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EBSCO_on1179050828 |
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20231017213018.0 |
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|a 1181847393
|a 1264918506
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|a 9781978818583
|q (electronic bk.)
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|z (OCoLC)1181847393
|z (OCoLC)1264918506
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|a GV1469.34.P79
|b S38 2020
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|a 794.801/9
|2 23
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|a UAMI
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|a Schulzke, Marcus.
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|a Simulating good and evil :
|b the morality and politics of videogames /
|c Marcus Schulzke.
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|a New Brunswick, New Jersey :
|b Rutgers University Press,
|c [2020]
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|c ©2020
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|a 1 online resource
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Includes bibliographical references and index.
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|a Online resource, title from digital title page (viewed on February 22, 2021).
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|t The conceptual terrain of simulation --
|t The moral panic surrounding videogames --
|t Imaginary transgressions --
|t Digital morality --
|t The many faces of moral reflection --
|t Persuasive games and ideological manipulation --
|t Speaking through games.
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|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.
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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650 |
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|a Video games
|x Psychological aspects.
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650 |
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|a Video games
|x Moral and ethical aspects.
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|a Video games
|x Political aspects.
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|a Violence in video games.
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|a Jeux vidéo
|x Aspect psychologique.
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|a Jeux vidéo
|x Aspect moral.
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|a Jeux vidéo
|x Aspect politique.
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650 |
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|a Violence dans les jeux vidéo.
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650 |
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|a Video games
|x Moral and ethical aspects.
|2 fast
|0 (OCoLC)fst01166436
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650 |
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7 |
|a Video games
|x Psychological aspects.
|2 fast
|0 (OCoLC)fst01166438
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650 |
|
7 |
|a Violence in video games.
|2 fast
|0 (OCoLC)fst01744184
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655 |
|
4 |
|a Electronic books.
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776 |
0 |
8 |
|i Print version:
|z 1978818572
|z 9781978818576
|w (OCoLC)1139650056
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|a Askews and Holts Library Services
|b ASKH
|n AH38077356
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|a ProQuest Ebook Central
|b EBLB
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