Academic literature on the topic 'Video Game Ethics'
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Journal articles on the topic "Video Game Ethics"
Roy, Nandita. "Applying Kant’s Ethics to Video Game Business Models." Business and Professional Ethics Journal 40, no. 1 (2021): 109–27. http://dx.doi.org/10.5840/bpej202115106.
Full textHarviainen, J. Tuomas, Janne Paavilainen, and Elina Koskinen. "Ayn Rand’s Objectivist Ethics Applied to Video Game Business." Journal of Business Ethics 167, no. 4 (April 16, 2019): 761–74. http://dx.doi.org/10.1007/s10551-019-04159-y.
Full textMcDaniel, Rudy, and Stephen M. Fiore. "Best Practices for the Design and Development of Ethical Learning Video Games." International Journal of Cyber Ethics in Education 2, no. 4 (October 2012): 1–23. http://dx.doi.org/10.4018/ijcee.2012100101.
Full textKjeldgaard-Christiansen, Jens. "Narrative video game aesthetics and egocentric ethics." MedieKultur: Journal of media and communication research 36, no. 68 (October 1, 2020): 088–106. http://dx.doi.org/10.7146/mediekultur.v36i68.118777.
Full textHamlen, Karla R. "Understanding Children’s Choices and Cognition in Video Game Play." Zeitschrift für Psychologie 221, no. 2 (January 2013): 107–14. http://dx.doi.org/10.1027/2151-2604/a000136.
Full textFerchaud, Arienne, Stephanie Orme, and Emory S. Daniel. "Morality inside the matrix: A qualitative exploration of gamers’ moral considerations in video games." Journal of Gaming & Virtual Worlds 14, no. 2 (July 1, 2022): 161–79. http://dx.doi.org/10.1386/jgvw_00056_1.
Full textSøraker, Johnny Hartz. "Gaming the gamer? – The ethics of exploiting psychological research in video games." Journal of Information, Communication and Ethics in Society 14, no. 2 (May 9, 2016): 106–23. http://dx.doi.org/10.1108/jices-02-2015-0003.
Full textSalor, Enrinc. "Neutrality in the Face of Reckless Hate : Wikipedia and GamerGate." Nordisk Tidsskrift for Informationsvidenskab og Kulturformidling 5, no. 1 (March 13, 2016): 23–29. http://dx.doi.org/10.7146/ntik.v5i1.25880.
Full textBeuthan, Ralf. "Schiller meets “Grand Theft Auto”: Perspectives of Video Game Ethics." Korean Journal of Philosophy 148 (August 31, 2021): 113–38. http://dx.doi.org/10.18694/kjp.2021.8.148.113.
Full textPiero, Mike. "Gaming Under Biopolitical Sovereign Power." Eludamos: Journal for Computer Game Culture 11, no. 1 (September 3, 2021): 55–70. http://dx.doi.org/10.7557/23.6431.
Full textDissertations / Theses on the topic "Video Game Ethics"
Wunderlich, Ralf. "Der kluge Spieler und die Ethik des Computerspielens." Universität Potsdam, 2012. http://opus.kobv.de/ubp/volltexte/2012/5551/.
Full text“The Prudent Player and the Ethics of Computer Gaming” is a moral philosophical analysis of the so called “killergame-controversy”. After the gun rampage of Winnenden, heavy discussions arose in Germany about video games, especially those with violent content. The public opinion is that violent video games cause violent behaviour in real life. Some German politicians even claimed that such games would be on one level with child pornography. With the help of three known normative ethical theories – consequentialism (Mill), deontology (Kant) and virtue ethics (Aristoteles) – the scientific arguments against video games are analysed and evaluated. The opponents of video games focus on the content and graphics of the games (narratological approach). After an extensive presentation of their arguments, it turns out that none remains valid after applying the ethical theories to them. Solely the virtue ethics approach seems to be of help, however not against but in aid of video games. This is dealt with in the second part of the book. Miguel Sicart’s work “The Ethics of Computer Games” tries to develop a tangible ethics for computer games. “The Clever Player and the Ethics of Computer Gaming” presents Sicart’s theory for the first time in German and re-structures it’s content by focussing on the main ingredients of his theory. Sicart’s concept does not include any content or graphical aspects. It is a strictly ludological (game studies) approach which focuses on the rules and the system of the games. The three main elements of his theory are: 1. the video game as a moral object, 2. the player as a moral subject and 3. playing video games as a moral act. These three aspects work together. The result is an interaction between the game and the player which also includes the non-playing-subject of the player. A person starts playing a video game and hence becomes the player of this game. He acts according to the rules and uses his previous experience with other games in order to play as properly as possible. This means that he does not cheat, does not use tricks, acts with fair play in multiplayer games etc. Since the player is more than just a player, he also uses his virtues and perspectives from the real world as a player-tool. The player acts morally correct in such an interaction, if he helps the game become an experience rather than a mere object (CD/DVD). Only when a game is experienced on the screen by a player, it becomes a real game as intended by it’s designers. And if this game needs a violent on-screen solution for solving a problem, then the player ought to do so. The player which Sicart describes is a “clever player” and not some sort of zombie without thoughts and evaluation of what is happening. The third part of the book analyses Sicart’s framework and shows his weakness with the help of a practical example. While the opponents of video games focus on the content and graphics only, Sicart’s approach does not include them at all. Therefore, both positions are extreme and Sicart’s point of view is re-interpreted into an “Ethics of Computer Gaming”, pointing out the active part of his theory. Now it is scientifically possible to prove all arguments against video games following the Winnenden-controversy wrong at one go. The last part of the book goes back to Aristoteles’ view on ethics: living a good life means finding the middle ground between extremes. Hence, a complete ethics of computer games needs both approaches: the narratological (graphics and content) and the ludological (rules and game systems). Only when both are combined, a real ethics of computer games is possible. A framework for such a theory is proposed as well as two ideas which can be helpful for further research in this field.
