Results for 'Digital game'

980 found
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  1.  13
    Digital Games, Image-Consciousness and Superreality.Daniel O'Shiel - 2022 - Journal of the Philosophy of Games 4 (1).
    This paper argues that digital games are best understood as a type of image-consciousness (Bildbewusstein). First, I argue how our experiences of digital games are not perceptions. Second, I provide a summary of the phenomenological natures of three basic modes of consciousness in Hus-serl, Fink and Sartre—perception, phantasy and image-consciousness—in order to demonstrate that the latter ultimately finds its place between the other two. Lastly, I spell out the implications and contributions these insights can have for our understanding (...)
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  2. The Implied Designer of Digital Games.Nele Van de Mosselaer & Stefano Gualeni - 2023 - Estetika: The European Journal of Aesthetics 60 (1):71-89.
    As artefacts, the worlds of digital games are designed and developed to fulfil certain expressive, functional, and experiential objectives. During play, players infer these purposes and aspirations from various aspects of their engagement with the gameworld. Influenced by their sociocultural backgrounds, sensitivities, gameplay preferences, and familiarity with game conventions, players construct a subjective interpretation of the intentions with which they believe the digital game in question was created. By analogy with the narratological notion of the implied (...)
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  3.  58
    Governmentality, Neoliberalism, and the Digital Game.Andrew Baerg - 2009 - Symploke 17 (1-2):115-127.
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  4.  38
    Games as Authorial Platforms? An Exploration of the Legal Status of User-Created Content from Digital Games.Gabriele Aroni - 2023 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 36 (5):2021-2036.
    Digital games can be considered as composed of two main components: the props, i.e. visual, textual, and aural elements such as codes, 3D models and animations; and the form, specially the interaction between players and games, the act of playing itself. This dichotomy thus begs the question whether digital games are indeed games if nobody plays them, and ultimately: who is the owner of the gameplay and any by-product of the interaction between the game and the players? (...)
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  5.  15
    Of Time Gals and Mega Men: Empirical Findings on Gender Differences in Digital Game Genre Preferences and the Accuracy of Respective Gender Stereotypes.Benjamin P. Lange, Peter Wühr & Sascha Schwarz - 2021 - Frontiers in Psychology 12:657430.
    We investigated the accuracy of gender stereotypes regarding digital game genre preferences. In Study 1, 484 female and male participants rated their preference for 17 game genres (gender differences). In Study 2, another sample of 226 participants rated the extent to which the same genres were presumably preferred by women or men (gender stereotypes). We then compared the results of both studies in order to determine the accuracy of the gender stereotypes. Study 1 revealed actual gender differences (...)
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  6.  34
    Testing Design Bioethics Methods: Comparing a Digital Game with a Vignette Survey for Neuroethics Research with Young People.David M. Lyreskog, Gabriela Pavarini, Edward Jacobs, Vanessa Bennett, Geoffrey Mawdsley & Ilina Singh - 2023 - AJOB Empirical Bioethics 14 (1):55-64.
    Background Over the last decades, the neurosciences, behavioral sciences, and the social sciences have all seen a rapid development of innovative research methods. The field of bioethics, however, has trailed behind in methodological innovation. Despite the so-called “empirical turn” in bioethics, research methodology for project development, data collection and analysis, and dissemination has remained largely restricted to surveys, interviews, and research papers. We have previously argued for a “Design Bioethics” approach to empirical bioethics methodology, which develops purpose-built methods for investigation (...)
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  7.  6
    Peer socialization of male adolescents in digital games: Achievement, competition, and harassment.Natalia Waechter & Markus Meschik - 2023 - Communications 48 (4):457-481.
    Socialization theories suggest that, due to social change and technological transformation, peers and media have become important institutions of socialization for young people. Assuming that male adolescents use digital games for processes of peer self-socialization, this article investigates the values they mediate in digital games and how these values are related to their practice (with a focus on harassment) in digital games. Applying a qualitative research design, 36 male adolescents who frequently play various (multiplayer) online games were (...)
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  8.  19
    An earthless world: the contemporary Enframing of sport in digital games.Steven Conway - 2016 - Sport, Ethics and Philosophy 10 (1):83-96.
    This article provides a phenomenological understanding of contemporary sport and its digital game incarnation. The latter is highlighted as, currently, an example par excellence of what Martin Heidegger referred to as Enframing : the essence of modern technology that discloses being only in its availability for consumption. This concept is clarified and compared with a phenomenological comprehension of art and play. Building upon these notions, the physical sport and its digital emulation are compared and contrasted, illustrating how (...)
