBN 13 : 1793639205
Total Pages : 277 pages
Book Rating : 4.7/5 (936 download)

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Book Synopsis Fictional Immorality and Immoral Fiction by : Garry Young

Download or read book Fictional Immorality and Immoral Fiction written by Garry Young and published by Rowman & Littlefield. This book was released on 2021-01-15 with total page 277 pages. Available in PDF, EPUB and Kindle. Book excerpt: It is commonplace for fictional content to depict immoral activities: the kidnapping of a politician, for example, or the elaborate theft of a national treasure, or perhaps the gruesome proclivities of a sadistic murderer. These and similar depictions can be found across a range of media, and in varying degrees of detail and realism. Fictional Immorality and Immoral Fiction examines potential conditions for transforming fictional immorality into immoral fiction, in order to establish what makes a depiction of fictional immorality and/or one’s engagement with it immoral. To achieve this aim, Garry Young analyzes fictional content, its meaning, one’s motivation for engaging with it, and the medium in which the fiction is presented (such as film, literature, theatre, video games) using philosophical inquiry. The end result is a systematic examination of fictional immorality, which contributes toward debates on the morality of depicting and engaging with fictional immorality, as well as the reach of censorship and other forms of prohibition, especially when the act depicted is of the kind that would be most egregious if carried out in reality.

The Aesthetics of Videogames

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Author :
Publisher : Routledge
ISBN 13 : 1351809458
Total Pages : 375 pages
Book Rating : 4.3/5 (518 download)

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Book Synopsis The Aesthetics of Videogames by : Jon Robson

Download or read book The Aesthetics of Videogames written by Jon Robson and published by Routledge. This book was released on 2018-03-19 with total page 375 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, including but not limited to: the nature of performance and identity in videogames; their status as an interactive form of art; the ethical problems raised by violence in videogames; and the representation of women in videogames and the gaming community. The Aesthetics of Videogames is an important contribution to analytic aesthetics that deals with an important and growing art form.

Injustice: Gods Among Us Year One - The Complete Collection

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Author :
Publisher : DC
ISBN 13 : 1401267459
Total Pages : 428 pages
Book Rating : 4.4/5 (12 download)

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Book Synopsis Injustice: Gods Among Us Year One - The Complete Collection by : Tom Taylor

Download or read book Injustice: Gods Among Us Year One - The Complete Collection written by Tom Taylor and published by DC. This book was released on 2016-03-08 with total page 428 pages. Available in PDF, EPUB and Kindle. Book excerpt: Inspired by the video game phenomenon, INJUSTICE: GODS AMONG US YEAR ONE-THE COMPLETE EDITION collects the initial year of the best-selling series in its entirety for the first time! Superman is Earth's greatest hero. But when the Man of Steel can't protect the thing he holds most dear, he decides to stop trying to save the world-and start ruling it. Now, the Last Son of Krypton is enforcing peace on Earth by any means necessary. Only one man stands between Superman and absolute power: Batman. And the Dark Knight will use any method at his disposal to stop his former friend from reshaping the world in his shattered image. Written by Tom Taylor (EARTH 2) with art by Jheremy Raapack (RESIDENT EVIL), Mike S. Miller (A Game of Thrones) and more, this thrilling graphic novel collects INJUSTICE: GODS AMONG US digital chapters 1-36 and in single magazine form as INJUSTICE: GODS AMONG US 1-12 and INJUSTICE: GODS AMONG US ANNUAL 1.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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Author :
Publisher : Macmillan
ISBN 13 : 1466886420
Total Pages : 256 pages
Book Rating : 4.4/5 (668 download)

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Book Synopsis What Video Games Have to Teach Us About Learning and Literacy. Second Edition by : James Paul Gee

Download or read book What Video Games Have to Teach Us About Learning and Literacy. Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.