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  • 1
    Online Resource
    Online Resource
    Dordrecht : Springer
    ISBN: 9789400742499
    Language: English
    Pages: Online-Ressource (VIII, 284 p. 5 illus, digital)
    Series Statement: Philosophy of Engineering and Technology 7
    Series Statement: SpringerLink
    Series Statement: Bücher
    Parallel Title: Buchausg. u.d.T. The philosophy of computer games
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    Keywords: Philosophy (General) ; Technology Philosophy ; Computer vision ; Philosophy ; Philosophy (General) ; Technology Philosophy ; Computer vision ; Computer games--Philosophy. ; Computerspiel ; Philosophie ; Computerspiel ; Ethik ; Computerspiel ; Computerspiel ; Philosophie
    Abstract: 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.
    Description / Table of Contents: 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
    Description / Table of Contents: 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
    Description / Table of Contents: 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
    Description / Table of Contents: 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
    Description / Table of Contents: 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
    Description / Table of Contents: 9.4.1.3 Objection 2: How Does the Opacity Argument Establish Rights for Avatars?
    Note: Description based upon print version of record
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