Books on the topic 'Video Game Ethics'

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1

Ethics and game design: Teaching values through play. Hershey, PA: Information Science Reference, 2010.

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2

The ethics of computer games. Cambridge, MA: MIT Press, 2009.

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3

Cheating: Gaining advantage in videogames. Cambridge, MA: MIT Press, 2007.

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4

Vice city virtue: Moral issues in digital game play. Leuven: Acco, 2011.

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5

Robin, Wilkins, ed. Getting unplugged: Take control of your family's television, video game, and computer habits. New York: John Wiley, 1998.

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6

Karen, Schrier, and Gibson, David, 1950 Aug. 27-, eds. Ethics and game design: Teaching values through play. Hershey PA: Information Science Reference, 2010.

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8

Designing Games For Ethics Models Techniques And Frameworks. Information Science Publishing, 2011.

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9

Gregory, Josh. Ethics and Legal Problems. Cherry Lake Publishing, 2020.

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10

Gregory, Josh. Ethics and Legal Problems. Cherry Lake Publishing, 2020.

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11

Gregory, Josh. Ethics and Legal Problems. Cherry Lake Publishing, 2020.

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12

Toxic Meritocracy of Video Games: Why Gaming Culture Is the Worst. University of Minnesota Press, 2018.

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13

Paul, Christopher A. Toxic Meritocracy of Video Games: Why Gaming Culture Is the Worst. University of Minnesota Press, 2018.

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14

Bartel, Christopher. Video Games, Violence, and the Ethics of Fantasy: Killing Time. Bloomsbury Publishing Plc, 2020.

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15

Bartel, Christopher. Video Games, Violence, and the Ethics of Fantasy: Killing Time. Bloomsbury Publishing Plc, 2021.

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16

The Videogame Ethics Reader. Cognella Academic Publishing, 2012.

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17

Mortensen, Torill Elvira, Jonas Linderoth, and Ashley M. L. Brown. Dark Side of Game Play. Taylor & Francis Group, 2018.

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18

Chicka, Benjamin J. Playing As Others: Theology and Ethical Responsibility in Video Games. Baylor University Press, 2021.

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19

Abanes, Richard. What Every Parent Needs to Know About Video Games: A Gamer Explores the Good, Bad, and Ugly of the Virtual World. Harvest House Publishers, 2006.

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20

Dark Side of Game Play: Controversial Issues in Playful Environments. Taylor & Francis Group, 2015.

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21

Mortensen, Torill Elvira, Ashley Ml Brown, and Jonas Linderoth. Dark Side of Game Play: Controversial Issues in Playful Environments. Taylor & Francis Group, 2015.

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22

Mortensen, Torill Elvira, Ashley Ml Brown, and Jonas Linderoth. Dark Side of Game Play: Controversial Issues in Playful Environments. Taylor & Francis Group, 2015.

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23

Buying and Selling the Souls of Our Children. Streams Pubns, 2000.

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24

Beyond Choices: The Design of Ethical Gameplay. MIT Press, 2013.

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25

Sicart, Miguel. Beyond Choices: The Design of Ethical Gameplay. MIT Press, 2013.

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26

Sicart, Miguel. Beyond Choices: The Design of Ethical Gameplay. MIT Press, 2013.

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27

Sicart, Miguel. Beyond Choices: The Design of Ethical Gameplay. MIT Press, 2013.

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28

Consalvo, Mia, and M. Consalvo. Cheating: Gaining Advantage in Videogames. MIT Press, 2009.

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29

Consalvo, Mia. Cheating: Gaining Advantage in Videogames. The MIT Press, 2007.

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30

Crash Override: How Gamergate (Nearly) Destroyed My Life, and How We Can Win the Fight Against Online Hate. New York, NY: PublicAffairs, 2017.

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31

Gray, Kishonna L. Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins. Taylor & Francis Group, 2014.

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32

Gray, Kishonna L. Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins. Taylor & Francis Group, 2014.

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33

Firewall. Orca Book Publishers, 2017.

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34

Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins. Anderson Publishing Company, 2014.

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35

Gray, Kishonna L. Race, Gender, and Deviance in Xbox Live: Theoretical Perspectives from the Virtual Margins. Taylor & Francis Group, 2016.

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36

Console Wars: Sega, vs Nintendo and the Battle That Defined a Generation. Atlantic Books, Limited, 2014.

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37

Console Wars: Sega, Nintendo, and the Battle that Defined a Generation. Dey Street Books, 2015.

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38

Harris, Blake J. Console Wars: Sega Vs Nintendo - and the Battle that Defined a Generation. Atlantic Books, 2014.

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39

Harris, Blake J. Console Wars: Sega, Nintendo, and the Battle that Defined a Generation. HarperCollins Audio and Blackstone Audio, 2014.

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40

Console Wars: Sega, Nintendo, and the Battle that Defined a Generation. New York, USA: HarperCollins, 2014.

