Fr. 199.00

The Philosophy of Computer Games

English · Hardback

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Description

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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.

List of contents

Preface: 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.

Summary

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.

Additional text

From the reviews:
“This anthology of 16 essays discusses games from a philosophical perspective. … Game designers and those interested in philosophy … will find the book illuminating and a springboard for new ways to think about games and interactive media. Summing Up: Recommended. Upper-division undergraduates, graduate students, researchers/faculty, and professionals/practitioners in game design.” (A. Chen, Choice, Vol. 50 (6), February, 2013)
“This book is really about the philosophy of computer games. … Previously, foundational books in computer games … were more sociological in their orientation. This book begins to add an important pillar to that foundation. … It asks and attempts to answer some very serious questions. … I would recommend it first to philosophers in related fields such as the philosophy of fiction or media studies. I would also recommend it to designers of video games and virtual worlds … .” (J. M. Artz, ACM Computing Reviews, October, 2012)

Report

From the reviews:
"This anthology of 16 essays discusses games from a philosophical perspective. ... Game designers and those interested in philosophy ... will find the book illuminating and a springboard for new ways to think about games and interactive media. Summing Up: Recommended. Upper-division undergraduates, graduate students, researchers/faculty, and professionals/practitioners in game design." (A. Chen, Choice, Vol. 50 (6), February, 2013)
"This book is really about the philosophy of computer games. ... Previously, foundational books in computer games ... were more sociological in their orientation. This book begins to add an important pillar to that foundation. ... It asks and attempts to answer some very serious questions. ... I would recommend it first to philosophers in related fields such as the philosophy of fiction or media studies. I would also recommend it to designers of video games and virtual worlds ... ." (J. M. Artz, ACM Computing Reviews, October, 2012)

Product details

Assisted by Hallvard Fossheim (Editor), Hallvar J Fossheim (Editor), Hallvard J Fossheim (Editor), Tarjei Mandt Larsen (Editor), John R. Sageng (Editor), John Richard Sageng (Editor)
Publisher Springer Netherlands
 
Languages English
Product format Hardback
Released 01.09.2012
 
EAN 9789400742482
ISBN 978-94-0-074248-2
No. of pages 284
Dimensions 160 mm x 240 mm x 18 mm
Weight 574 g
Illustrations VIII, 284 p.
Series Philosophy of Engineering and Technology
Philosophy of Engineering and Technology
Subjects Humanities, art, music > Philosophy > Miscellaneous
Non-fiction book > Philosophy, religion > Miscellaneous

B, Philosophy, Computer Vision, Philosophy of Technology, Computer Imaging, Vision, Pattern Recognition and Graphics, Religion and Philosophy, Optical data processing, Image processing

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