|
Showing 1 - 4 of
4 matches in All Departments
This book offers an overview of how conflicts are represented and
enacted in games, in a variety of genres and game systems. Games
are a cultural form apt at representing real world conflicts, and
this edited volume highlights the intrinsic connection between
games and conflict through a set of theoretical and empirical
studies. It interrogates the nature and use of conflicts as a
fundamental aspect of game design, and how a wide variety of
conflicts can be represented in digital and analogue games. The
book asks what we can learn from conflicts in games, how our
understanding of conflicts change when we turn them into playful
objects, and what types of conflicts are still not represented in
games. It queries the way games make us think about armed conflict,
and how games can help us understand such conflicts in new ways.
Offering a deeper understanding of how games can serve political,
pedagogical, or persuasive purposes, this volume will interest
scholars and students working in fields such as game studies, media
studies, and war studies.
This book offers an overview of how conflicts are represented and
enacted in games, in a variety of genres and game systems. Games
are a cultural form apt at representing real world conflicts, and
this edited volume highlights the intrinsic connection between
games and conflict through a set of theoretical and empirical
studies. It interrogates the nature and use of conflicts as a
fundamental aspect of game design, and how a wide variety of
conflicts can be represented in digital and analogue games. The
book asks what we can learn from conflicts in games, how our
understanding of conflicts change when we turn them into playful
objects, and what types of conflicts are still not represented in
games. It queries the way games make us think about armed conflict,
and how games can help us understand such conflicts in new ways.
Offering a deeper understanding of how games can serve political,
pedagogical, or persuasive purposes, this volume will interest
scholars and students working in fields such as game studies, media
studies, and war studies.
Games allow players to experiment and play with subject positions,
values and moral choice. In game worlds players can take on the
role of antagonists; they allow us to play with behaviour that
would be offensive, illegal or immoral if it happened outside of
the game sphere. While contemporary games have always handled
certain problematic topics, such as war, disasters, human decay,
post-apocalyptic futures, cruelty and betrayal, lately even the
most playful of genres are introducing situations in which players
are presented with difficult ethical and moral dilemmas. This
volume is an investigation of "dark play" in video games, or game
play with controversial themes as well as controversial play
behaviour. It covers such questions as: Why do some games stir up
political controversies? How do games invite, or even push players
towards dark play through their design? Where are the boundaries
for what can be presented in a games? Are these boundaries
different from other media such as film and books, and if so why?
What is the allure of dark play and why do players engage in these
practices?
Games allow players to experiment and play with subject positions,
values and moral choice. In game worlds players can take on the
role of antagonists; they allow us to play with behaviour that
would be offensive, illegal or immoral if it happened outside of
the game sphere. While contemporary games have always handled
certain problematic topics, such as war, disasters, human decay,
post-apocalyptic futures, cruelty and betrayal, lately even the
most playful of genres are introducing situations in which players
are presented with difficult ethical and moral dilemmas. This
volume is an investigation of "dark play" in video games, or game
play with controversial themes as well as controversial play
behaviour. It covers such questions as: Why do some games stir up
political controversies? How do games invite, or even push players
towards dark play through their design? Where are the boundaries
for what can be presented in a games? Are these boundaries
different from other media such as film and books, and if so why?
What is the allure of dark play and why do players engage in these
practices?
|
You may like...
Loot
Nadine Gordimer
Paperback
(2)
R398
R330
Discovery Miles 3 300
|