The Ethical Experience in Controversial Videogames
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11240%2F11%3A10103636" target="_blank" >RIV/00216208:11240/11:10103636 - isvavai.cz</a>
Výsledek na webu
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DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
The Ethical Experience in Controversial Videogames
Popis výsledku v původním jazyce
This chapter considers several approaches to players'' ethical experiences of serious content in advanced video games. For Sicart, the ethics of videogames is the result of the relations among three ethical elements, creating the distributed network of responsibilities: a designed object, a player and an experience or process, and the gameplay. Although Sicart''s approach to the distributed network of responsibilities is mainly theoretical, it is potentially a very useful tool for the ethical analysis of today''s advanced videogame titles. The author identifies the application of this approach as the most relevant option for any researcher attempting both to deconstruct and to analyse the ethical structures and problems found in the latest videogames.The chapter focuses on the ethical implications of unethical game content in single-player games with defined win conditions, as well as implementation issues of unethical content in serious videogames.
Název v anglickém jazyce
The Ethical Experience in Controversial Videogames
Popis výsledku anglicky
This chapter considers several approaches to players'' ethical experiences of serious content in advanced video games. For Sicart, the ethics of videogames is the result of the relations among three ethical elements, creating the distributed network of responsibilities: a designed object, a player and an experience or process, and the gameplay. Although Sicart''s approach to the distributed network of responsibilities is mainly theoretical, it is potentially a very useful tool for the ethical analysis of today''s advanced videogame titles. The author identifies the application of this approach as the most relevant option for any researcher attempting both to deconstruct and to analyse the ethical structures and problems found in the latest videogames.The chapter focuses on the ethical implications of unethical game content in single-player games with defined win conditions, as well as implementation issues of unethical content in serious videogames.
Klasifikace
Druh
C - Kapitola v odborné knize
CEP obor
AA - Filosofie a náboženství
OECD FORD obor
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Návaznosti výsledku
Projekt
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Návaznosti
Z - Vyzkumny zamer (s odkazem do CEZ)
Ostatní
Rok uplatnění
2011
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název knihy nebo sborníku
The Projected and Prophetic: Humanity in Cyberculture, Cyberspace and Science Fiction
ISBN
978-1-84888-087-0
Počet stran výsledku
10
Strana od-do
31-40
Počet stran knihy
196
Název nakladatele
Inter-Disciplinary Press
Místo vydání
Oxford
Kód UT WoS kapitoly
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