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  9.  11
    What Has the Study of Digital Games Contributed to the Science of Expert Behavior?Neil Charness - 2017 - Topics in Cognitive Science 9 (2):510-521.
    I review the historical context for modeling skilled performance in games. Using Newell's concept of time bands for explaining cognitive behavior, I categorize the current papers in terms of time scales, type of data, and analysis methodologies. I discuss strengths and weaknesses of these approaches for describing skill acquisition and why the study of digital games can address the challenges of replication and generalizability. Cognitive science needs to pay closer attention to population representativeness to enhance generalizability of findings, and (...)
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  10.  37
    Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective.Elena Petrovskaya & David Zendle - 2021 - Journal of Business Ethics 181 (4):1065-1081.
    Technological shifts within the video game industry have enabled many games to evolve into platforms for repeated expenditure, rather than a one-time purchase product. Monetising a game as a service is challenging, and there is concern that some monetisation strategies may constitute unfair or exploitative practices which are not adequately covered by existing law. We asked 1104 players of video games to describe a time when they had been exposed to transactions which were perceived to be misleading, aggressive (...)
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  11.  16
    The Adventures of Amaru: Integrating Learning Tasks Into a Digital Game for Teaching Children in Early Phases of Literacy.Gilberto Nerino de Souza, Yvan Pereira dos Santos Brito, Myenne Mieko Ayres Tsutsumi, Leonardo Brandão Marques, Paulo Roney Kilpp Goulart, Dionne Cavalcante Monteiro & Ádamo Lima de Santana - 2018 - Frontiers in Psychology 9.
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  12. Intersectional Tech: Black Users in Digital Gaming.[author unknown] - 2020
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  13.  9
    Remediation, analogue corruption, and the signification of evil in digital games.Ewan Kirkland - 2010 - In Nancy Billias (ed.), Promoting and Producing Evil. Rodopi. pp. 63--227.
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  14.  4
    Johannes Breuer, Daniel Pietschmann, Benny Liebold, and Bejamin P. Lange, eds. Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers.Jens Kjeldgaard-Christiansen - 2019 - Evolutionary Studies in Imaginative Culture 3 (2):97-100.
  15.  5
    Commentary: Awareness of Risk Factors for Digital Game Addiction: Interviewing Players and Counselors.Gilbert E. Franco - 2015 - Frontiers in Psychology 6.
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  16.  2
    Innovating the Instruction of Mathematical Concepts: How Does the Integrated Use of Digital Games and Language-Based Teaching Matter?Jiayao Shi - 2022 - Frontiers in Psychology 13.
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  17.  51
    Gaming and the limits of digital embodiment.Robert Farrow & Ioanna Iacovides - 2014 - Philosophy and Technology 27 (2):221-233.
    This paper discusses the nature and limits of player embodiment within digital games. We identify a convergence between everyday bodily actions and activity within digital environments, and a trend towards incorporating natural forms of movement into gaming worlds through mimetic control devices. We examine recent literature in the area of immersion and presence in digital gaming; Calleja’s (2011) recent Player Involvement Model of gaming is discussed and found to rely on a probematic notion of embodiment as 'incorporation'. (...)
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  18.  81
    The “digital animal intuition:” the ethics of violence against animals in video games.Simon Coghlan & Lucy Sparrow - 2020 - Ethics and Information Technology 23 (3):215-224.
    Video game players sometimes give voice to an “intuition” that violently harming nonhuman animals in video games is particularly ethically troubling. However, the moral issue of violence against nonhuman animals in video games has received scant philosophical attention, especially compared to the ethics of violence against humans in video games. This paper argues that the seemingly counterintuitive belief that digital animal violence is in general more ethically problematic than digital human violence is likely to be correct. Much (...)
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  19.  8
    Book Review: Intersectional Tech: Black Users in Digital Gaming by Kishonna L. Gray. [REVIEW]Christopher J. Persaud - 2022 - Gender and Society 36 (3):453-455.
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  20. Gaming Green: The Educational Potential of Eco – A Digital Simulated Ecosystem.Kristoffer S. Fjællingsdal & Christian A. Klöckner - 2019 - Frontiers in Psychology 10:479592.
    Research into the use of videogames in education is on the rise, and they are cementing their position as part of the modernized, digital classroom. Sustainability education has also become a subject of interest among environmentally minded game developers and understanding the educational impact of such games is rapidly becoming an important field. This study examined the educational potential of the digital simulated ecosystem known as Eco, in order to reveal how playing Eco might promote environmental literacy (...)
