Values At Play In Digital Games

Values At Play In Digital Games Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Values At Play In Digital Games book. This book definitely worth reading, it is an incredibly well-written.

Values at Play in Digital Games

Author : Mary Flanagan,Helen Nissenbaum
Publisher : MIT Press
Page : 222 pages
File Size : 51,7 Mb
Release : 2016-09-02
Category : Computers
ISBN : 9780262529976

Get Book

Values at Play in Digital Games by Mary Flanagan,Helen Nissenbaum Pdf

A theoretical and practical guide to integrating human values into the conception and design of digital games, with examples from Call of Duty, Journey, World of Warcraft, and more. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.

Critical Play

Author : Mary Flanagan
Publisher : MIT Press
Page : 363 pages
File Size : 50,8 Mb
Release : 2013-02-08
Category : Computers
ISBN : 9780262518659

Get Book

Critical Play by Mary Flanagan Pdf

An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.

Worlds in Play

Author : Suzanne De Castell,Jennifer Jenson
Publisher : Peter Lang
Page : 364 pages
File Size : 43,9 Mb
Release : 2007
Category : Computer games
ISBN : 0820486434

Get Book

Worlds in Play by Suzanne De Castell,Jennifer Jenson Pdf

Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»

Transgression in Games and Play

Author : Kristine Jorgensen,Faltin Karlsen
Publisher : MIT Press
Page : 328 pages
File Size : 51,9 Mb
Release : 2019-02-05
Category : Games & Activities
ISBN : 9780262038652

Get Book

Transgression in Games and Play by Kristine Jorgensen,Faltin Karlsen Pdf

Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The contributors consider the concept of transgression in games and play, drawing on discourses in sociology, philosophy, media studies, and game studies; offer case studies of transgressive play, considering, among other things, how gameplay practices can be at once playful and violations of social etiquette; investigate players' emotional responses to game content and play practices; examine the aesthetics of transgression, focusing on the ways that game design can be used for transgressive purposes; and discuss transgressive gameplay in a societal context. By emphasizing actual player experience, the book offers a contextual understanding of content and practices usually framed as simply problematic. Contributors Fraser Allison, Kristian A. Bjørkelo, Kelly Boudreau, Marcus Carter, Mia Consalvo, Rhys Jones, Kristine Jørgensen, Faltin Karlsen, Tomasz Z. Majkowski, Alan Meades, Torill Elvira Mortensen, Víctor Navarro-Remesal, Holger Pötzsch, John R. Sageng, Tanja Sihvonen, Jaakko Stenros, Ragnhild Tronstad, Hanna Wirman

Ethics and Game Design: Teaching Values through Play

Author : Schrier, Karen,Gibson, David
Publisher : IGI Global
Page : 396 pages
File Size : 50,8 Mb
Release : 2010-02-28
Category : Education
ISBN : 9781615208463

Get Book

Ethics and Game Design: Teaching Values through Play by Schrier, Karen,Gibson, David Pdf

"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.

Values at play

Author : Mary Flanagan,Helen Nissenbaum
Publisher : Editora Blucher
Page : 195 pages
File Size : 53,6 Mb
Release : 2016-05-27
Category : Games & Activities
ISBN : 9788521210832

Get Book

Values at play by Mary Flanagan,Helen Nissenbaum Pdf

Todos os jogos expressam e incorporam valores humanos, oferecendo um ambiente cativante no qual depositamos nossas crenças e nossos ideais. Justiça, igualdade, honestidade e cooperação – tanto quanto outros tipos de ideais, como violência, exploração e ganância – podem emergir nos jogos digitais, por intenção dos designers ou não. Neste livro, Mary Flanagan e Helen Nissenbaum apresentam o Values at Play, um método teórico e prático para identificar valores morais e políticos reconhecidos socialmente nos jogos digitais. O Values at Play também pode ser usado como um guia para designers que procuram implementar valores na concepção e no design de seus jogos. Depois de desenvolver uma fundamentação teórica para o projeto, as autoras oferecem um exame detalhado de jogos selecionados, demonstrando as diversas maneiras como os valores estão incorporados neles, e introduzem a heurística do Values at Play, uma abordagem sistemática para incorporar valores no processo de design de games. O livro conta com textos de designers que têm colocado o Values at Play em prática, aceitando que os valores são uma restrição do design como qualquer outra e oferecendo uma perspectiva realista dos desafios de design envolvidos.

Rules of Play

Author : Katie Salen Tekinbas,Eric Zimmerman
Publisher : MIT Press
Page : 680 pages
File Size : 48,7 Mb
Release : 2003-09-25
Category : Computers
ISBN : 0262240459

Get Book

Rules of Play by Katie Salen Tekinbas,Eric Zimmerman Pdf

An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Persuasive Gaming in Context

Author : Teresa De La Hera,Joost Raessens,Jeroen Jansz,Ben Schouten
Publisher : Unknown
Page : 128 pages
File Size : 55,9 Mb
Release : 2021-03-23
Category : Electronic
ISBN : 9463728805

Get Book

Persuasive Gaming in Context by Teresa De La Hera,Joost Raessens,Jeroen Jansz,Ben Schouten Pdf

The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.

