Ethics and Game Design: Teaching Values through Play

Ethics and Game Design: Teaching Values through Play
Author :
Publisher : IGI Global
Total Pages : 395
Release :
ISBN-10 : 9781615208463
ISBN-13 : 1615208461
Rating : 4/5 (63 Downloads)

Synopsis Ethics and Game Design: Teaching Values through Play by : Schrier, Karen

"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.

Designing Games for Ethics: Models, Techniques and Frameworks

Designing Games for Ethics: Models, Techniques and Frameworks
Author :
Publisher : IGI Global
Total Pages : 406
Release :
ISBN-10 : 9781609601225
ISBN-13 : 160960122X
Rating : 4/5 (25 Downloads)

Synopsis Designing Games for Ethics: Models, Techniques and Frameworks by : Schrier, Karen

"This book brings together the diverse and growing community of voices on ethics in gaming and begins to define the field, identify its primary challenges and questions, and establish the current state of the discipline"--Provided by publisher.

Ethics and Game Design

Ethics and Game Design
Author :
Publisher :
Total Pages : 329
Release :
ISBN-10 : OCLC:556969592
ISBN-13 :
Rating : 4/5 (92 Downloads)

Synopsis Ethics and Game Design by :

This book challenges scholars and researchers to answer questions such as: How can game design be improved to foster ethical thinking and discourse? What are the theories and methodologies that will help us understand, model, and assess ethical thinking in games? How do we use games in classrooms and informal educational settings to support moral development? This publication approaches such questions from a multidisciplinary perspective with the ultimate goal of inspiring further interdisciplinary dialogue and research in order to continue building the ethics and games community--Provided by publisher.

The Ethics of Computer Games

The Ethics of Computer Games
Author :
Publisher : MIT Press
Total Pages : 273
Release :
ISBN-10 : 9780262261531
ISBN-13 : 0262261537
Rating : 4/5 (31 Downloads)

Synopsis The Ethics of Computer Games by : Miguel Sicart

Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design. Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond
Author :
Publisher : Lulu.com
Total Pages : 584
Release :
ISBN-10 : 9780359984015
ISBN-13 : 0359984010
Rating : 4/5 (15 Downloads)

Synopsis Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond by : Karen Schrier

Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom
Author :
Publisher : Springer Nature
Total Pages : 339
Release :
ISBN-10 : 9783030633110
ISBN-13 : 303063311X
Rating : 4/5 (10 Downloads)

Synopsis The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom by : Richard Colby

This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.

We the Gamers

We the Gamers
Author :
Publisher : Oxford University Press
Total Pages : 224
Release :
ISBN-10 : 9780190926137
ISBN-13 : 0190926139
Rating : 4/5 (37 Downloads)

Synopsis We the Gamers by : Karen Schrier

Distrust. Division. Disparity. Is our world in disrepair? Ethics and civics have always mattered, but perhaps they matter now more than ever before. Recently, with the rise of online teaching and movements like #PlayApartTogether, games have become increasingly acknowledged as platforms for civic deliberation and value sharing. We the Gamers explores these possibilities by examining how we connect, communicate, analyze, and discover when we play games. Combining research-based perspectives and current examples, this volume shows how games can be used in ethics, civics, and social studies education to inspire learning, critical thinking, and civic change. We the Gamers introduces and explores various educational frameworks through a range of games and interactive experiences including board and card games, online games, virtual reality and augmented reality games, and digital games like Minecraft, Executive Command, Keep Talking and Nobody Explodes, Fortnite, When Rivers Were Trails, Politicraft, Quandary, and Animal Crossing: New Horizons. The book systematically evaluates the types of skills, concepts, and knowledge needed for civic and ethical engagement, and details how games can foster these skills in classrooms, remote learning environments, and other educational settings. We the Gamers also explores the obstacles to learning with games and how to overcome those obstacles by encouraging equity and inclusion, care and compassion, and fairness and justice. Featuring helpful tips and case studies, We the Gamers shows teachers the strengths and limitations of games in helping students connect with civics and ethics, and imagines how we might repair and remake our world through gaming, together.

Gender Considerations and Influence in the Digital Media and Gaming Industry

Gender Considerations and Influence in the Digital Media and Gaming Industry
Author :
Publisher : IGI Global
Total Pages : 357
Release :
ISBN-10 : 9781466661431
ISBN-13 : 1466661437
Rating : 4/5 (31 Downloads)

Synopsis Gender Considerations and Influence in the Digital Media and Gaming Industry by : Prescott, Julie

Occupational segregation is an important issue and can be detrimental to women. There is a strong need for more women in science, engineering, and information technology, which are traditionally male dominated fields. Female representation in the computer gaming industry is a potential way to increase the presence of women in other computer-related fields. Gender Considerations and Influence in the Digital Media and Gaming Industry provides a collection of high-quality empirical studies and personal experiences of women working in male-dominated fields with a particular focus on the media and gaming industries. Providing insight on best methods for attracting and retaining women in these fields, this volume is a valuable reference for executives and members of professional bodies who wish to encourage women in their career progression.

Location-Based Mobile Games

Location-Based Mobile Games
Author :
Publisher : Springer
Total Pages : 108
Release :
ISBN-10 : 9783319752563
ISBN-13 : 3319752561
Rating : 4/5 (63 Downloads)

Synopsis Location-Based Mobile Games by : Davide Spallazzo

This book approaches Location Based Mobile Games from a design perspective, investigating the peculiar traits that make them compelling contemporary practices and challenging fields of investigation. Relying on an interdisciplinary theoretical background and empirical studies, it delves into LBMGs’ intertwining theoretical assumptions and describes their translation into practice. The authors examine these games from different perspectives, exploring how they can impact the way we look at our surroundings, their influence on our social dimension, their ability to translate a wide range of information into a game experience, and the negotiations they activate by intertwining two realities. Each issue is addressed from a twofold perspective: that of the designers who craft the games, and that of the users who interpret the designers’ choices and take part in the game experience. In so doing, the book covers the relationship between processes of designing and playing, investigating games that communicate through meaningful interactions, share perspectives as forms of narratives, and integrate physicality and surroundings in the play activity. The reasoning advanced throughout the chapters will benefit researchers, designers and entrepreneurs in the field, as it provides a novel perspective on LBMGs, seeks to increase designers’ awareness of often-neglected issues, and suggests interpretations and practices that can impact how commercial games are designed.

Gender Divide and the Computer Game Industry

Gender Divide and the Computer Game Industry
Author :
Publisher : IGI Global
Total Pages : 321
Release :
ISBN-10 : 9781466645356
ISBN-13 : 1466645350
Rating : 4/5 (56 Downloads)

Synopsis Gender Divide and the Computer Game Industry by : Prescott, Julie

"This book takes a look at the games industry from a gendered perspective and highlights the variety of ways in which women remain underrepresented in this industry"--Provided by publisher.