Persson, Louise. "To Kill or Not to Kill : The Moral and Dramatic Potential of Expendable Characters in Role-playing Video Game Narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12347.
Full textGrobler, Carli. "The promotion of ethical egoism through morality mechanics in mass effect, fable III & fallout new vegas: a role-playing video game exploration." Thesis, Nelson Mandela Metropolitan University, 2016. http://hdl.handle.net/10948/7699.
Full textAlonso, Kevin, and Erik Jigvall. "Thinking Outside the Lootbox : Balancing on the Scale of Gacha." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355652.
Full textLootboxes orsakar för närvarande en återkommande debatt inom spelindustrin där diskussionens fokus ofta är kring kopplingen till hasardspel. I detta examensarbete görs ett tillägg till debatten genom en närmre undersökning av Gacha design – vilket är ett designverktyg för inkomstgenerering – genom teori och spelares åsikter. Slutsatserna pekar mot att om Gacha är sett som ett spektrum av styrka kan diskussionen nyttjas för att bidra till en ökad förståelse av alla former av inkomstgenereringssystem inom spel oberoende av deras abstrakta definitioner. Data samlades genom fokusgrupper och analyserades utifrån nuvarande forskning runt de vanligaste ämnen som uppstod under fokusgruppernas diskussioner. Detta examensarbetet fann att den övergripande kunskapen kring Gacha var begränsad och genom att titta på Gacha som en design method öppnade upp för en bredare diskussion med kopplingar till Lootboxes.
Blake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.
Full textFisher, Howard D. "Don't Let the Girls Play: Gender Representation in Videogame Journalism and the Influence of Hegemonic Masculinity, Media Filters, and Message Mediation." Ohio University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1332372302.
Full textSchirmer, James Robert. "Acquiring Literacy: Techne, Video Games and Composition Pedagogy." Bowling Green State University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1211307417.
Full textVan, Sophie. "Encouraging moral reflection in digital games : Feedback systems and their effects." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12542.
Full textKeilen, Brian. "Echoes of Invasion: Cultural Anxieties and Video Games." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1342217874.
Full textRollandin, Marion. "La réflexivité communicationnelle induite par les échanges en ligne : pratique, médiation et médiatisation, vers une posture d'ethnologue-amateur." Thesis, Paris 4, 2015. http://www.theses.fr/2015PA040103.
Full textThe research studies the process of making of a knowledge on the communication resulting from reflective communication in online interchanges within a computerized media. It aims at understanding how this knowledge is acquired by analyzing the following triptych : users/device/other users. When using device like a multiplayer online battle arena League of Legends or female online discussion website Confidentielles.com, the users get involved in a psychosocial « adjustment system » to understand and assess the situations of communication they are facing. Thus, since it is developed during the practice, the « adjustment system » appears to be dynamic, mechanical and progressive thanks to reflective process. Two levels of reflexivity corresponding to the stages of this adjustment will be studied. The first level starts when the user facing the device has to work out and estimate the situation, decide on the strategy to adopt and grasp the importance of relations with others. The second level takes place all through the practice to manage efficiently the various interactivities and be as happy as possible in the given situation. On the one hand, these reflective process infer the production of ordinary knowledge; in the other hand the user has to adopt the « amateur-ethnologist position » when developing skills to understand the process and the situations of communication thanks to the « trips » between mediated communication and face to face communication
Books on the topic "Video Game Ethics"
Ethics and game design: Teaching values through play. Hershey, PA: Information Science Reference, 2010.
