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Book Ethics and Game Design  Teaching Values through Play

Download or read book Ethics and Game Design Teaching Values through Play written by Schrier, Karen and published by IGI Global. This book was released on 2010-02-28 with total page 396 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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.

Book Designing Games for Ethics  Models  Techniques and Frameworks

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.

Book The Ethics of Computer Games

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.

Book Beyond Choices

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.

Book The Psychology of Video Games

Download or read book The Psychology of Video Games written by Celia Hodent and published by Routledge. This book was released on 2020-10-07 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: What impact can video games have on us as players? How does psychology influence video game creation? Why do some games become cultural phenomena? The Psychology of Video Games introduces the curious reader to the relationship between psychology and video games from the perspective of both game makers and players. Assuming no specialist knowledge, this concise, approachable guide is a starter book for anyone intrigued by what makes video games engaging and what is their psychological impact on gamers. It digests the research exploring the benefits gaming can have on players in relation to education and healthcare, considers the concerns over potential negative impacts such as pathological gaming, and concludes with some ethics considerations. With gaming being one of the most popular forms of entertainment today, The Psychology of Video Games shows the importance of understanding the human brain and its mental processes to foster ethical and inclusive video games.

Book Games and Rules

    Book Details:
  • Author : Beat Suter
  • Publisher : transcript Verlag
  • Release : 2019-03-31
  • ISBN : 3839443040
  • Pages : 323 pages

Download or read book Games and Rules written by Beat Suter and published by transcript Verlag. This book was released on 2019-03-31 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.

Book The Gamer s Brain

    Book Details:
  • Author : Celia Hodent
  • Publisher : CRC Press
  • Release : 2017-08-10
  • ISBN : 1351650769
  • Pages : 387 pages

Download or read book The Gamer s Brain written by Celia Hodent and published by CRC Press. This book was released on 2017-08-10 with total page 387 pages. Available in PDF, EPUB and Kindle. Book excerpt: Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

Book The Videogame Ethics Reader

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:

Book Ethics and Game Design

Download or read book Ethics and Game Design written by and published by . This book was released on 2010 with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book challenges scholars and researchers to answer questions such as: How can game design be improved to foster ethical thinking and discourse? What are the theories and methodologies that will help us understand, model, and assess ethical thinking in games? How do we use games in classrooms and informal educational settings to support moral development? This publication approaches such questions from a multidisciplinary perspective with the ultimate goal of inspiring further interdisciplinary dialogue and research in order to continue building the ethics and games community--Provided by publisher.

Book We the Gamers

    Book Details:
  • Author : Karen Schrier
  • Publisher : Oxford University Press
  • Release : 2021-04-30
  • ISBN : 0190926139
  • Pages : 224 pages

Download or read book We the Gamers written by Karen Schrier and published by Oxford University Press. This book was released on 2021-04-30 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.

Book The Ethics of Playing  Researching  and Teaching Games in the Writing Classroom

Download or read book The Ethics of Playing Researching and Teaching Games in the Writing Classroom written by Richard Colby and published by Springer Nature. This book was released on 2021-01-27 with total page 339 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.

Book Video Game Design

    Book Details:
  • Author : Michael Salmond
  • Publisher : Bloomsbury Publishing
  • Release : 2017-07-06
  • ISBN : 1474255450
  • Pages : 518 pages

Download or read book Video Game Design written by Michael Salmond and published by Bloomsbury Publishing. This book was released on 2017-07-06 with total page 518 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for budding game designers. Industry perspectives from game industry professionals provide fascinating insights into this creative field, and each chapter concludes with a workshop project to help you put what you've learnt into practice to plan and develop your own games. With over 200 images from some of the best-selling, most creative games of the last 30 years, this is an essential introduction to industry practice, helping readers develop practical skills for video game creation. This book is for those seeking a career making video games as part of a studio, small team or as an independent creator. It will guide you from understanding how games engage, entertain and communicate with their audience and take you on a journey as a designer towards creating your own video game experiences. Interviewees include: James Portnow, CEO at Rainmaker Games Brandon Sheffield, Gamasutra.com/Game Developer magazine Steve Gaynor, co-founder The Fullbright Company (Gone Home) Kate Craig, Environment Artist. The Fullbright Company (Gone Home) Adam Saltsman, creator of Canabalt & Gravity Hook Jake Elliott & Tamas Kemenczy, Cardboard Computer (Kentucky Route Zero) Tyson Steele, User Interface Designer, Epic Games Tom Francis, Game Designer, Gunpoint & Floating Point Kareem Ettouney, Art Director, Media Molecule. Little Big Planet 1 & 2, Tearaway. Kenneth Young, Head of Audio, Media Molecule Rex Crowle, Creative Lead, Media Molecule

Book Games

    Book Details:
  • Author : C. Thi Nguyen
  • Publisher : Oxford University Press, USA
  • Release : 2020
  • ISBN : 0190052082
  • Pages : 253 pages

Download or read book Games written by C. Thi Nguyen and published by Oxford University Press, USA. This book was released on 2020 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: "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."--

Book 21st Century Game Design

    Book Details:
  • Author : Chris Mark Bateman
  • Publisher : Charles River Media Game Devel
  • Release : 2006
  • ISBN : 9781584504290
  • Pages : 332 pages

Download or read book 21st Century Game Design written by Chris Mark Bateman and published by Charles River Media Game Devel. This book was released on 2006 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: Principles of interface design; game world abstraction; avatar abstraction; game structures; genres; and the evolution of games. Annotation 2005 Book News, Inc., Portland, OR (booknews.com).

Book Game User Experience And Player Centered Design

Download or read book Game User Experience And Player Centered Design written by Barbaros Bostan and published by Springer. This book was released on 2020-05-18 with total page 496 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Ethics in Computer Games and Cinema

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:

Book Designing Games for Ethics

Download or read book Designing Games for Ethics written by and published by . This book was released on 2011 with total page 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.