000 03681nam a22004935i 4500
001 978-94-007-4249-9
003 DE-He213
005 20140220083346.0
007 cr nn 008mamaa
008 120710s2012 ne | s |||| 0|eng d
020 _a9789400742499
_9978-94-007-4249-9
024 7 _a10.1007/978-94-007-4249-9
_2doi
050 4 _aB53
072 7 _aHP
_2bicssc
072 7 _aPHI021000
_2bisacsh
072 7 _aTEC000000
_2bisacsh
082 0 4 _a601
_223
100 1 _aSageng, John Richard.
_eeditor.
245 1 4 _aThe Philosophy of Computer Games
_h[electronic resource] /
_cedited by John Richard Sageng, Hallvard Fossheim, Tarjei Mandt Larsen.
264 1 _aDordrecht :
_bSpringer Netherlands :
_bImprint: Springer,
_c2012.
300 _aVIII, 284 p. 5 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aPhilosophy of Engineering and Technology,
_x1879-7202 ;
_v7
505 0 _aPreface: 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 _aPhilosophy (General).
650 0 _aTechnology
_xPhilosophy.
650 0 _aComputer vision.
650 1 4 _aPhilosophy.
650 2 4 _aPhilosophy of Technology.
650 2 4 _aComputer Imaging, Vision, Pattern Recognition and Graphics.
700 1 _aFossheim, Hallvard.
_eeditor.
700 1 _aMandt Larsen, Tarjei.
_eeditor.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9789400742482
830 0 _aPhilosophy of Engineering and Technology,
_x1879-7202 ;
_v7
856 4 0 _uhttp://dx.doi.org/10.1007/978-94-007-4249-9
912 _aZDB-2-SHU
999 _c104743
_d104743