THE VIDEOGAME ETHICS READER REVISED FIRST EDITION
Por JOS P. ZAGAL
Estado: DE 2ª MANO (BUENO)
Vendido por Brand New Used Books
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Sinopsis
ISBN: 9781609276355 Géneros: HPQ:UDX Sinópsis: Videogames are the dominant art form of the 21st century How we go about designing and creating them what we choose to say and express with them and how we engage with and play them reflects and informs our behavior and broader understanding of morality and ethics In this book Zagal has collected a series of essays that offer an amazing array of perspectives and views Game designers sociologists legal scholars media theorists game researchers philosophers and more all offer their views and insights on varied and diverse sets of issues Topics include potential effects of violent content in videogames cheating and antisocial behavior business practices in the games industry social and cultural diversity and representation in games moral values in games and gameplay freedom of expression and how games are uniquely positioned as an art form to encourage players to reflect on ethics and morality The Videogame Ethics Reader is a unique collection of writings on videogames and ethics by leading scholars and practitioners It includes game analyses case studies and thoughtprovoking essays that serve as a valuable companion to traditional ethics textbooks This book provides an entry point for thinking deliberating and discussing ethical topics surrounding videogames and their accompanying technologies It also serves as a springboard for examining how this relatively new medium can provide us with insights on many of the moral and ethical questions that have been with us for centuries Dr Jose P Zagal is a game designer and scholar He serves on the faculty at DePaul University’s College of Computing and Digital Media where he teaches a variety of courses on game design and analysis online communities and ethics In his research he explores the analysis design and use of videogames for encouraging ethical reasoning and reflection He is also interested in supporting games literacy through the use of collaborati
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