LEADER 04393nam 2200685 450 001 9910456099703321 005 20200520144314.0 010 $a1-282-24014-5 010 $a9786612240140 010 $a0-262-25513-8 035 $a(CKB)2420000000001099 035 $a(OCoLC)405036321 035 $a(CaPaEBR)ebrary10290033 035 $a(SSID)ssj0000149970 035 $a(PQKBManifestationID)11155594 035 $a(PQKBTitleCode)TC0000149970 035 $a(PQKBWorkID)10239676 035 $a(PQKB)10738867 035 $a(StDuBDS)EDZ0000130713 035 $a(MiAaPQ)EBC3339020 035 $a(CaBNVSL)mat06267201 035 $a(IDAMS)0b000064818b4163 035 $a(IEEE)6267201 035 $a(OCoLC)405036321$z(OCoLC)432428914$z(OCoLC)647703719$z(OCoLC)707222594$z(OCoLC)748588248$z(OCoLC)767257109$z(OCoLC)816316141$z(OCoLC)923251137$z(OCoLC)961543494$z(OCoLC)962683602$z(OCoLC)988473322$z(OCoLC)992065178$z(OCoLC)994955776$z(OCoLC)1037928475$z(OCoLC)1038679859$z(OCoLC)1045515256$z(OCoLC)1055316181$z(OCoLC)1058112061$z(OCoLC)1064104031$z(OCoLC)1064117334$z(OCoLC)1081188284 035 $a(OCoLC-P)405036321 035 $a(MaCbMITP)7937 035 $a(Au-PeEL)EBL3339020 035 $a(CaPaEBR)ebr10290033 035 $a(CaONFJC)MIL224014 035 $a(OCoLC)923251137 035 $a(EXLCZ)992420000000001099 100 $a20151223d2011 uy 101 0 $aeng 135 $aur||||||||||| 181 $ctxt 182 $cc 183 $acr 200 14$aThe ethics of computer games /$fMiguel Sicart 210 1$aCambridge, Massachusetts :$cMIT Press,$dc2009. 210 2$a[Piscataqay, New Jersey] :$cIEEE Xplore,$d[2011] 215 $a1 online resource (273 p.) 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a0-262-01265-0 320 $aIncludes bibliographical references and index. 327 $aComputer games as designed ethical systems -- Players as moral beings -- The ethics of computer games -- Applying ethics : case studies -- Unethical game content and effect studies : a critical ethical reading -- The ethics of game design. 330 $aDespite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay. 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 $a175 700 $aSicart$b Miguel$f1978-$0854356 801 0$bCaBNVSL 801 1$bCaBNVSL 801 2$bCaBNVSL 906 $aBOOK 912 $a9910456099703321 996 $aThe ethics of computer games$91907999 997 $aUNINA