Academic literature on the topic 'Philosophy of video games'
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Journal articles on the topic "Philosophy of video games"
Bratkowski, Tad. "Philosophy Through Video Games." Teaching Philosophy 33, no. 3 (2010): 317–20. http://dx.doi.org/10.5840/teachphil201033333.
Full textHoare, Douglas. "The Philosophy of Video Games (Philosophie des Jeux Vidéo), Mathieu Triclot (2017)." Journal of Gaming & Virtual Worlds 11, no. 2 (September 1, 2019): 203–5. http://dx.doi.org/10.1386/jgvw.11.2.203_5.
Full textElton, Matthew. "SHOULD VEGETARIANS PLAY VIDEO GAMES?" Philosophical Papers 29, no. 1 (April 2000): 21–42. http://dx.doi.org/10.1080/05568640009506605.
Full textKamp, Michiel. "Musical Ecologies in Video Games." Philosophy & Technology 27, no. 2 (June 26, 2013): 235–49. http://dx.doi.org/10.1007/s13347-013-0113-z.
Full textBelyaev, Dmitriy A., and Ulyana P. Belyaeva. "Video games as a screen-interactive platform of historical media education: educational potential and risks of politicization." Perspectives of Science and Education 52, no. 4 (September 1, 2021): 478–91. http://dx.doi.org/10.32744/pse.2021.4.32.
Full textGee, James Paul. "Video Games, Design, and Aesthetic Experience." Rivista di estetica, no. 63 (December 1, 2016): 149–60. http://dx.doi.org/10.4000/estetica.1312.
Full textBelyaev, Dmitry Anatolyevich, and Ulyana Pavlovna Belyaeva. "Discourses and Semantic Tropes of the Philosophical Explication of Video Games." Problemos 96 (October 16, 2019): 172–83. http://dx.doi.org/10.15388/problemos.96.14.
Full textSchulzke, Marcus. "Simulating Philosophy: Interpreting Video Games as Executable Thought Experiments." Philosophy & Technology 27, no. 2 (February 26, 2013): 251–65. http://dx.doi.org/10.1007/s13347-013-0102-2.
Full textOrtiz, Luz, Héctor Tillerias, Christian Chimbo, and Veronica Toaza. "Impact on the video game industry during the COVID-19 pandemic." Athenea 1, no. 1 (September 25, 2020): 5–13. http://dx.doi.org/10.47460/athenea.v1i1.1.
Full textPATRIDGE, STEPHANIE. "Video Games and Imaginative Identification." Journal of Aesthetics and Art Criticism 75, no. 2 (April 2017): 181–84. http://dx.doi.org/10.1111/jaac.12355.
Full textDissertations / Theses on the topic "Philosophy of video games"
Beck, Michael J. "Shall We Play a Game?: The Performative Interactivity of Video Games." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc700111/.
Full textFidalgo, Christopher J. "Art, Gaut and Games: the Case for Why Some Video Games Are Art." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/philosophy_hontheses/5.
Full textBratkowski, Tad. "The Aesthetic Experience of Video Games: A Pluralistic Approach." OpenSIUC, 2014. https://opensiuc.lib.siu.edu/dissertations/799.
Full textStröberg, Simon. "ADHD Through the Lens of Game Design : How Digital RPGs Neutralize the Symptoms of Inattention Amongst Swedish Adults with ADHD." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-394208.
Full textWunderlich, Ralf. "Der kluge Spieler und die Ethik des Computerspielens." Universität Potsdam, 2012. http://opus.kobv.de/ubp/volltexte/2012/5551/.
