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  1. The Philosophy of Computer Games
    Published: 2012
    Publisher:  Springer, Dordrecht

    Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present... more

    Max-Planck-Institut für ethnologische Forschung, Bibliothek
    No inter-library loan
    Leuphana Universität Lüneburg, Medien- und Informationszentrum, Universitätsbibliothek
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook Springer
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek, Medizinische Zentralbibliothek
    eBook Springer
    No inter-library loan

     

    Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.

     

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    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789400742499
    Other identifier:
    RVK Categories: AP 15943 ; CC 7200 ; CC 8700 ; AP 15945 ; CC 8400
    Series: Philosophy of Engineering and Technology ; 7
    Subjects: Philosophy (General); Technology; Computer vision
    Scope: Online-Ressource, digital
    Notes:

    Description based upon print version of record

    Electronic reproduction; Available via World Wide Web

    The Philosophy of Computer Games; Preface; Contents; Chapter 1: General Introduction; Games; References; Part I: Players and Play; Chapter 2: Introduction to Part I: Players and Play; References; Suggestions for Further Reading; Chapter 3: Enter the Avatar: The Phenomenology of Prosthetic Telepresence in Computer Games; 3.1 Agency: The Cursor Analogy; 3.2 Prosthetic Agency and the Camera-Body; 3.3 The Paradox of the Prosthetic Avatar; 3.4 The ``I Can´´; 3.5 Body Intentionality and Body Image; 3.6 The Bodily Extension; 3.7 The Extending Touch; 3.8 The Prosthetic Marionette

    3.9 Proxy Embodiment3.10 Telepresence and the Camera-Body; 3.11 Third Person; 3.12 Corporeality; 3.13 Proxy VR; Bibliography; Games; Chapter 4: Computer Games and Emotions; 4.1 Introduction; 4.2 Goals and Emotions; 4.2.1 Goals; 4.2.2 Basic Emotions; 4.3 Presentations and Emotions; 4.3.1 Empathy; 4.3.2 Beauty; 4.3.3 Sounds; 4.4 Conclusions; Bibliography; Games; Chapter 5: Untangling Gameplay: An Account of Experience, Activity and Materiality Within Computer Game Play; 5.1 Introduction; 5.2 Game and Play in the Concept of Gameplay: A Curious Coupling

    5.3 Gameplay as an Activity and an Attitude5.4 From Metaphor to Materiality; 5.5 Computer Game as a Technological Artefact; 5.6 Co-Shaped Intentionality in Gameplay; 5.7 Conclusive Remarks; References; Chapter 6: Erasing the Magic Circle; 6.1 The Magic Circle in Play; 6.2 The Magic Circle and Digital Games; 6.3 A Separation in Space; 6.4 The Experiential Dimension; 6.5 Contexts; 6.6 Conclusion; Endnote; Endnote; References; Part II: Ethics and Play; Chapter 7: Introduction to Part II: Ethics and Play; References; Suggestions for Further Reading

    Chapter 8: Digital Games as Ethical Technologies8.1 Introduction; 8.2 A Brief Design Vocabulary; 8.3 What I Talk About When I Talk About Ethics; 8.4 (Post)Phenomenology and Computer Games; 8.5 Computer Games and the Philosophy of Information; 8.6 Playing Values: Bioshock and Grand Theft Auto IV; 8.7 Ethics by Ludic Means; 8.8 Games Are a Matter of Information (Ethics); 8.9 Conclusions; References - Literature; References - Games; Chapter 9: Virtual Rape, Real Dignity: Meta-Ethics for Virtual Worlds; 9.1 Introduction; 9.2 Overall Argument of the Paper in Summary

    9.3 The Meta-ethical Framework Informing the Argument9.3.1 The Rights of Agents: Alan Gewirth´s Argument for the Principle of Generic Consistency; 9.3.2 The Absolute Right to Dignity; 9.3.2.1 A Reconstruction of Gewirth´s Argument for the PGC; 9.3.2.2 The Agent´s Double Standpoint; 9.3.2.3 The Concept of Absolute Rights; 9.3.3 Role Morality and Universal Public Morality; 9.4 The Meta-ethical Framework Applied to the Ethics of Virtual Worlds; 9.4.1 The Rights of Virtual Agents; 9.4.1.1 Objection 1: Only Real Agents Can Have Rights; 9.4.1.2 Response to Objection 1: Room for Rights

    9.4.1.3 Objection 2: How Does the Opacity Argument Establish Rights for Avatars?

  2. The Philosophy of Computer Games
    Published: 2012
    Publisher:  Springer, Dordrecht

    Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present... more

    Technische Universität Chemnitz, Universitätsbibliothek
    No inter-library loan
    Zeppelin Universität gGmbH, Bibliothek
    No inter-library loan
    Max-Planck-Institut für ethnologische Forschung, Bibliothek
    No inter-library loan
    Helmut-Schmidt-Universität, Universität der Bundeswehr Hamburg, Universitätsbibliothek
    No inter-library loan
    Leuphana Universität Lüneburg, Medien- und Informationszentrum, Universitätsbibliothek
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek
    eBook Springer
    No inter-library loan
    Otto-von-Guericke-Universität, Universitätsbibliothek, Medizinische Zentralbibliothek
    eBook Springer
    No inter-library loan
    Universitätsbibliothek Mannheim
    No inter-library loan

