LEADER 03782nam 2200649 450 001 9910452902303321 005 20200520144314.0 010 $a0-262-31712-5 035 $a(CKB)2550000001115756 035 $a(EBL)3339668 035 $a(SSID)ssj0000984207 035 $a(PQKBManifestationID)11543040 035 $a(PQKBTitleCode)TC0000984207 035 $a(PQKBWorkID)11012136 035 $a(PQKB)11705059 035 $a(MiAaPQ)EBC3339668 035 $a(CaBNVSL)mat06642240 035 $a(IDAMS)0b00006481f1a675 035 $a(IEEE)6642240 035 $a(OCoLC)857769605$z(OCoLC)861528276$z(OCoLC)881288976$z(OCoLC)900196168$z(OCoLC)1055359868$z(OCoLC)1066440153$z(OCoLC)1081265884$z(OCoLC)1086546961 035 $a(OCoLC-P)857769605 035 $a(MaCbMITP)9052 035 $a(Au-PeEL)EBL3339668 035 $a(CaPaEBR)ebr10756167 035 $a(CaONFJC)MIL516091 035 $a(OCoLC)939263833 035 $a(EXLCZ)992550000001115756 100 $a20151223d2013 uy 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt 182 $cc 183 $acr 200 10$aBeyond choices $ethe design of ethical gameplay /$fMiguel Sicart 210 1$aCambridge, Massachusetts :$cMIT Press,$d[2013] 210 2$a[Piscataqay, New Jersey] :$cIEEE Xplore,$d[2013] 215 $a1 online resource (189 p.) 300 $aDescription based upon print version of record. 311 0 $a0-262-01978-7 311 0 $a1-299-84840-0 320 $aIncludes bibliographical references and index. 327 $a1. Introduction -- 2. Defining ethical gameplay -- 3. Being a game -- 4. The player, the player -- 5. The design of ethical gameplay -- 330 $aToday'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. 606 $aVideo games$xMoral and ethical aspects 606 $aVideo games$xPhilosophy 608 $aElectronic books. 615 0$aVideo games$xMoral and ethical aspects. 615 0$aVideo games$xPhilosophy. 676 $a794.8 700 $aSicart$b Miguel$f1978-,$0854356 801 0$bCaBNVSL 801 1$bCaBNVSL 801 2$bCaBNVSL 906 $aBOOK 912 $a9910452902303321 996 $aBeyond choices$92258296 997 $aUNINA