MIT Press
Despite 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.
Sicart
The Ethics of Computer Games jetzt bestellen!
(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.
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Digital Lifestyle Computerspiele, Internetspiele
- Geisteswissenschaften Philosophie Ethik, Moralphilosophie
- Sozialwissenschaften Sport | Tourismus | Freizeit Hobbies & Spiele
- Sozialwissenschaften Soziologie | Soziale Arbeit Spezielle Soziologie Mediensoziologie
- Sozialwissenschaften Medien- und Kommunikationswissenschaften Medienwissenschaften
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