The Ethics of Computer Games

The Ethics of Computer Games

Author: Miguel Sicart

Publisher: MIT Press

Published: 2011-08-19

Total Pages: 273

ISBN-13: 0262261537

DOWNLOAD EBOOK

Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.


Book Synopsis The Ethics of Computer Games by : Miguel Sicart

Download or read book The Ethics of Computer Games written by Miguel Sicart and published by MIT Press. This book was released on 2011-08-19 with total page 273 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.


Ethics of Computer Gaming

Ethics of Computer Gaming

Author: Samuel Ulbricht

Publisher: Springer Nature

Published: 2022-01-02

Total Pages: 120

ISBN-13: 3662643979

DOWNLOAD EBOOK

Despite the increasing number of gamers worldwide, the moral classification of computer gaming marks an as yet unsolved riddle of philosophical ethics. In view of the explosive nature of the topic in everyday life (as seen in various debates about rampages), it is obvious that a differentiated professional clarification of the phenomenon is needed: Can playing computer games be immoral? To answer this question, the author first discusses what we do at all when we play computer games: What kind of action are we talking about? The second step is a moral classification that reveals whether (and if so, why) some cases of computer gaming are morally problematic. The considerations made here provide a fundamental insight into the normative dimension of computer gaming. Samuel Ulbricht studied philosophy and German studies in Stuttgart, where he passed his first state examination. He completed his second state examination in Heidelberg. For his final thesis on the ethics of computer gaming, he received the "Prize of the Friends of the University of Stuttgart". His current research focuses on normative differences in moral theories, problem areas in applied ethics, the aesthetics and ethics of computer games and the ethics of education and teaching. He currently works at the Johannes Gutenberg University of Mainz. This book is a translation of the original German 1st edition Ethik des Computerspielens by Samuel Ulbricht, published by J.B. Metzler, an imprint of Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.


Book Synopsis Ethics of Computer Gaming by : Samuel Ulbricht

Download or read book Ethics of Computer Gaming written by Samuel Ulbricht and published by Springer Nature. This book was released on 2022-01-02 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the increasing number of gamers worldwide, the moral classification of computer gaming marks an as yet unsolved riddle of philosophical ethics. In view of the explosive nature of the topic in everyday life (as seen in various debates about rampages), it is obvious that a differentiated professional clarification of the phenomenon is needed: Can playing computer games be immoral? To answer this question, the author first discusses what we do at all when we play computer games: What kind of action are we talking about? The second step is a moral classification that reveals whether (and if so, why) some cases of computer gaming are morally problematic. The considerations made here provide a fundamental insight into the normative dimension of computer gaming. Samuel Ulbricht studied philosophy and German studies in Stuttgart, where he passed his first state examination. He completed his second state examination in Heidelberg. For his final thesis on the ethics of computer gaming, he received the "Prize of the Friends of the University of Stuttgart". His current research focuses on normative differences in moral theories, problem areas in applied ethics, the aesthetics and ethics of computer games and the ethics of education and teaching. He currently works at the Johannes Gutenberg University of Mainz. This book is a translation of the original German 1st edition Ethik des Computerspielens by Samuel Ulbricht, published by J.B. Metzler, an imprint of Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.


Beyond Choices

Beyond Choices

Author: Miguel Sicart

Publisher: MIT Press

Published: 2013-09-06

Total Pages: 189

ISBN-13: 0262019787

DOWNLOAD EBOOK

How computer games can be designed to create ethically relevant experiences for players. 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.


Book Synopsis Beyond Choices by : Miguel Sicart

Download or read book Beyond Choices written by Miguel Sicart and published by MIT Press. This book was released on 2013-09-06 with total page 189 pages. Available in PDF, EPUB and Kindle. Book excerpt: How computer games can be designed to create ethically relevant experiences for players. 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.


