Simulating Good and Evil : The Morality and Politics of Videogames /
Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
New Brunswick, NJ :
Rutgers University Press,
[2020]
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Temas: | |
Acceso en línea: | Texto completo Texto completo |
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100 | 1 | |a Schulzke, Marcus, |e author. |4 aut |4 http://id.loc.gov/vocabulary/relators/aut | |
245 | 1 | 0 | |a Simulating Good and Evil : |b The Morality and Politics of Videogames / |c Marcus Schulzke. |
264 | 1 | |a New Brunswick, NJ : |b Rutgers University Press, |c [2020] | |
264 | 4 | |c ©2020 | |
300 | |a 1 online resource (232 p.) | ||
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505 | 0 | 0 | |t Frontmatter -- |t Contents -- |t Introduction -- |t 1. The Conceptual Terrain of Simulation -- |t 2. The Moral Panic Surrounding Videogames -- |t 3. Imaginary Transgressions -- |t 4. Digital Morality -- |t 5. The Many Faces of Moral Reflection -- |t 6. Persuasive Games and Ideological Manipulation -- |t 7. Speaking through Games -- |t Conclusion -- |t Acknowledgments -- |t Notes -- |t Index |
506 | 0 | |a restricted access |u http://purl.org/coar/access_right/c_16ec |f online access with authorization |2 star | |
520 | |a Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech. | ||
538 | |a Mode of access: Internet via World Wide Web. | ||
546 | |a In English. | ||
588 | 0 | |a Description based on online resource; title from PDF title page (publisher's Web site, viewed 27. Jan 2023) | |
650 | 0 | |a Electronic books. | |
650 | 0 | |a Video gamers |x Psychology. | |
650 | 0 | |a Video games |x Moral and ethical aspects. | |
650 | 0 | |a Video games |x Political aspects. | |
650 | 0 | |a Video games |x Psychological aspects. | |
650 | 0 | |a Violence in video games. | |
650 | 7 | |a COMPUTERS / General. |2 bisacsh | |
653 | |a Cultural Studies, Political Science, Film, Media Studies, Communications, General Interest, Philosophy, Critical, Social Theory, Games, Video, Electronic, Ethics, Moral Philosophy, Social Science, Public Policy, Videogames, Moral, upsetting, offensive, political ideologies, offensive speech, Reasoning, Strategy, Stimulated. | ||
773 | 0 | 8 | |i Title is part of eBook package: |d De Gruyter |t Rutgers University Press Complete eBook-Package 2020 |z 9783110690330 |
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856 | 4 | 0 | |u https://degruyter.uam.elogim.com/isbn/9781978818606 |z Texto completo |
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