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  21.  11
    Digital Learning Games for Mathematics and Computer Science Education: The Need for Preregistered RCTs, Standardized Methodology, and Advanced Technology.Lara Bertram - 2020 - Frontiers in Psychology 11.
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  22.  36
    Digital Dinosaurs and Artificial Life: Exploring the Culture of Nature in Computer and Video Games.John Wills - 2002 - Cultural Values 6 (4):395-417.
    Over the last 30 years, the computer and videogame has emerged as a popular recreational pastime. While often associated with the artificial and alien, it is my contention that the modern videogame informs on the subject of “nature” and what we consider to be natural. This article delineates some of the “natures” posited in computer game design. It provides a valuable overview of gaming culture and might serve as an introduction to further research on specific game genres. It (...)
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  23.  7
    Parables of the posthuman: digital realities, gaming, and the player experience.Jonathan Boulter - 2015 - Detroit, Michigan: Wayne State University Press.
    Approaches the direct experience of gaming by asking: what does it mean for the player to enter the machinic "world" of the game? What forms of subjectivity does the game offer to the player? What happens to consciousness itself when one plays?
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  24.  32
    Digital storytelling: Barry Atkins' more than a game.Paul Wake - 2005 - The European Legacy 10 (3):219-221.
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  25.  13
    Creative Design of Digital Cognitive Games: Application of Cognitive Toys and Isomorphism.Robert Haworth & Kamran Sedig - 2012 - Bulletin of Science, Technology and Society 32 (5):413-426.
    Digital cognitive games (DCGs) are games whose primary purpose is to mediate (i.e., support, develop, and enhance) cognitive activities such as problem solving, decision making, planning, and critical reasoning. As these games increase in popularity and usage, more attention should be paid to their design. Currently, there is a lack of design processes that provide both structure and room for creative development of such games. This article presents a preliminary process for design of DCGs. The design process involves the (...)
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  26. Euthanasia in Video Games – Exemplifying the Importance of Moral Experience in Digital Gameworlds.Luka Perušić - 2022 - Pannoniana 6 (1):53-98.
    The paper classifies euthanasia and discusses its typological presence in storytelling video games. It aims to illustrate the importance of experiencing simulated moral challenges in the context of gameworlds as a significantly influential, exponentially growing form of interactive media. In contrast to older works of art and media, such as film and literature, the difference should be emphasized in light of the player’s ability to make choices in video games. Although the influence of gameworld content depends on the player, the (...)
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  27.  6
    The aesthetics of stealth: digital culture, video games, and the politics of perception.Toni Pape - 2024 - Cambridge, Massachusetts: The MIT Press.
    The Aesthetics of Stealth proposes a cultural analysis as well as a political theory of stealth in its various aesthetic articulations.
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  28.  8
    Hyperworks: on digital literature and computer games.Anna Gunder - 2004 - Uppsala, Sweden: Uppsala Universitet.
  29.  19
    Mondo Nano: Fun and Games in the World of Digital Matter.Stephanie E. Vasko - 2016 - NanoEthics 10 (1):117-120.
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  30.  7
    The Development of Explicit and Implicit Game-Based Digital Behavioral Markers for the Assessment of Social Anxiety.Martin Johannes Dechant, Julian Frommel & Regan Lee Mandryk - 2021 - Frontiers in Psychology 12.
    Social relationships are essential for humans; neglecting our social needs can reduce wellbeing or even lead to the development of more severe issues such as depression or substance dependency. Although essential, some individuals face major challenges in forming and maintaining social relationships due to the experience of social anxiety. The burden of social anxiety can be reduced through accessible assessment that leads to treatment. However, socially anxious individuals who seek help face many barriers stemming from geography, fear, or disparities in (...)
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  31.  85
    Phenomenology, Pokémon Go, and Other Augmented Reality Games: A Study of a Life Among Digital Objects.Nicola Liberati - 2018 - Human Studies 41 (2):211-232.
    The aim of this paper is to analyse the effects on the everyday world of actual Augmented Reality games which introduce digital objects in our surroundings from a phenomenological point of view. Augmented Reality is a new technology aiming to merge digital and real objects, and it is becoming pervasively used thanks to the application for mobile devices Pokémon Go by Niantic. We will study this game and other similar applications to shed light on their possible effects (...)
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  32.  81
    Who should own access rights? A game-theoretical approach to striking the optimal balance in the debate over digital rights management.Yu-Lin Chang - 2007 - Artificial Intelligence and Law 15 (4):323-356.
