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020 |a9789400742499|9978-94-007-4249-9
024 7 |a10.1007/978-94-007-4249-9|2doi
041 |aeng
049 |aTürk Tarih Kurumu Kütüphanesi
050 4|aT14
072 7|aHP|2bicssc
072 7|aTB|2bicssc
072 7|aSCI075000|2bisacsh
072 7|aQD|2thema
072 7|aTB|2thema
082 04|a601|223
090 |aDK/7424
245 14|aThe Philosophy of Computer Games|h[electronic resource] /|cedited by John Richard Sageng, Hallvard J Fossheim, Tarjei Mandt Larsen.
250 |a1st ed. 2012.
264 1|aDordrecht :|bSpringer Netherlands :|bImprint: Springer,|c2012.
300 |aVIII, 284 p.|bonline resource.
336 |atext|btxt|2rdacontent
337 |acomputer|bc|2rdamedia
338 |aonline resource|bcr|2rdacarrier
347 |atext file|bPDF|2rda
490 1 |aPhilosophy of Engineering and Technology,|x1879-7210 ;|v7
505 0 |aPreface: Sageng, Fossheim, Larsen -- 1. General Introduction: Sageng, Fossheim, Larsen -- Part I: PLAYERS AND PLAY -- 2.Introduction to Part I: Tarjei Mandt Larsen -- 3. Enter the Avatar: Rune Klevjer -- 4. Computer Games and Emotions: Petri Lankoski -- 5. Untangling Gameplay An account of experience, Activity and Materiality within computer game play: Olli Tapio Leino -- 6.Erasing the magic circle: Gordon Calleja -- Part II: PLAYERS AND ETHICS -- 7. Introduction to Part II: Hallvard Fossheim -- 8. Digital Games as Ethical Technologies: Miguel Sicart -- 9. Virtual Rape, Real Dignity: E.H. Spence -- 10. Ethics and Practice in Virtual Worlds: Ren Reynolds -- 11. The Ethics of Computer Games: a Character Approach: Adam Briggle -- Part III: GAMES AND GAMEWORLDS -- 12. Introduction to part III- 13. Videogames and fictionalism: Grant Tavinor -- 14. Fiction and fictional worlds in videogames: Aaron Meskin and Jon Robson -- 15. In-game action: John Richard Sageng -- 16. Reality, pretence and the ludic parenthesis: Olav Asheim -- 17. Are computer games real?: Patrick Coppock.
520 |a Computer games have become a major cultural and economic force, and the last decade has seen the emergence of extensive academic study of such games. Up until now there has been little attention from philosophy to investigate the philosophical problems that arise from the phenomenon of computer games. This book fill this lacuna by bringing philosophers and media researchers together in discussions of the basic concepts needed to understand computer games. The essays address central issues such as the reality status of the game environment, gameplay, and the moral evaluation of player or avatar actions. The anthology is required reading for anyone with an academic or professional interest in computer games, and will also be valuable to any reader curious about the philosophical issues that are raised by modern-day digital culture.
650 0|aTechnology|xPhilosophy.
650 0|aImage processing|xDigital techniques.
650 0|aComputer vision.
650 14|aPhilosophy of Technology.
650 24|aComputer Imaging, Vision, Pattern Recognition and Graphics.
700 1 |aSageng, John Richard.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
700 1 |aJ Fossheim, Hallvard.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
700 1 |aMandt Larsen, Tarjei.|eeditor.|4edt|4http://id.loc.gov/vocabulary/relators/edt
710 2 |aSpringerLink (Online service)
773 0 |tSpringer Nature eBook
776 08|iPrinted edition:|z9789400742482
776 08|iPrinted edition:|z9789400742505
776 08|iPrinted edition:|z9789400798434
830 0|aPhilosophy of Engineering and Technology,|x1879-7210 ;|v7
856 40|uhttps://doi.org/10.1007/978-94-007-4249-9
912 |aZDB-2-SHU
912 |aZDB-2-SXPR
950 |aHumanities, Social Sciences and Law (SpringerNature-11648)
950 |aPhilosophy and Religion (R0) (SpringerNature-43725)