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41

McAlpine, Kenneth B. Netlabels and Real-World Festivals. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190496098.003.0009.

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This chapter explores how the infrastructure of the established music industry—the routes to market and, just as significantly, the gatekeepers who control them—emerged spontaneously as part of the chipscene, albeit with a noncommercial ethos, giving rise to an economy built on community esteem and authenticity. The chapter begins by exploring how diskmags and archives provided a way for fans to collect and share the music that they loved. Gathering together a complete collection of the video game music that fans loved—a common feature of fandom—and providing software players and emulators that allowed the music to be played on modern computer platforms enabled 8-bit music to be collected and shared. From these archives grew netlabels, online record labels that publish and distribute new music, and festivals, most significantly the Blip festival, which has grown into a major international event, with shows in North America, Europe, Japan, and Australia.
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42

Weinel, Jonathan. Abstractions. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0009.

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The concluding chapter of Inner Sound: Altered States of Consciousness in Electronic Music and Audio-Visual Media consolidates the main arguments of the book. The journey taken is recapitulated, from shamanic rituals to psychedelic rock shows and raves; and from outdoor electroacoustic concerts to synaesthetic films and hallucinatory video games. Across these examples, similar underlying principles can be identified, revealing a continuity from ancient shamanism to modern ‘technoshamanism’. Yet while some imperatives have remained consistent, the technologies have evolved, yielding ever-more accurate and sophisticated representations of altered states in electronic music and audio-visual media. This finds us on the brink of ‘Altered States of Consciousness Simulations’, which replicate the sensory experience of altered states using immersive technologies such as fulldomes and virtual reality headsets. Looking forwards, the possible uses and ethical implications of these simulations are explored, at the frontiers of electronic music and art.
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43

Playing Tyler. Angry Robot, 2013.

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44

Baron, Jaimie, Jennifer Fleeger, and Shannon Wong Lerner, eds. Media Ventriloquism. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780197563625.001.0001.

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Media Ventriloquism repurposes the term “ventriloquism,” which has traditionally referred to the act of throwing one’s voice into an object that appears to speak, to reflect our complex vocal relationship with media technologies. Indeed, media technologies have the potential to separate voice from body and to constitute new relationships between them that could scarcely have been imagined before such technologies’ invention and mass circulation. Radio, cinema, television, video games, digital technologies, and other media have each fundamentally transformed the relationship between voice and body in myriad and often unexpected ways. This volume interrogates the categorical definitions of voice and body as they operate within mediated environments, exploring the experiences of ventriloquism facilitated by media technologies and theorizing some of the political and ethical implications of separating bodies from voices. It builds in particular on Steven Connor’s notion of the vocalic body, which he coined to identify an imaginary body that is created and maintained primarily through voice. In modifying Connor’s term to theorize the “technovocalic body,” the study focuses on cases in which the relationship between voice and body has been modified specifically by media technologies. The chapters in this collection demonstrate not only how particular bodies and voices have been (mis)represented through media ventriloquism but also how marginalized groups—racialized, gendered, queered, etc.—have used media ventriloquism to claim their agency and power.
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45

Weinel, Jonathan. Inner Sound. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.001.0001.

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Inner Sound explores how altered states of consciousness have shaped the design of electronic music and audio-visual media. The book begins by discussing consciousness, and how this may change during states such as dreaming, psychedelic experience, meditation, and trance. Next, a variety of shamanic traditions are reviewed, in order to explore how indigenous societies have reflected visionary experiences through visual art and music. This provides the necessary background from which to consider how analogue and digital audio technologies enable specific capabilities for representing or inducing altered states of consciousness in psychedelic rock, electronic dance music, and electroacoustic music. Developing the discussion to consider sound in the context of audio-visual media, the role of altered states of consciousness in films, visual music, VJ performances, interactive video games, and virtual reality applications is also discussed. Through the analysis of these examples, the author uncovers common mechanisms, and ultimately proposes a conceptual model for ‘Altered States of Consciousness Simulations’. This theoretical model describes how sound can be used to simulate various subjective states of consciousness from a first-person perspective, in an interactive context. Throughout the book, the ethical issues regarding altered states of consciousness in electronic music and audio-visual media are also explored, ultimately allowing the reader to consider not only the design of Altered States of Consciousness Simulations, but also the implications of their use for digital society. In this way, Inner Sound explores the limits of technology for representing and manipulating consciousness, at the frontiers of electronic music and art.
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46

Laytham, D. Brent. IPod, YouTube, Wii Play: Theological Engagements with Entertainment. Wipf & Stock Publishers, 2012.

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47

iPod, YouTube, Wii play: Theological engagements with entertainment. Eugene, OR: Wipf & Stock, 2012.

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48

Light It Up: The Marine Eye for Battle in the War for Iraq. Johns Hopkins University Press, 2015.

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49

Pettegrew, John. Light It Up: The Marine Eye for Battle in the War for Iraq. Johns Hopkins University Press, 2015.

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