Full text“The Prudent Player and the Ethics of Computer Gaming” is a moral philosophical analysis of the so called “killergame-controversy”. After the gun rampage of Winnenden, heavy discussions arose in Germany about video games, especially those with violent content. The public opinion is that violent video games cause violent behaviour in real life. Some German politicians even claimed that such games would be on one level with child pornography. With the help of three known normative ethical theories – consequentialism (Mill), deontology (Kant) and virtue ethics (Aristoteles) – the scientific arguments against video games are analysed and evaluated. The opponents of video games focus on the content and graphics of the games (narratological approach). After an extensive presentation of their arguments, it turns out that none remains valid after applying the ethical theories to them. Solely the virtue ethics approach seems to be of help, however not against but in aid of video games. This is dealt with in the second part of the book. Miguel Sicart’s work “The Ethics of Computer Games” tries to develop a tangible ethics for computer games. “The Clever Player and the Ethics of Computer Gaming” presents Sicart’s theory for the first time in German and re-structures it’s content by focussing on the main ingredients of his theory. Sicart’s concept does not include any content or graphical aspects. It is a strictly ludological (game studies) approach which focuses on the rules and the system of the games. The three main elements of his theory are: 1. the video game as a moral object, 2. the player as a moral subject and 3. playing video games as a moral act. These three aspects work together. The result is an interaction between the game and the player which also includes the non-playing-subject of the player. A person starts playing a video game and hence becomes the player of this game. He acts according to the rules and uses his previous experience with other games in order to play as properly as possible. This means that he does not cheat, does not use tricks, acts with fair play in multiplayer games etc. Since the player is more than just a player, he also uses his virtues and perspectives from the real world as a player-tool. The player acts morally correct in such an interaction, if he helps the game become an experience rather than a mere object (CD/DVD). Only when a game is experienced on the screen by a player, it becomes a real game as intended by it’s designers. And if this game needs a violent on-screen solution for solving a problem, then the player ought to do so. The player which Sicart describes is a “clever player” and not some sort of zombie without thoughts and evaluation of what is happening. The third part of the book analyses Sicart’s framework and shows his weakness with the help of a practical example. While the opponents of video games focus on the content and graphics only, Sicart’s approach does not include them at all. Therefore, both positions are extreme and Sicart’s point of view is re-interpreted into an “Ethics of Computer Gaming”, pointing out the active part of his theory. Now it is scientifically possible to prove all arguments against video games following the Winnenden-controversy wrong at one go. The last part of the book goes back to Aristoteles’ view on ethics: living a good life means finding the middle ground between extremes. Hence, a complete ethics of computer games needs both approaches: the narratological (graphics and content) and the ludological (rules and game systems). Only when both are combined, a real ethics of computer games is possible. A framework for such a theory is proposed as well as two ideas which can be helpful for further research in this field.
Sweeney, Mark Richard. "The aesthetics of videogame music." Thesis, University of Oxford, 2014. https://ora.ox.ac.uk/objects/uuid:70a29850-0c0d-4abd-a501-e75224fa856a.
Full textMorisset, Thomas. "Du beau jeu. Pour une esthétique des jeux vidéo." Thesis, Sorbonne université, 2020. http://www.theses.fr/2020SORUL006.
Full textThis PhD thesis approaches videogames through the lense of player experience and aims to build a theoretical model that draws on two distinct philosophical traditions : aesthetics and philosophy of technology. It aims to prove both the existence of different regimes for experiencing games (namely closed play, open play and beautiful play) and that from each of these regimes stems a specific kind of sensible pleasure, expressed by an appreciative sensible judgement. Among these experiences, some are particularily defined by their ludic aspect. They lead the player to develop technical skills and henceforth require attentional dynamics which differ greatly from those implied by aesthetic experience. Relying on a technical definition of both game and play, this work shows that a technical regime of feeling and judging beauty exists which is close to the aesthetic regime and yet remains distinct from it. This thesis thus considers video games as a privileged means to reach this technical beauty and as one that develops aesthetic properties of their own
Drazdauskas, Laurynas. "Virtual Reality as a Phenomenon of Art." Thesis, Linköping University, Department of Philosophy, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7645.
Full textIn this essay results are developed on two different levels. First, it is shown in demonstration that a phenomenological analysis on the lines of Roman’s Ingarden’s study of works in literature can be applied to Virtual Reality works, such as professional-simulators and video-games. In particular it can then be pointed out that: i) sound is separable from the scene, but using sound VR becomes enriched; ii) the main role in literature is left for the imagination, while in VR we find richness in concretization.
Second, it is argued in discussion that works in VR can be qualified as works of art. These electronic works may have all the aesthetical qualities (based on the phenomenology of Roman Ingarden) of the works of art in the traditional sense. So, that paper has two objectives: an analysis of VR and the search for the status of VR in art.
Rutherford, Kevin J. "Pack Your Things and Go: Bringing Objects to the Fore in Rhetoric and Composition." Miami University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=miami1436295241.
