cover of Resisting the Virtual Life: Culture and Politics of InformationASIN or ISBN-10: 0872862992
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cover of Dungeons and Desktops: The History of Computer Role-playing Gamesauthor: Matt Barton
ASIN or ISBN-10: 1568814119
binding: Hardcover
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cover of Getting Unplugged: Take Control of Your Family's Television, Video Games and Computer Habitsauthor: Joan Anderson
Robin Wilkins
ASIN or ISBN-10: 0471178896
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cover of The Ethics of Computer Gamesauthor: M Sicart
ASIN or ISBN-10: 0262012650
binding: Hardcover
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New entry in the Digiplay Games Research Bibliography:

Miguel Sicart (2009)

Image of booksDespite 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 game worlds 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 Bioshack as an example), multi player games (illustrated by Defcon), and online game worlds (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 game play. Read more...

New entry in the Digiplay Games Research Bibliography:

Tyler, Tom (2009)
Ecosee: Image, Rhetoric, and Nature

Image of booksMcLuhan probed and explored the social and cultural environments created by media technologies and the modes of perception engendered in those who found themselves immersed therein. In this essay I argue that digital games produce a form of electronic "acoustic space", an instantaneous, inclusive, decentred environment quite distinct from their carefully realised but ludologically irrelevant backstories. Taking as my case study Sid Meier's complex and involving Civilization series, I examine the 'aural' mode of engagement that digital games can encourage and even require. I close by evaluating the equivocal environmental rhetoric of this enduringly successful title, and the continuing relevance of McLuhan's provocative and fruitful analyses. Read more...

New entry in the Digiplay Games Research Bibliography:

Enevold, Jessica; Hagström, Charlotte (2008)
The [player] conference

Image of booksThis paper is a component of a three-year empirical study of gaming moms undertaken with the aim to modulate the conventional constructions of gamer identities and examine the contested status of gaming in everyday life. It presents samples of mothers in gaming discourse – from TV, Music-video, forums, and ads. Mothers have been largely invisible in popular gaming discourse or formulaically portrayed as unsympathetic to/ policing the gaming habits of other family members. Now, gaming companies increasingly target women and families, female gamers exceed 40 % of players (US and Sweden), and console gaming is displacing TV-watching as the core living-room activity. The Boy-nerd-in-the-Bedroom is, at least statistically, being dispelled and complemented by the Girl-into-Gaming. Still, a tenacious nineteenth-century icon lingers: the Angel-in-the-House. Mothers today do more than bring Hot Pockets to gaming kids (South Park WoW-Episode) or serve as the implied inferior player populating taunts like “My Momma shoots better than you” (Q3A). Mothers game too. The paper uses feminist critical theory (de Lauretis) to illustrate the situation of the female gamer as oscillating between the fixed sign of “Woman” and the dynamic experiences of “women”. It acknowledges and elucidates both the power and consequences of representation and personal experience in meaning-making processes, to which the growing cultural discourse and practice of gaming belong. Read more...

New entry in the Digiplay Games Research Bibliography:

Purushotma, Ravi; Thorne, Steven; Wheatley, Julian (2008)
The William and Flora Hewlett Foundation

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New entry in the Digiplay Games Research Bibliography:

Crawford, Garry ; Gosling, Victoria K. (2009)
Sociology of Sport Journal

Image of booksThis article considers the social importance of sports-themed video games, and more specifically, discusses their use and role in the construction of gaming and wider social narratives. Here, building on our own and wider sociological and video games studies, we advocate adopting an audience research perspective that allows for consideration of not only narratives within games but also how these narratives are used and located within the everyday lives of gamers. In particular, we argue that sportsthemed games provide an illustrative example of how media texts are used in identity construction, performances, and social narratives. Read more...

New entry in the Digiplay Games Research Bibliography:

Haenni, Patrick (2009)

Image of booksVideo games are at the core of a renewed focus of interest and have given birth to what are now known as game studies. Games have to be considered as a fully legitimate field of study for both anthropologists and political scientists, as they are shaping worldviews, social networks and identities and they engage phenomenona of cultural domination/resistance. They eventually crystallise new forms of collective mobilisation and action and have to be considered as cultural artefacts. Vit Sisler, a researcher in game studies, tells us more about the religious and other challenges that games are posing in the Middle East and Muslim world. Read more...

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