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BOOK EXCERPT:
Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.
Product Details :
Genre |
: Philosophy |
Author |
: John Richard Sageng |
Publisher |
: Springer Science & Business Media |
Release |
: 2012-07-10 |
File |
: 281 Pages |
ISBN-13 |
: 9789400742499 |
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BOOK EXCERPT:
This first volume of the DIGAREC Series holds the proceedings of the conference The Philosophy of Computer Gamesʺ, held at the University of Potsdam from May 8-10, 2008. The contributions of the conference address three fields of computer game research that are philosophically relevant and, likewise, to which philosophical reflection is crucial. These are: ethics and politics, the action-space of games, and the magic circle. All three topics are interlinked and constitute the paradigmatic object of computer games: Whereas the first describes computer games on the outside, looking at the cultural effects of games as well as on moral practices acted out with them, the second describes computer games on the inside, i.e. how they are constituted as a medium. The latter finally discusses the way in which a border between these two realms, games and non-games, persists or is already transgressed in respect to a general performativity.
Product Details :
Genre |
: Computer games |
Author |
: Stephan Günzel |
Publisher |
: Universitätsverlag Potsdam |
Release |
: 2009 |
File |
: 344 Pages |
ISBN-13 |
: 9783940793492 |
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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.
Product Details :
Genre |
: Social Science |
Author |
: Miguel Sicart |
Publisher |
: MIT Press |
Release |
: 2011-08-19 |
File |
: 273 Pages |
ISBN-13 |
: 9780262261531 |
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BOOK EXCERPT:
In A Philosophy of Computer Art Dominic Lopes argues that computer art challenges some of the basic tenets of traditional ways of thinking about and making art and that to understand computer art we need to place particular emphasis on terms such as ‘interactivity’ and ‘user’.
Product Details :
Genre |
: Art |
Author |
: Dominic Lopes |
Publisher |
: Routledge |
Release |
: 2009-09-10 |
File |
: 160 Pages |
ISBN-13 |
: 9781135277437 |
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BOOK EXCERPT:
This book proposes that computer games are the paradigmatic form of contemporary landscape and offers a synthesis of art history, geography, game studies and play. Like paint on canvas, the game engine is taken as the underlying medium, and using the Valve Source Engine as the primary case study, it analyses landscapes according to the technical, economic and cultural features this medium affords. It presents the single-player first-person shooter (Half-Life 2) as a Promethean safari, examines how the economics of gambling and product placement shaped the eSports landscapes of Counter-Strike and reveals how sandboxes such as Garry’s Mod visualise the radical landscape of Web 2.0. This book explores how our relationship to the environment is changing, how we express this through computer games and how we can move beyond examining artistic influences on games to examining how historical connections flow through games and the history of landscape images.
Product Details :
Genre |
: Social Science |
Author |
: Peter Nelson |
Publisher |
: Springer Nature |
Release |
: 2023-10-02 |
File |
: 207 Pages |
ISBN-13 |
: 9783031376344 |
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BOOK EXCERPT:
This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear – Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack. Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking are outlined, before a series of cutting edge examples are given. These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future.
Product Details :
Genre |
: Computers |
Author |
: Duncan Williams |
Publisher |
: Springer |
Release |
: 2018-02-09 |
File |
: 171 Pages |
ISBN-13 |
: 9783319722726 |
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BOOK EXCERPT:
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Product Details :
Genre |
: Games & Activities |
Author |
: Mark J. P. Wolf |
Publisher |
: Bloomsbury Publishing USA |
Release |
: 2021-05-24 |
File |
: 1365 Pages |
ISBN-13 |
: 9781440870200 |
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BOOK EXCERPT:
This Guide provides an ambitious state-of-the-art survey of the fundamental themes, problems, arguments and theories constituting the philosophy of computing. A complete guide to the philosophy of computing and information. Comprises 26 newly-written chapters by leading international experts. Provides a complete, critical introduction to the field. Each chapter combines careful scholarship with an engaging writing style. Includes an exhaustive glossary of technical terms. Ideal as a course text, but also of interest to researchers and general readers.
Product Details :
Genre |
: Science |
Author |
: Luciano Floridi |
Publisher |
: John Wiley & Sons |
Release |
: 2008-04-15 |
File |
: 392 Pages |
ISBN-13 |
: 9780470756768 |
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BOOK EXCERPT:
This book uses the conceptual tools of philosophy to shed light on digital media and on the way in which they bear upon our existence. At the turn of the century, the rise of digital media significantly changed our world. The digitizing of traditional media has extraordinarily increased the circulation of texts, sound, and images. Digital media have also widened our horizons and altered our relationship with others and with ourselves. Information production and communication are still undoubtedly significant aspects of digital media and life. Recently, however, recording, registration and keeping track have taken the upper hand in both online practices and the imaginaries related to them. The essays in this book therefore focus primarily on the idea that digital media involve a significant overlapping between communication and recording.
Product Details :
Genre |
: Philosophy |
Author |
: Alberto Romele |
Publisher |
: Springer |
Release |
: 2018-05-17 |
File |
: 282 Pages |
ISBN-13 |
: 9783319757599 |
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BOOK EXCERPT:
Facebook and Philosophy is an entertaining, multi-faceted exploration of what Facebook means for us and for our relationships. With discussions ranging from the nature of friendship and its relationship to "friending," to the (debatable) efficacy of "online activism," this book is the most extensive and systematic attempt to understand Facebook yet. And with plenty of new perspectives on Twitter and Web 2.0 along the way, this fun, thought-provoking book is a serious and significant contribution for anyone working with social media, whether in academia, journalism, public relations, activism, or business. Exploring far-reaching questions — Can our interactions on Facebook help us care about each other more? Does Facebook signal the death of privacy, or (perhaps worse yet) the death of our desire for privacy? — Facebook and Philosophy is vital reading for anyone involved in social networks today.
Product Details :
Genre |
: Philosophy |
Author |
: D. E. Wittkower |
Publisher |
: Open Court |
Release |
: 2010-09-15 |
File |
: 325 Pages |
ISBN-13 |
: 9780812697209 |