    The development of access rights as, perhaps, a replacement for copyright in digital rights management (DRM) systems, draws our attention to the importance of ‚the balance problem’ between information industries and the individual user. The nature of just what this ‚balance’ is, is often mentioned in copyright writings and judgments, but is rarely discussed. In this paper I focus upon elucidating the idea of balance in intellectual property and propose that the balance concept is not only the most feasible (...)
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  33.  27
    ‘Eco this and recycle that’: an ecolinguistic analysis of a popular digital simulation game.Robert Poole & Sydney Spangler - 2019 - Critical Discourse Studies 17 (3):344-357.
    ABSTRACTThis article presents an ecolinguistic analysis of a popular digital simulation game, Animal Crossing: New Leaf. As the popularity and immersive capability of digital gaming continue...
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  34.  3
    Mondo Nano: Fun and Games in the World of Digital Matter: Colin Milburn. 2015 (Duke University Press) ISBN: 978-0-8223-5743-8. 424 pp. [REVIEW]Stephanie E. Vasko - 2016 - NanoEthics 10 (1):117-120.
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  35.  7
    Eye Tracking the Feedback Assigned to Undergraduate Students in a Digital Assessment Game.Maria Cutumisu, Krystle-Lee Turgeon, Tasbire Saiyera, Steven Chuong, Lydia Marion González Esparza, Rob MacDonald & Vasyl Kokhan - 2019 - Frontiers in Psychology 10.
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  36.  58
    Critical Gaming: Interactive History and Virtual Heritage.Erik Champion - 2015 - London: Routledge.
    Critical Gaming: Interactive History and Virtual Heritage can be seen as a collection of chapters designed to provoke thought and discussion, or it can be seen and used as separate chapters that may help class debate in courses dealing with the digital humanities, game studies (especially in the areas of serious games and game-based learning) or aspects of virtual heritage. While there are very few books in this intersecting area, the range of topics that could be investigated (...)
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  37.  12
    Metagames: games about games.Agata Waszkiewicz - 2024 - New York: Routledge.
    Metagames: Games About Games scrutinizes how various meta devices, such as breaking the fourth wall and unreliable narrator, change and adapt when translated into the uniquely interactive medium of digital games. Through its theoretical analyses and case studies, the book shows how metafictional experimentation can be used to both challenge and push the boundaries of what a game is and what a player's role is in play, and to raise more profound topics such as those describing experiences of (...)
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  38.  17
    The Explanation Game: A Formal Framework for Interpretable Machine Learning.David S. Watson & Luciano Floridi - 2021 - In Josh Cowls & Jessica Morley (eds.), The 2020 Yearbook of the Digital Ethics Lab. Springer Verlag. pp. 109-143.
    We propose a formal framework for interpretable machine learning. Combining elements from statistical learning, causal interventionism, and decision theory, we design an idealised explanation game in which players collaborate to find the best explanation for a given algorithmic prediction. Through an iterative procedure of questions and answers, the players establish a three-dimensional Pareto frontier that describes the optimal trade-offs between explanatory accuracy, simplicity, and relevance. Multiple rounds are played at different levels of abstraction, allowing the players to explore overlapping (...)
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  39. Game theory, cheap talk and post‐truth politics: David Lewis vs. John Searle on reasons for truth‐telling.S. M. Amadae - 2018 - Journal for the Theory of Social Behaviour 48 (3):306-329.
    I offer two potential diagnoses of the behavioral norms governing post‐truth politics by comparing the view of language, communication, and truth‐telling put forward by David Lewis (extended by game theorists), and John Searle. My first goal is to specify the different ways in which Lewis, and game theorists more generally, in contrast to Searle (in the company of Paul Grice and Jurgen Habermas), go about explaining the normativity of truthfulness within a linguistic community. The main difference is that (...)
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  40.  22
    The Well-Played Game: A Player's Philosophy.Bernie DeKoven - 2013 - MIT Press.
    The return of a classic book about games and play that illuminates the relationship between the well-played game and the well-lived life. In The Well-Played Game, games guru Bernard De Koven explores the interaction of play and games, offering players—as well as game designers, educators, and scholars—a guide to how games work. De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer (...)
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  41.  45
    Digitalizing historical consciousness.Claudio Fogu - 2009 - History and Theory 48 (2):103-121.
