01089cam--2200337---450 99000031890020331620240115090816.00031890USA010031890(ALEPH)000031890USA01003189020010105g19661967km-y0itay50------baitaITa|||||||001yy<<La>> storia del cinema[diretta da Lorenzo Camusso e Riccardo Mezzanotte]MilanoVallardi edizioni periodiche1966-19674 volumi (360; 360; 360; 362 p.)ill.28 cmCinemaStoriaBNCF791.4309CAMUSSO,LorenzoMEZZANOTTE,RiccardoITsalbcISBD990000318900203316XIII.2. 528/1(XVI C 18 I)153744 L.M.XIII.2.00005266XIII.2. 528/2(XVI C 18 II)153745 L.M.XIII.2.00005267XIII.2. 528/3(XVI C 18 III)153746 L.M.XIII.2.00005268BKUMAHistoire de l'art cinématographique58388UNISA04054oam 2200721I 450 991079041790332120190503073415.00-262-31713-30-262-31712-5(CKB)2550000001115756(EBL)3339668(SSID)ssj0000984207(PQKBManifestationID)11543040(PQKBTitleCode)TC0000984207(PQKBWorkID)11012136(PQKB)11705059(MiAaPQ)EBC3339668(CaBNVSL)mat06642240(IDAMS)0b00006481f1a675(IEEE)6642240(OCoLC)857769605(OCoLC)861528276(OCoLC)881288976(OCoLC)900196168(OCoLC)1055359868(OCoLC)1066440153(OCoLC)1081265884(OCoLC)1086546961(OCoLC-P)857769605(MaCbMITP)9052(Au-PeEL)EBL3339668(CaPaEBR)ebr10756167(CaONFJC)MIL516091(OCoLC)939263833(PPN)258629924(EXLCZ)99255000000111575620130909d2013 uy 0engurcnu||||||||txtccrBeyond choices the design of ethical gameplay /Miguel SicartCambridge, Massachusetts :The MIT Press,[2013]©20131 online resource (189 p.)Description based upon print version of record.0-262-01978-7 1-299-84840-0 Includes bibliographical references and index.1. Introduction -- 2. Defining ethical gameplay -- 3. Being a game -- 4. The player, the player -- 5. The design of ethical gameplay --How computer games can be designed to create ethically relevant experiences for players."Today's blockbuster video games -- and their never-ending sequels, sagas, and reboots -- provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films -- including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver -- filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play."Video gamesMoral and ethical aspectsVideo gamesPhilosophyEthical gameplayVideo game designGAME STUDIES/Game DesignPHILOSOPHY/Ethics & BioethicsSOCIAL SCIENCES/Media StudiesVideo gamesMoral and ethical aspects.Video gamesPhilosophy.794.8Sicart Miguel1978-854356OCoLC-POCoLC-PBOOK9910790417903321Beyond choices3680248UNINA03236oam 2200625 450 991081955830332120231107203352.01-4426-5589-51-4426-2333-010.3138/9781442623330(CKB)3710000000329570(EBL)4670244(SSID)ssj0001529060(PQKBManifestationID)11845521(PQKBTitleCode)TC0001529060(PQKBWorkID)11520148(PQKB)11662870(DE-B1597)465651(OCoLC)979743420(DE-B1597)9781442623330(Au-PeEL)EBL4670244(CaPaEBR)ebr11256758(OCoLC)958571327(MiAaPQ)EBC4670244(EXLCZ)99371000000032957020160920h19891989 uy 0engur|n|---|||||txtrdacontentcrdamediacrrdacarrierMiscellaneous writings /John Stuart Mill ; edited by John M. RobsonToronto ;Buffalo ;London :University of Toronto Press :Routledge,1989.©19891 online resource (513 pages)Collected Works of John Stuart MillIncludes index.1-4426-5497-X Frontmatter --Contents --INTRODUCTION --Editions of Jeremy Bentham and James Mill, 1827 and 1869 --Botanical Writings, 1840-61 --Medical Reviews, 1834 and 1842 --APPENDICES --INDEXThe interests and activities of John Stuart Mill (1806–73) were so wide-ranging that even the varied subjects of thirty previously published volumes of Collected Works cannot encompass them all. In this volume are brought together diverse and interesting instances of his polymathic career, none before republished and some previously unpublished.Neatly framing Mill’s writing career are his editorial prefaces and extensive notes to Jeremy Bentham;s Rationale of Judicial Evidence (1827) and James Mill’s Analysis of the Phenomena of the Human Mind (1869). Both demonstrate his extraordinary powers of mind and diligence as well as his fealty. His constant avocation, field botany, is shown in his botanical writings, which open a window on an almost unknown activity that sustained and delighted him. Brief comments on two medical works hint at another interest. Two articles of which he was co-author demonstrate his work as editor of the London and Westminster Review, and a calendar of his contributions to the Political Economy Club provides yet another glimpse into his chosen activities and concerns. Published for the first time are Mill’s English and French wills, providing still further biographical detail.Collected Works of John Stuart Mill;XXXIPhilosophy of mindBotanyMiscellaneaPhilosophy of mind.Botany128.2Mill John Stuart1806-187367964Robson John M.MiAaPQMiAaPQMiAaPQBOOK9910819558303321Miscellaneous writings966778UNINA