Beyond choices : (Record no. 73339)

000 -LEADER
fixed length control field 03708nam a2200553 i 4500
001 - CONTROL NUMBER
control field 6642240
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20220712204815.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 151223s2013 maua ob 001 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 0262317133
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9780262317139
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9780262317122
-- electronic
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 0262019787
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9780262019781
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- electronic
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- electronic
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- electronic
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
-- electronic
082 04 - CLASSIFICATION NUMBER
Call Number 794.8
100 1# - AUTHOR NAME
Author Sicart, Miguel,
245 10 - TITLE STATEMENT
Title Beyond choices :
Sub Title the design of ethical gameplay /
300 ## - PHYSICAL DESCRIPTION
Number of Pages 1 PDF (viii, 180 pages) :
505 0# - FORMATTED CONTENTS NOTE
Remark 2 1. Introduction -- 2. Defining ethical gameplay -- 3. Being a game -- 4. The player, the player -- 5. The design of ethical gameplay --
520 ## - SUMMARY, ETC.
Summary, etc Today's blockbuster video games -- and their never-ending sequels, sagas, and reboots -- provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films -- including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver -- filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection.Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Philosophy.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Moral and ethical aspects.
856 42 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier https://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6642240
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- Cambridge, Massachusetts :
-- MIT Press,
-- [2013]
264 #2 -
-- [Piscataqay, New Jersey] :
-- IEEE Xplore,
-- [2013]
336 ## -
-- text
-- rdacontent
337 ## -
-- electronic
-- isbdmedia
338 ## -
-- online resource
-- rdacarrier
588 ## -
-- Description based on PDF viewed 12/23/2015.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Video games
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Video games

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