    What is a “historical” video game, let alone a successful one? It is difficult to answer this question because all our definitions of history have been constructed in a linear-narrative cultural context that is currently being challenged and in large part displaced by digital media, especially video games. I therefore consider this question from the point of view of historical semantics and in relation to the impact of digital technology on all aspects of the historiographical operation, from (...)
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  42.  88
    The digital police state: Fichte’s revenge on Hegel.Slavoj Žižek - 2019 - Philosophical Investigations 13 (28):1-19.
    When the threat posed by the digitalization of our lives is debated in our media, the focus is usually on the new phase of capitalism called “surveillance capitalism”: a total digital control over our lives exerted by state agencies and private corporations. However, important as this “surveillance capitalism” is, it is not yet the true game changer; there is a much greater potential for new forms of domination in the prospect of direct brain-machine interface (“wired brain”). First, when (...)
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  43.  8
    The interface envelope: gaming, technology, power.James Ash - 2015 - New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing.
    In The Interface Envelope, James Ash develops a series of concepts to understand how digital interfaces work to shape the spatial and temporal perception of players. Drawing upon examples from videogame design and work from post-phenomenology, speculative realism, new materialism and media theory, Ash argues that interfaces create envelopes, or localised foldings of space time, around which bodily and perceptual capacities are organised for the explicit production of economic profit. Modifying and developing Bernard Stiegler's account of psychopower and Warren (...)
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  44. Video games and the transhuman inclination.Robert M. Geraci - 2012 - Zygon 47 (4):735-756.
    Video games and virtual worlds play substantial roles in contemporary transhumanism. Many transhumanists appreciate the freedom and power that accompany these digital landscapes and recognize that they can promote transhumanist ways of thinking beyond the borders of explicitly transhumanist groups. Video games and virtual worlds enable transcendence through their design and contribute to transhumanism through the options they enable and the influence they have. Because of their significant place in transhumanism, video games and virtual worlds are thus important to (...)
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  45.  10
    Video games and spatiality in Amercian studies.Dietmar Meinel (ed.) - 2022 - Boston: De Gruyter Oldenbourg.
    While video games have blossomed into the foremost expression of contemporary popular culture over the past decades, their critical study occupies a fringe position in American Studies. In its engagement with video games, this book contributes to their study but with a thematic focus on a particularly important subject matter in American Studies: spatiality. The volume explores the production, representation, and experience of places in video games from the perspective of American Studies. Contributions critically interrogate the use of spatial myths (...)
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  46. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the availability (...)
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  47.  27
    Digital hermeneutics for the new age of cinema.Stacey O. Irwin - 2023 - AI and Society 38 (6):2207-2215.
    Philosophical and technoculture studies surrounding the existential understanding of the human–technology–world experience have seen a slow but steady increase that makes a turn to material hermeneutics in the second decade of the twenty-first century (Ihde in Postphenomenology: essays in the postmodern context. Northwestern University Press, Evanston, 1993; Capurro in AI Soc 25(1):35–42, 2010; Romele in Digital hermeneutics: philosophical investigations in new media and technologies. Routledge, Abingdon, 2020; among others). This renewed focus makes sense because human–technology–world experiences need to be (...)
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  48.  22
    Beyond agency: games as the aesthetics of being.Daniel Vella - 2021 - Journal of the Philosophy of Sport 48 (3):436-447.
    In digital game studies, approaches to the aesthetics of games have primarily focused on games’ narrative or sensory qualities, considered the status of games as em...
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  49.  42
    Gaming, Texting, Learning? Teaching Engineering Ethics Through Students' Lived Experiences With Technology.Georgina Voss - 2013 - Science and Engineering Ethics 19 (3):1375-1393.
    This paper examines how young peoples’ lived experiences with personal technologies can be used to teach engineering ethics in a way which facilitates greater engagement with the subject. Engineering ethics can be challenging to teach: as a form of practical ethics, it is framed around future workplace experience in a professional setting which students are assumed to have no prior experience of. Yet the current generations of engineering students, who have been described as ‘digital natives’, do however have immersive (...)
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  50.  9
    Material Game Studies: A Philosophy of Analogue Play.Chloe Germaine & Paul Wake (eds.) - 2022 - Bloomsbury Publishing.
    This is the first volume to apply insights from the material turn in philosophy to the study of play and games. At a time of renewed interest in analogue gaming, as scholars are looking beyond the digital and virtual for the first time since the inception of game studies in the 1990s, Material Game Studies not only supports the importance of the turn to the analogue, but proposes a materiality of play more broadly. Recognizing the entanglement of (...)
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