"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.
In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design.
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.
"This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by ...
This volume avoids easy answers and deceitful single definitions. Instead, the collected essays included here navigate the messy and exciting waters of video games, of culture, and of the meeting of video games and culture.
BradyGames-Game Design: Secrets of the Sages-2nd Edition Features. More information about the console gaming market. How multiplayer gameplay is affecting the industry. More game and design theory, with inspirations and...
This book offers a broader ethical perspective on digital game cultures, presenting theoretical and empirical work on the ethical dimensions of the development, production and distribution of digital games, as well as issues relating to ...
In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games.
Square Enix Deus Ex: Mankind Divided (2016). Eidos Montreal/Square Enix. Blade Runner (1982). Scott, Ridley [film] Neuromancer (1984). Gibson, William [novel] Burning Chrome. Gibson, William [short stories] Ghost ...
K. Schrier and D. Gibson (Hershey, PA: IGI Global, 2010), pp. 239–261). 15. Becker, “Choosing and Using Games in the Classroom.” 16. For further information, see D. Simkins, “Assessing Video Games for Learning,” Learning, ...
That is, we create a simple set of rules for our characters and/or objects, their behaviors and their relationships. This world can be perceived as object-oriented. To this we add more mechanics with the actions the player can perform.