| 000 | 03681nam a22004935i 4500 | ||
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| 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 |
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| 024 | 7 |
_a10.1007/978-94-007-4249-9 _2doi |
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| 050 | 4 | _aB53 | |
| 072 | 7 |
_aHP _2bicssc |
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| 072 | 7 |
_aPHI021000 _2bisacsh |
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| 072 | 7 |
_aTEC000000 _2bisacsh |
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| 082 | 0 | 4 |
_a601 _223 |
| 100 | 1 |
_aSageng, John Richard. _eeditor. |
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| 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. |
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| 300 |
_aVIII, 284 p. 5 illus. _bonline resource. |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 490 | 1 |
_aPhilosophy of Engineering and Technology, _x1879-7202 ; _v7 |
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| 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. |
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| 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. |
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| 700 | 1 |
_aMandt Larsen, Tarjei. _eeditor. |
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| 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 |
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| 856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-94-007-4249-9 |
| 912 | _aZDB-2-SHU | ||
| 999 |
_c104743 _d104743 |
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