Video Games, Violence, and the Ethics of Fantasy

Video Games, Violence, and the Ethics of Fantasy

Author: Christopher Bartel

Publisher: Bloomsbury Publishing

Published: 2020-07-23

Total Pages: 203

ISBN-13: 1350121894

DOWNLOAD EBOOK

Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve the issue. Focusing on why individual players are motivated to entertain immoral and violent fantasies, Video Games, Violence, and the Ethics of Fantasy advances debates about the ethical criticism of art, not only by shining light on the interesting and under-examined case of virtual fantasies, but also by its novel application of a virtue ethical account. Video games are works of fiction that enable players to entertain a fantasy. So, a full understanding of the ethical criticism of video games must focus attention on why individual players are motivated to entertain immoral and violent fantasies. Video Games, Violence, and the Ethics of Fantasy engages with debates and critical discussions of games in both the popular media and recent work in philosophy, psychology, media studies, and game studies.


Book Synopsis Video Games, Violence, and the Ethics of Fantasy by : Christopher Bartel

Download or read book Video Games, Violence, and the Ethics of Fantasy written by Christopher Bartel and published by Bloomsbury Publishing. This book was released on 2020-07-23 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve the issue. Focusing on why individual players are motivated to entertain immoral and violent fantasies, Video Games, Violence, and the Ethics of Fantasy advances debates about the ethical criticism of art, not only by shining light on the interesting and under-examined case of virtual fantasies, but also by its novel application of a virtue ethical account. Video games are works of fiction that enable players to entertain a fantasy. So, a full understanding of the ethical criticism of video games must focus attention on why individual players are motivated to entertain immoral and violent fantasies. Video Games, Violence, and the Ethics of Fantasy engages with debates and critical discussions of games in both the popular media and recent work in philosophy, psychology, media studies, and game studies.


The Videogame Ethics Reader

The Videogame Ethics Reader

Author: Jos P. Zagal

Publisher:

Published: 2012-06

Total Pages: 328

ISBN-13: 9781516550623

DOWNLOAD EBOOK


Book Synopsis The Videogame Ethics Reader by : Jos P. Zagal

Download or read book The Videogame Ethics Reader written by Jos P. Zagal and published by . This book was released on 2012-06 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt:


The Philosophy of Computer Games

The Philosophy of Computer Games

Author: John Richard Sageng

Publisher: Springer Science & Business Media

Published: 2012-07-10

Total Pages: 281

ISBN-13: 9400742495

DOWNLOAD EBOOK

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.


Book Synopsis The Philosophy of Computer Games by : John Richard Sageng

Download or read book The Philosophy of Computer Games written by John Richard Sageng and published by Springer Science & Business Media. This book was released on 2012-07-10 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.


Designing Games for Ethics: Models, Techniques and Frameworks

Designing Games for Ethics: Models, Techniques and Frameworks

Author: Schrier, Karen

Publisher: IGI Global

Published: 2010-12-31

Total Pages: 406

ISBN-13: 160960122X

DOWNLOAD EBOOK

"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.


Book Synopsis Designing Games for Ethics: Models, Techniques and Frameworks by : Schrier, Karen

Download or read book Designing Games for Ethics: Models, Techniques and Frameworks written by Schrier, Karen and published by IGI Global. This book was released on 2010-12-31 with total page 406 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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.


Playing as Others

Playing as Others

Author: Lecturer in Philosophy and Religious Studies Benjamin J Chicka

Publisher:

Published: 2021-10-15

Total Pages: 235

ISBN-13: 9781481315463

DOWNLOAD EBOOK

No contemporary form of pop culture has as large a social impact as video games, an entertainment industry whose yearly revenues continue to rise. Gamergate rocked the gaming industry when isolated incidents of male gamers threatening female game developers and critics grew into a sustained campaign of harassment against minorities and the historically marginalized. These events negatively revealed the political, ethical, and theological meaning latent within video games and gaming communities, but constructive reactions to the situation showed that video game creators and consumers were interested in thinking about games differently. In the wake of Gamergate, the voices of those marginalized and ignored as the other became louder, and alternative gaming experiences reflecting their perspectives more commonplace. Playing as Others traces the development of video game culture in response to marginalization and explores the ways in which the content of video games can generate theological insight and positive ethical impact. Benjamin Chicka shows how the interactivity and compelling narratives provided by emerging styles of video games can provide powerful lessons in listening to, accepting, and helping those often harmed or outright neglected by society. Bringing Paul Tillich's theology of culture into conversation with Emmanuel Levinas' ethical concept of responsibility toward the other, Chicka shows that video games as art form aid in the overcoming of estrangement. If culture, art, and technology have the power to reveal divine depth, video games offer a unique opportunity to foster redemptive face-to-face encounters in a way that is impossible for even the most practical discussions of philosophy and theology. With their fully formed characters and morally challenging stories, the games considered here, such as Gone Home; Papers, Please; and 1979 Revolution: Black Friday, can become a means to personal fulfillment and a desire for justice. For nonmarginalized players, virtual encounters are opportunities to listen to the call of the other and carry that lesson into the real world.