The Ethics of Computer Games

Author : Miguel Sicart
Publisher : MIT Press
Page : 273 pages
File Size : 48,7 Mb
Release : 2011-08-19
Category : Social Science
ISBN : 9780262261531

Get Book

The Ethics of Computer Games by Miguel Sicart Pdf

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.

Games and Ethics

Author : Maike Groen,Nina Kiel,Angela Tillmann,André Weßel
Publisher : Springer Nature
Page : 256 pages
File Size : 50,5 Mb
Release : 2020-11-29
Category : Education
ISBN : 9783658281755

Get Book

Games and Ethics by Maike Groen,Nina Kiel,Angela Tillmann,André Weßel Pdf

The number of digital gamers is increasing worldwide, but public debates about digital games commonly focus on questionable game content or problematic gaming behavior. This book offers a broader ethical perspective on digital game cultures, presenting theoretical and empirical work on the ethical dimensions of the development, production and distribution of digital games, as well as issues relating to responsible gaming and the pedagogical use of digital games. Questions of the communicative-cultural change in game cultures are linked with questions of media education and media ethics. With such a comprehensive approach, the volume promotes ethical discourse on digital game cultures.

Playing with the Past

Author : Matthew Wilhelm Kapell,Andrew B.R. Elliott
Publisher : Bloomsbury Publishing USA
Page : 493 pages
File Size : 41,6 Mb
Release : 2013-10-24
Category : Social Science
ISBN : 9781623568245

Get Book

Playing with the Past by Matthew Wilhelm Kapell,Andrew B.R. Elliott Pdf

Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.

Understanding Digital Games

Author : Jason Rutter,Jo Bryce
Publisher : SAGE
Page : 270 pages
File Size : 48,8 Mb
Release : 2006-04-20
Category : Language Arts & Disciplines
ISBN : 9781847877666

Get Book

Understanding Digital Games by Jason Rutter,Jo Bryce Pdf

There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.

Games

Author : C. Thi Nguyen
Publisher : Oxford University Press, USA
Page : 253 pages
File Size : 45,9 Mb
Release : 2020
Category : Games & Activities
ISBN : 9780190052089

Get Book

Games by C. Thi Nguyen Pdf

"Games are a unique art form. The game designer doesn't just create a world; they create who you will be in that world. They tell you what abilities to use and what goals to take on. In other words, they specify a form of agency. Games work in the medium of agency. And to play them, we take on alternate agencies and submerge ourselves in them. What can we learn about our own rationality and agency, from thinking about games? We learn that we have a considerable degree of fluidity with our agency. First, we have the capacity for a peculiar sort of motivational inversion. For some of us, winning is not the point. We take on an interest in winning temporarily, so that we can play the game. Thus, we are capable of taking on temporary and disposable ends. We can submerge ourselves in alternate agencies, letting them dominate our consciousness, and then dropping them the moment the game is over. Games are, then, a way of recording forms of agency, of encoding them in artifacts. Our games are a library of agencies. And exploring that library can help us develop our own agency and autonomy. But this technology can also be used for art. Games can sculpt our practical activity, for the sake of the beauty of our own actions. Games are part of a crucial, but overlooked category of art - the process arts. These are the arts which evoke an activity, and then ask you to appreciate your own activity. And games are a special place where we can foster beautiful experiences of our own activity. Because our struggles, in games, can be designed to fit our capacities. Games can present a harmonious world, where our abilities fit the task, and where we pursue obvious goals and act under clear values. Games are a kind of existential balm against the difficult and exhausting value clarity of the world. But this presents a special danger. Games can be a fantasy of value clarity. And when that fantasy leaks out into the world, we can be tempted to oversimplify our enduring values. Then, the pleasures of games can seduce us away from our autonomy, and reduce our agency."--

How to Play Video Games

Author : Nina Huntemann
Publisher : NYU Press
Page : 376 pages
File Size : 50,6 Mb
Release : 2019-03-26
Category : Games & Activities
ISBN : 9781479827985

Get Book

How to Play Video Games by Nina Huntemann Pdf

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

Persuasive Games

Author : Ian Bogost
Publisher : MIT Press
Page : 463 pages
File Size : 55,6 Mb
Release : 2010-08-13
Category : Games & Activities
ISBN : 9780262261944

Get Book

Persuasive Games by Ian Bogost Pdf

An exploration of the way videogames mount arguments and make expressive statements about the world that analyzes their unique persuasive power in terms of their computational properties. Videogames are an expressive medium, and a persuasive medium; they represent how real and imagined systems work, and they invite players to interact with those systems and form judgments about them. In this innovative analysis, Ian Bogost examines the way videogames mount arguments and influence players. Drawing on the 2,500-year history of rhetoric, the study of persuasive expression, Bogost analyzes rhetoric's unique function in software in general and videogames in particular. The field of media studies already analyzes visual rhetoric, the art of using imagery and visual representation persuasively. Bogost argues that videogames, thanks to their basic representational mode of procedurality (rule-based representations and interactions), open a new domain for persuasion; they realize a new form of rhetoric. Bogost calls this new form "procedural rhetoric," a type of rhetoric tied to the core affordances of computers: running processes and executing rule-based symbolic manipulation. He argues further that videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change these positions themselves, leading to potentially significant long-term social change. Bogost looks at three areas in which videogame persuasion has already taken form and shows considerable potential: politics, advertising, and learning.