Conference Proceedings Of The Philosophy Of Computer Games 2008


Conference Proceedings Of The Philosophy Of Computer Games 2008
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Conference Proceedings Of The Philosophy Of Computer Games 2008


Conference Proceedings Of The Philosophy Of Computer Games 2008
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Author : Stephan Günzel
language : en
Publisher: Universitätsverlag Potsdam
Release Date : 2009

Conference Proceedings Of The Philosophy Of Computer Games 2008 written by Stephan Günzel and has been published by Universitätsverlag Potsdam this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009 with Computer games categories.


This first volume of the DIGAREC Series holds the proceedings of the conference The Philosophy of Computer Gamesʺ, held at the University of Potsdam from May 8-10, 2008. The contributions of the conference address three fields of computer game research that are philosophically relevant and, likewise, to which philosophical reflection is crucial. These are: ethics and politics, the action-space of games, and the magic circle. All three topics are interlinked and constitute the paradigmatic object of computer games: Whereas the first describes computer games on the outside, looking at the cultural effects of games as well as on moral practices acted out with them, the second describes computer games on the inside, i.e. how they are constituted as a medium. The latter finally discusses the way in which a border between these two realms, games and non-games, persists or is already transgressed in respect to a general performativity.



The Philosophy Of Computer Games


The Philosophy Of Computer Games
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Author : John Richard Sageng
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-07-10

The Philosophy Of Computer Games written by John Richard Sageng and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-07-10 with Philosophy categories.


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.



Encyclopedia Of Video Games 3 Volumes


Encyclopedia Of Video Games 3 Volumes
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Author : Mark J. P. Wolf
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2021-05-24

Encyclopedia Of Video Games 3 Volumes written by Mark J. P. Wolf and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-24 with Games & Activities categories.


Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.



Digarec Lectures 2008 09


Digarec Lectures 2008 09
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Author : Stephan Günzel
language : en
Publisher: Universitätsverlag Potsdam
Release Date : 2009

Digarec Lectures 2008 09 written by Stephan Günzel and has been published by Universitätsverlag Potsdam this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009 with Art categories.


Der zweite Band der DIGAREC Series beinhaltet Beiträge der DIGAREC Lectures 2008/09 sowie des Wissenschaftsforums der Deutschen Gamestage 2008 und 2009. Mit Beiträgen von Oliver Castendyk (Erich Pommer Institut), Stephan Günzel mit Michael Liebe und Dieter Mersch (Universität Potsdam), Andreas Lange (Computerspielemuseum Berlin), Ingrid Möller mit Barbara Krahé (Universität Potsdam), Klaus Spieler (Institut für digitale interaktive Kultur Berlin), James Tobias (University of California, Riverside), Stefan Böhme (HBK Braunschweig), Robert Glashüttner (Wien), Sven Jöckel (Universität Erfurt) mit Leyla Dogruel (FU Berlin), Michael Mosel (Universität Marburg), Sebastian Quack (HTW Berlin), Leif Rumbke (Hamburg) und Steffen P. Walz (ETH Zürich).



Designing Games For Ethics Models Techniques And Frameworks


Designing Games For Ethics Models Techniques And Frameworks
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Author : Schrier, Karen
language : en
Publisher: IGI Global
Release Date : 2010-12-31

Designing Games For Ethics Models Techniques And Frameworks written by Schrier, Karen and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-12-31 with Games & Activities categories.


"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 publisher.



Game User Experience And Player Centered Design


Game User Experience And Player Centered Design
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Author : Barbaros Bostan
language : en
Publisher: Springer Nature
Release Date : 2020-04-06

Game User Experience And Player Centered Design written by Barbaros Bostan and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-04-06 with Computers categories.


This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.



Understanding Video Games


Understanding Video Games
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Author : Simon Egenfeldt-Nielsen
language : en
Publisher: Routledge
Release Date : 2015-12-07

Understanding Video Games written by Simon Egenfeldt-Nielsen and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-12-07 with Games & Activities categories.


Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.



Violent Games


Violent Games
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Author : Gareth Schott
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2016-07-28

Violent Games written by Gareth Schott and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-07-28 with Games & Activities categories.


It was over a decade ago that experimental psychologists and media-effects researchers declared the debate on the effects of violent video gaming as “essentially over,” referring to the way violence in videogames increases aggressive thoughts, feelings and behaviors in players. Despite the decisive tone of this statement, neither the presence nor popularity of digital games has since diminished, with games continuing to attract new generations of players to experience its technological advancements in the narration of violence and its techniques of depiction. Drawing on new insights achieved from research located at an intersection between humanities, social and computer sciences, Gareth Schott's addition to the Approaches in Digital Game Studies series interrogates the nature and meaning of the “violence” encountered and experienced by game players. In focusing on the various ways "violence" is mediated by both the rule system and the semiotic layer of games, the aim is to draw out the distinctiveness of games' exploitation of violence or violent themes. An important if not canonical text in the debates about video games and violence, Violent Games constitutes an essential book for those wishing to make sense of the experience offered by games as technological, aesthetic, and communicational phenomena in the context of issues of media regulation and the classification of game content “as” violence.



Ethics And Game Design Teaching Values Through Play


Ethics And Game Design Teaching Values Through Play
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Author : Schrier, Karen
language : en
Publisher: IGI Global
Release Date : 2010-02-28

Ethics And Game Design Teaching Values Through Play written by Schrier, Karen and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-02-28 with Education categories.


"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.



Gaming Culture S In India


Gaming Culture S In India
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Author : Aditya Deshbandhu
language : en
Publisher: Taylor & Francis
Release Date : 2020-05-13

Gaming Culture S In India written by Aditya Deshbandhu and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-05-13 with Games & Activities categories.


This volume critically analyzes the multiple lives of the "gamer" in India. It explores the "everyday" of the gaming life from the player’s perspective, not just to understand how the games are consumed but also to analyze how the gamer influences the products’ many (virtual) lives. Using an intensive ethnographic approach and in-depth interviews, this volume situates the practice of gaming under a broader umbrella of digital leisure activities and foregrounds the proliferation of gaming as a new media form and cultural artifact; critically questions the term gamer and the many debates surrounding the gamer tag to expand on how the gaming identity is constructed and expressed; details participants’ gaming habits, practices and contexts from a cultural perspective and analyzes the participants’ responses to emerging industry trends, reflections on playing practices and their relationships to friends, communities and networks in gaming spaces; and examines the offline and online spaces of gaming as sites of contestation between developers of games and the players. A holistic study covering one of the largest video game bases in the world, this volume will be of great interest to scholars and researchers of cultural studies, media and communication studies and science and technology studies, as well as be of great appeal to the general reader.