Book Synopsis Playing as Others by : Lecturer in Philosophy and Religious Studies Benjamin J Chicka

Download or read book Playing as Others written by Lecturer in Philosophy and Religious Studies Benjamin J Chicka and published by . This book was released on 2021-10-15 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: No contemporary form of pop culture has as large a social impact as video games, an entertainment industry whose yearly revenues continue to rise. Gamergate rocked the gaming industry when isolated incidents of male gamers threatening female game developers and critics grew into a sustained campaign of harassment against minorities and the historically marginalized. These events negatively revealed the political, ethical, and theological meaning latent within video games and gaming communities, but constructive reactions to the situation showed that video game creators and consumers were interested in thinking about games differently. In the wake of Gamergate, the voices of those marginalized and ignored as the other became louder, and alternative gaming experiences reflecting their perspectives more commonplace. Playing as Others traces the development of video game culture in response to marginalization and explores the ways in which the content of video games can generate theological insight and positive ethical impact. Benjamin Chicka shows how the interactivity and compelling narratives provided by emerging styles of video games can provide powerful lessons in listening to, accepting, and helping those often harmed or outright neglected by society. Bringing Paul Tillich's theology of culture into conversation with Emmanuel Levinas' ethical concept of responsibility toward the other, Chicka shows that video games as art form aid in the overcoming of estrangement. If culture, art, and technology have the power to reveal divine depth, video games offer a unique opportunity to foster redemptive face-to-face encounters in a way that is impossible for even the most practical discussions of philosophy and theology. With their fully formed characters and morally challenging stories, the games considered here, such as Gone Home; Papers, Please; and 1979 Revolution: Black Friday, can become a means to personal fulfillment and a desire for justice. For nonmarginalized players, virtual encounters are opportunities to listen to the call of the other and carry that lesson into the real world.


Computers, Ethics, and Society

Computers, Ethics, and Society

Author: M. David Ermann

Publisher: Oxford University Press, USA

Published: 2003

Total Pages: 249

ISBN-13: 9780195143027

DOWNLOAD EBOOK

As computers have become increasingly important in our everyday lives, their potential to strip away our privacy and autonomy increases exponentially. This book offers a comprehensive, interdisciplinary set of readings on the ethical and social implications of computer technology. Taking into account technical, social, and philosophical issues, the contributors consider topics such as the work-related ramifications of automation, the ethical obligations of computer specialists, and the threats to privacy that come with increased computerization.


Book Synopsis Computers, Ethics, and Society by : M. David Ermann

Download or read book Computers, Ethics, and Society written by M. David Ermann and published by Oxford University Press, USA. This book was released on 2003 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: As computers have become increasingly important in our everyday lives, their potential to strip away our privacy and autonomy increases exponentially. This book offers a comprehensive, interdisciplinary set of readings on the ethical and social implications of computer technology. Taking into account technical, social, and philosophical issues, the contributors consider topics such as the work-related ramifications of automation, the ethical obligations of computer specialists, and the threats to privacy that come with increased computerization.


Ethics in Computer Games and Cinema

Ethics in Computer Games and Cinema

Author: Jose Zagal

Publisher:

Published: 2011-05-30

Total Pages:

ISBN-13: 9781609276706

DOWNLOAD EBOOK


Book Synopsis Ethics in Computer Games and Cinema by : Jose Zagal

Download or read book Ethics in Computer Games and Cinema written by Jose Zagal and published by . This book was released on 2011-05-30 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: