Designing Games For Ethics Models Techniques And Frameworks
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Designing Games for Ethics Models Techniques and Frameworks
Author | : Schrier, Karen,Gibson, David |
Publsiher | : IGI Global |
Total Pages | : 406 |
Release | : 2010-12-31 |
Genre | : Games & Activities |
ISBN | : 9781609601225 |
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"This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by publisher.
Designing Games for Ethics
Author | : Anonim |
Publsiher | : Unknown |
Total Pages | : 135 |
Release | : 2011 |
Genre | : Computer games |
ISBN | : 1780346344 |
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"This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by publisher.
We the Gamers
Author | : Karen Schrier |
Publsiher | : Oxford University Press |
Total Pages | : 401 |
Release | : 2021 |
Genre | : Education |
ISBN | : 9780190926106 |
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Combining research-based perspectives and current examples including Minecraft and Animal Crossing : New Horizons, We the Gamers shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change.
Emotions Technology and Digital Games
Author | : Anonim |
Publsiher | : Academic Press |
Total Pages | : 364 |
Release | : 2015-09-25 |
Genre | : Psychology |
ISBN | : 9780128018408 |
Download Emotions Technology and Digital Games Book in PDF, Epub and Kindle
Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions—both during and after play Describes how we can manage a player’s affective reactions Applies the emotional affect to making games more immersive Examines game-based learning and education Identifies which components of online games support socio-emotional development Discusses the impact of game-based emotions beyond the context of games
Ethics in the Virtual World
Author | : Garry Young |
Publsiher | : Routledge |
Total Pages | : 166 |
Release | : 2014-09-11 |
Genre | : Philosophy |
ISBN | : 9781317547228 |
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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?
Values at Play in Digital Games
Author | : Mary Flanagan,Helen Nissenbaum |
Publsiher | : MIT Press |
Total Pages | : 222 |
Release | : 2016-09-02 |
Genre | : Computers |
ISBN | : 9780262529976 |
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A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.
Culture at Play How Video Games Influence and Replicate Our World
Author | : Anonim |
Publsiher | : BRILL |
Total Pages | : 152 |
Release | : 2020-11-16 |
Genre | : Social Science |
ISBN | : 9789004439788 |
Download Culture at Play How Video Games Influence and Replicate Our World Book in PDF, Epub and Kindle
What is video game culture? This volume avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture.
Entertainment Computing and Serious Games
Author | : Ralf Dörner,Stefan Göbel,Michael Kickmeier-Rust,Maic Masuch,Katharina Zweig |
Publsiher | : Springer |
Total Pages | : 541 |
Release | : 2016-10-05 |
Genre | : Computers |
ISBN | : 9783319461526 |
Download Entertainment Computing and Serious Games Book in PDF, Epub and Kindle
The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.