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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?
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