A theoretical and practical guide to integrating human values into the conception and design of digital games. All games express and embody human values, providing a compelling arena in which we play out beliefs and ideas. “Big ideas” such as justice, equity, honesty, and cooperation—as well as other kinds of ideas, including violence, exploitation, and greed—may emerge in games whether designers intend them or not. In this book, Mary Flanagan and Helen Nissenbaum present Values at Play, a theoretical and practical framework for identifying socially recognized moral and political values in digital games. Values at Play can also serve as a guide to designers who seek to implement values in the conception and design of their games. After developing a theoretical foundation for their proposal, Flanagan and Nissenbaum provide detailed examinations of selected games, demonstrating the many ways in which values are embedded in them. They introduce the Values at Play heuristic, a systematic approach for incorporating values into the game design process. Interspersed among the book's chapters are texts by designers who have put Values at Play into practice by accepting values as a design constraint like any other, offering a real-world perspective on the design challenges involved.
McLuhan , Marshall , David Carson , Eric McLuhan , and Williams Kuhns . 2003. The Book of Probes . Corte Madera , CA : Gingko Press . McLuhan , Marshall , and Barrington Nevitt . 1972. Take 186 References.
This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both ...
"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.
... the rise of game companies such as Parker Brothers, known for Tiddlywinks (1897), Post Office Game (1897), and War at Sea (1898), and the McLoughlin Brothers, which offered Pilgrim's Progress (1893) and Soldier Ten Pins (1890), ...
This book gives an in-depth philosophical analysis of moral problems to which information technology gives rise, for example, problems related to privacy, intellectual property, responsibility, friendship, and trust, with contributions from ...
Design Focus: Games as Social Play (chapter 28) Description: Using concepts from the schema on social play, students analyze a game. ... Some of the New Games games are twists on classic designs; others are remarkably original.
Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.
The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our ownmotivations and rationality.This volume presents a new theory of games which insists on ...
These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design.