Full textCasanova, Vilela Alexis Agustin, Márquez Alex Javier León, Infante Cynthia Bertila Mosqueira, and Canales Erick Dyan Pflucker. "Video Games Xchange." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/626325.
Full textVideo Games Xchange (VGX) was created with the idea of implementing a platform that allows people, who enjoy video games in our country, to connect and interact, given that such industry (video gaming) in Peru has generated about $138 million dollars in last the year, placing Peru in 49th place worldwide in this industry. The idea of the business starts with a market study of the gaming industry in the different sectors of the Peruvian population, segregated by the different regions, given that the preferences vary based on the local culture. Furthermore, we have analyzed and compared the local and international market to fully understand and forecast the development of our gaming platform and their futures grow in the global market. Nowadays and while reviewing the statistical data, we have identified that in Peru about 76% of gamers are men and 24%, are women. Of this population, approximately 32% use video consoles such as Play Station, XBOX and Nintendo Switch. This information is key for our project since it shows that a there is a solid gaming market in Perú. For the execution our business project, we will require funds in the sum of S/92,000, part of this will be financed, with an initially structured to be 40% funded by investors and 60% with paid in capital from our shareholders. The return of the invested capital is estimated to be fulfilled in the second year of operations, as it is reflected in the cash flow of our business plan.
Trabajo de investigación
Books on the topic "Philosophy of video games"
Burgun, Keith. Game design theory: A new philosophy for understanding games. Boca Raton, FL: A K Peters/CRC Press, 2012.
Find full textGame design theory: A new philosophy for understanding games. Boca Raton, FL: A K Peters/CRC Press, 2012.
Find full textThe art of failure: An essay on the pain of playing video games. Cambridge, Mass: MIT Press, 2013.
Find full textGaming: Essays on algorithmic culture. Minneapolis, MN: University of Minnesota Press, 2005.
Find full textEthics and game design: Teaching values through play. Hershey, PA: Information Science Reference, 2010.
Find full textAllison, Anne. Millennial monsters: Japanese toys and the global imagination. Berkeley: University of California Press, 2006.
Find full textBook chapters on the topic "Philosophy of video games"
Triclot, Mathieu. "The Role of the Philosophy of Technology in French-Language Studies of Video Games." In Philosophy of Engineering and Technology, 101–18. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-89518-5_7.
Full textFerguson, Christopher J. "Video Games." In Encyclopedia of Adolescence, 3040–45. New York, NY: Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-1695-2_71.
Full textWatson, Steuart T., and Darrell Davis. "Video Games." In Encyclopedia of Child Behavior and Development, 1543–44. Boston, MA: Springer US, 2011. http://dx.doi.org/10.1007/978-0-387-79061-9_3025.
Full textFerguson, Christopher J., and Sven Smith. "Video Games." In Encyclopedia of Adolescence, 4064–71. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-33228-4_71.
Full textBryant, Jay. "Video Games." In Java 7 for Absolute Beginners, 221–47. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3687-0_12.
Full textKlimmt, Christoph, and Daniel Possler. "Video Games." In Media Effects, 342–56. Fourth edition. | New York, NY : Routledge, 2020. |: Routledge, 2019. http://dx.doi.org/10.4324/9780429491146-22.
Full textAndringa, Ronald, and Walter R. Boot. "Video Games." In Theory-Driven Approaches to Cognitive Enhancement, 199–210. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57505-6_14.
Full textSheinkop, Eric. "Video Games." In Return of the Hustle, 97–135. London: Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1007/978-1-137-58202-7_4.
Full textFerguson, Christopher J., and Sven Smith. "Video Games." In Encyclopedia of Adolescence, 1–8. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-32132-5_71-2.
Full textCorona, Antonio. "Video games." In The Routledge Handbook to the Culture and Media of the Americas, 462–67. Abingdon, Oxon ; New York, NY : Routledge, 2020.: Routledge, 2020. http://dx.doi.org/10.4324/9781351064705-44.
Full textConference papers on the topic "Philosophy of video games"
Wan, Ailin, Fangjie Yang, Siyang Liu, and Wenyi Feng. "Research on the Influence of Video Games on Children’s Growth in the Era of New Media." In 5th International Conference on Contemporary Education, Social Sciences and Humanities - Philosophy of Being Human as the Core of Interdisciplinary Research (ICCESSH 2020). Paris, France: Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.200901.037.