     

    Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Volltext (lizenzpflichtig)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789400742499
    Other identifier:
    RVK Categories: AP 15943 ; CC 7200 ; CC 8700 ; AP 15945 ; CC 8400
    Series: Philosophy of Engineering and Technology ; 7
    Array
    Subjects: Philosophy (General); Technology; Computer vision; Philosophy; Philosophy (General); Technology; Computer vision
    Other subjects: Computer games--Philosophy.
    Scope: Online-Ressource (VIII, 284 p. 5 illus, digital)
    Notes:

    Description based upon print version of record

    The Philosophy of Computer Games; Preface; Contents; Chapter 1: General Introduction; Games; References; Part I: Players and Play; Chapter 2: Introduction to Part I: Players and Play; References; Suggestions for Further Reading; Chapter 3: Enter the Avatar: The Phenomenology of Prosthetic Telepresence in Computer Games; 3.1 Agency: The Cursor Analogy; 3.2 Prosthetic Agency and the Camera-Body; 3.3 The Paradox of the Prosthetic Avatar; 3.4 The ``I Can´´; 3.5 Body Intentionality and Body Image; 3.6 The Bodily Extension; 3.7 The Extending Touch; 3.8 The Prosthetic Marionette

    3.9 Proxy Embodiment3.10 Telepresence and the Camera-Body; 3.11 Third Person; 3.12 Corporeality; 3.13 Proxy VR; Bibliography; Games; Chapter 4: Computer Games and Emotions; 4.1 Introduction; 4.2 Goals and Emotions; 4.2.1 Goals; 4.2.2 Basic Emotions; 4.3 Presentations and Emotions; 4.3.1 Empathy; 4.3.2 Beauty; 4.3.3 Sounds; 4.4 Conclusions; Bibliography; Games; Chapter 5: Untangling Gameplay: An Account of Experience, Activity and Materiality Within Computer Game Play; 5.1 Introduction; 5.2 Game and Play in the Concept of Gameplay: A Curious Coupling

    5.3 Gameplay as an Activity and an Attitude5.4 From Metaphor to Materiality; 5.5 Computer Game as a Technological Artefact; 5.6 Co-Shaped Intentionality in Gameplay; 5.7 Conclusive Remarks; References; Chapter 6: Erasing the Magic Circle; 6.1 The Magic Circle in Play; 6.2 The Magic Circle and Digital Games; 6.3 A Separation in Space; 6.4 The Experiential Dimension; 6.5 Contexts; 6.6 Conclusion; Endnote; Endnote; References; Part II: Ethics and Play; Chapter 7: Introduction to Part II: Ethics and Play; References; Suggestions for Further Reading

    Chapter 8: Digital Games as Ethical Technologies8.1 Introduction; 8.2 A Brief Design Vocabulary; 8.3 What I Talk About When I Talk About Ethics; 8.4 (Post)Phenomenology and Computer Games; 8.5 Computer Games and the Philosophy of Information; 8.6 Playing Values: Bioshock and Grand Theft Auto IV; 8.7 Ethics by Ludic Means; 8.8 Games Are a Matter of Information (Ethics); 8.9 Conclusions; References - Literature; References - Games; Chapter 9: Virtual Rape, Real Dignity: Meta-Ethics for Virtual Worlds; 9.1 Introduction; 9.2 Overall Argument of the Paper in Summary

    9.3 The Meta-ethical Framework Informing the Argument9.3.1 The Rights of Agents: Alan Gewirth´s Argument for the Principle of Generic Consistency; 9.3.2 The Absolute Right to Dignity; 9.3.2.1 A Reconstruction of Gewirth´s Argument for the PGC; 9.3.2.2 The Agent´s Double Standpoint; 9.3.2.3 The Concept of Absolute Rights; 9.3.3 Role Morality and Universal Public Morality; 9.4 The Meta-ethical Framework Applied to the Ethics of Virtual Worlds; 9.4.1 The Rights of Virtual Agents; 9.4.1.1 Objection 1: Only Real Agents Can Have Rights; 9.4.1.2 Response to Objection 1: Room for Rights

    9.4.1.3 Objection 2: How Does the Opacity Argument Establish Rights for Avatars?

  3. The Philosophy of Computer Games
    Published: 2012
    Publisher:  Springer Netherlands, Dordrecht

    Hochschule Rhein-Waal, Zweigbibliothek Kamp-Lintfort
    Unlimited inter-library loan, copies and loan
    Hochschule Rhein-Waal, Bibliothek
    Unlimited inter-library loan, copies and loan
    Universitätsbibliothek Paderborn
    Unlimited inter-library loan, copies and loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789400742499
    Other identifier:
    Series: Philosophy of Engineering and Technology ; 7
    Subjects: Philosophy (General); Technology; Computer vision; Computerspiel; Ethik; Philosophie
  4. The Philosophy of Computer Games
    Published: 2012
    Publisher:  Springer Netherlands, Dordrecht

    Universitätsbibliothek Paderborn
    No inter-library loan
    Export to reference management software   RIS file
      BibTeX file
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9789400742499
    Other identifier:
    Series: Philosophy of Engineering and Technology ; 7
    Subjects: Philosophy (General); Technology; Computer vision