Find full textThe ethics of computer games. Cambridge, MA: MIT Press, 2009.
Find full textCheating: Gaining advantage in videogames. Cambridge, MA: MIT Press, 2007.
Find full textVice city virtue: Moral issues in digital game play. Leuven: Acco, 2011.
Find full textRobin, Wilkins, ed. Getting unplugged: Take control of your family's television, video game, and computer habits. New York: John Wiley, 1998.
Find full textKaren, Schrier, and Gibson, David, 1950 Aug. 27-, eds. Ethics and game design: Teaching values through play. Hershey PA: Information Science Reference, 2010.
Find full text2014.
Find full textDesigning Games For Ethics Models Techniques And Frameworks. Information Science Publishing, 2011.
Find full textGregory, Josh. Ethics and Legal Problems. Cherry Lake Publishing, 2020.
Find full textGregory, Josh. Ethics and Legal Problems. Cherry Lake Publishing, 2020.
Find full textBook chapters on the topic "Video Game Ethics"
Piero, Mike. "Coda: Ethics in Gaming, Here and Now." In Video Game Chronotopes and Social Justice, 269–75. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-91944-3_8.
Full textKarcher, Mary C. "So, You Want to Start a Research Archive?: Ethical Issues Researching and Archiving Video Game History." In The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom, 273–93. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-63311-0_16.
Full textKim, Se Young. "Getting Over the Fear of Murder: Video Game Violence and the Ethics of Empowerment in The Last of Us." In The Palgrave Handbook of Violence in Film and Media, 355–77. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-05390-0_18.
Full textNeely, Erica L. "The Ethics of Choice in Single-Player Video Games." In Philosophical Studies Series, 341–55. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-01800-9_19.
Full text"Ethics." In The Routledge Companion to Video Game Studies, 492–500. Routledge, 2014. http://dx.doi.org/10.4324/9780203114261-71.
Full text"Video Games, Video Gamers, and the Ethics of Video Game Design." In Ethical Challenges in Digital Psychology and Cyberpsychology, 254–69. Cambridge University Press, 2019. http://dx.doi.org/10.1017/9781108553384.014.
Full textHodent, Celia. "Ethics in the video game industry." In The Psychology of Video Games, 77–87. Routledge, 2020. http://dx.doi.org/10.4324/9781003045670-6.
Full textKhandaker, Mitu. "How Games Can Touch You." In Designing Games for Ethics, 142–58. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-120-1.ch010.
Full text"Killswitch Engage: Ethics in Game Design." In Culture at Play: How Video Games Influence and Replicate Our World, 60–68. Brill | Rodopi, 2020. http://dx.doi.org/10.1163/9789004439788_008.
Full textWonderly, Monique. "Video Games and Ethics." In Spaces for the Future, 29–41. Routledge, 2017. http://dx.doi.org/10.4324/9780203735657-3.
Full textConference papers on the topic "Video Game Ethics"
"Ethical Issues of Simulation Video Games." In 2th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.060.
Full textScavarelli, Anthony, and Ali Arya. "CINDR: A proposed framework for ethical systems in video games." In 2014 IEEE Games, Media, Entertainment (GEM) Conference. IEEE, 2014. http://dx.doi.org/10.1109/gem.2014.7048084.
Full textAligeng. "A Study on the Spread of Ethnic Minority Traditional Legends in the New Era: Taking the Video Game “Nishan Shaman” as an Example." In 2nd International Conference on Language, Art and Cultural Exchange (ICLACE 2021). Paris, France: Atlantis Press, 2021. http://dx.doi.org/10.2991/assehr.k.210609.038.
Full textNuñez, ME, MX Rodriguez-Paz, and RPM Lozano. "EVALUATING THE DEVELOPMENT OF SUSTAINABILITY COMPETENCIES AND KNOWLEDGE IN THE ARCHITECTURE AND DESIGN STUDENTS." In The 7th International Conference on Education 2021. The International Institute of Knowledge Management, 2021. http://dx.doi.org/10.17501/24246700.2021.7125.
Full textReports on the topic "Video Game Ethics"
DeJaeghere, Joan, Vu Dao, Bich-Hang Duong, and Phuong Luong. Inequalities in Learning in Vietnam: Teachers’ Beliefs About and Classroom Practices for Ethnic Minorities. Research on Improving Systems of Education (RISE), February 2021. http://dx.doi.org/10.35489/bsg-rise-wp_2021/061.
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