Full textGalanina, Ekaterina, and Alexander Vetushinskiy. "DESIGNING EDUCATIONAL GAMES TO TEACH PHILOSOPHY: CASE STUDY." In 11th International Conference on Education and New Learning Technologies. IATED, 2019. http://dx.doi.org/10.21125/edulearn.2019.0611.
Full textHui, Jason K., and Mark W. Baer. "Interactive Video Games." In 2017 IEEE HISTory of ELectrotechnolgy CONference (HISTELCON). IEEE, 2017. http://dx.doi.org/10.1109/histelcon.2017.8535654.
Full textLuca Moliterni, Giuseppe. "Norms and language games Understanding normative relativism through Wittgenstein’s philosophy." In Annual International Conference on Contemporary Cultural Studies (CCS 2017). Global Science & Technology Forum (GSTF), 2017. http://dx.doi.org/10.5176/2382-5650_ccs17.23.
Full textShelomi, Matan. "Insects in Video Games." In 2016 International Congress of Entomology. Entomological Society of America, 2016. http://dx.doi.org/10.1603/ice.2016.118289.
Full textVella, Kellie, and Daniel Johnson. "Flourishing and video games." In The 8th Australasian Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2336727.2336746.
Full textPillias, Clément, Raphaël Robert-Bouchard, and Guillaume Levieux. "Designing tangible video games." In CHI '14: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2556288.2556991.
Full textAng, Dennis. "Difficulty in Video Games." In C&C '17: Creativity and Cognition. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3059454.3078706.
Full textJanarthanan, Vasudevan. "Serious Video Games: Games for Education and Health." In 2012 Ninth International Conference on Information Technology: New Generations (ITNG). IEEE, 2012. http://dx.doi.org/10.1109/itng.2012.79.
Full textParker, J. R. "Games are art: Video games as theatrical performance." In 2013 IEEE International Games Innovation Conference (IGIC). IEEE, 2013. http://dx.doi.org/10.1109/igic.2013.6659148.
Full textReports on the topic "Philosophy of video games"
Wilken, Michael. Wounded Warrior Games (Video). Fort Belvoir, VA: Defense Technical Information Center, May 2011. http://dx.doi.org/10.21236/ada543110.
Full textAnderson, G. Oscar. Video Games and Americans Age 50-Plus. AARP Research, June 2016. http://dx.doi.org/10.26419/res.00125.002.
Full textAnderson, G. Oscar. Video Games: Attitudes and Habits of Adults Age 50-Plus. AARP Research, June 2016. http://dx.doi.org/10.26419/res.00125.001.
Full textSinde, J., C. Medrano, and JI Martínez. Transmission of values in adolescents: an analysis with video games. Revista Latina de Comunicación Social, March 2015. http://dx.doi.org/10.4185/rlcs-2015-1044en.
Full textMuñoz González, JM, and B. Segovia Aguilar. How do teenagers interact with video games? Preferences and performative skills. Revista Latina de Comunicación Social, January 2019. http://dx.doi.org/10.4185/rlcs-2019-1335en.
Full textMartínez-Cano, FJ, R. Cifuentes-Albeza, and B. Ivars Nicolás. Prosocial video games as a transitional space for peace: the case of Reconstrucción. Revista Latina de Comunicación Social, September 2019. http://dx.doi.org/10.4185/rlcs-2019-1394en.
Full textHerr, Christopher, and Dennis Allen. Video Games as a Training Tool to Prepare the Next Generation of Cyber Warriors. Fort Belvoir, VA: Defense Technical Information Center, October 2014. http://dx.doi.org/10.21236/ada610664.
Full textPallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. Commercial Off-The-Shelves Video Games for Reducing Stress and Anxiety: A PRISMA Systematic Review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, March 2021. http://dx.doi.org/10.37766/inplasy2021.3.0081.
Full textJiménez Alcázar, Juan Francisco. Factions and nations: identity and identification in the historical video games set in the middle ages. Edicions de la Universitat de Lleida, 2021. http://dx.doi.org/10.21001/itma.2021.15.15.
Full textPallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. The Role of Video Games in Supporting Mental and Physical Health During the COVID-19 Pandemic: PRISMA Systematic Review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, August 2021. http://dx.doi.org/10.37766/inplasy2021.8.0053.
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