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  1. Cheating
    Gaining Advantage in Videogames
    Published: 2007
    Publisher:  MIT Press, Cambridge, MA

    A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry. Intro -- Contents -- Acknowledgments -- Introduction TO CHEAT OR NOT TO CHEAT: IS THAT EVEN THE... more

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    A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry. Intro -- Contents -- Acknowledgments -- Introduction TO CHEAT OR NOT TO CHEAT: IS THAT EVEN THE QUESTION? -- Part I A Cultural History of Cheating in Games -- 1 CREATING THE MARKET: EASTER EGGS AND SECRET AGENTS -- 2 GUIDANCE GOES INDEPENDENT: THE RISE OF STRATEGY GUIDE PUBLISHERS -- 3 GENIES, SHARKS, AND CHIPS: THE TECHNOLOGICAL SIDE TO CHEATING -- Part II Game Players -- 4 GAINING ADVANTAGE: HOW VIDEOGAME PLAYERS DEFINE AND NEGOTIATE CHEATING -- 5 THE CHEATERS -- 6 BUSTING PUNKS AND POLICING PLAYERS: THE ANTICHEATING INDUSTRY -- 7 A MAGE'S CHRONICLE: CHEATING AND LIFE IN VANA'DIEL -- Part III Capital and Game Ethics -- 8 CAPITALIZING ON PARATEXTS: GAMEPLAY, ETHICS, AND EVERYDAY LIFE -- Notes -- References -- Index.

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780262270748
    RVK Categories: CC 8400 ; SU 500 ; MS 6530
    Series: The MIT Press Ser
    Subjects: Cheating at video games; Video games industry -- Corrupt practices; Video games -- Moral and ethical aspects; Cheating at video games; Video games ; Moral and ethical aspects; Video games industry ; Corrupt practices; Electronic books; Cheat <Computerspiel>; Ethik
    Scope: 1 Online-Ressource (IX, 228 Seiten)
    Notes:

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