Conference Proceedings of The Philosophy of Computer Games 2008

Conference Proceedings of The Philosophy of Computer Games 2008
Title Conference Proceedings of The Philosophy of Computer Games 2008 PDF eBook
Author Stephan Günzel
Publisher Universitätsverlag Potsdam
Pages 344
Release 2009
Genre Computer games
ISBN 3940793493

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This first volume of the DIGAREC Series holds the proceedings of the conference The Philosophy of Computer Gamesʺ, held at the University of Potsdam from May 8-10, 2008. The contributions of the conference address three fields of computer game research that are philosophically relevant and, likewise, to which philosophical reflection is crucial. These are: ethics and politics, the action-space of games, and the magic circle. All three topics are interlinked and constitute the paradigmatic object of computer games: Whereas the first describes computer games on the outside, looking at the cultural effects of games as well as on moral practices acted out with them, the second describes computer games on the inside, i.e. how they are constituted as a medium. The latter finally discusses the way in which a border between these two realms, games and non-games, persists or is already transgressed in respect to a general performativity.

Conference Proceedings of the Philosophy of Computer Games 2008

Conference Proceedings of the Philosophy of Computer Games 2008
Title Conference Proceedings of the Philosophy of Computer Games 2008 PDF eBook
Author
Publisher
Pages
Release 2008
Genre Computer games
ISBN

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The Philosophy of Computer Games

The Philosophy of Computer Games
Title The Philosophy of Computer Games PDF eBook
Author John Richard Sageng
Publisher Springer Science & Business Media
Pages 281
Release 2012-07-10
Genre Philosophy
ISBN 9400742495

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Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.

Mixed Reality and Games

Mixed Reality and Games
Title Mixed Reality and Games PDF eBook
Author Emir Bektic
Publisher transcript Verlag
Pages 297
Release 2020-10-31
Genre Social Science
ISBN 3839453291

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Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.

ICT Critical Infrastructures and Society

ICT Critical Infrastructures and Society
Title ICT Critical Infrastructures and Society PDF eBook
Author Magda David Hercheui
Publisher Springer
Pages 402
Release 2012-09-21
Genre Computers
ISBN 364233332X

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This book constitutes the refereed proceedings of the 10th IFIP TC 9 International Conference on Human Choice and Computers, HCC10 2012, held in Amsterdam, The Netherlands, in September 2012. The 37 revised full papers presented were carefully reviewed and selected for inclusion in the volume. The papers are organized in topical sections on national and international policies, sustainable and responsible innovation, ICT for peace and war, and citizens' involvement, citizens' rights and ICT.

Clash of Realities 2015/16

Clash of Realities 2015/16
Title Clash of Realities 2015/16 PDF eBook
Author Clash of Realities
Publisher transcript Verlag
Pages 639
Release 2017-10-31
Genre Social Science
ISBN 3839440319

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Digital games as transmedia works of art - Games as social environments - The aesthetics of play - Digital games in pedagogy - Cineludic aesthetics - Ethics in games - these were some of the important and fascinating topics addressed during the international research conference "Clash of Realities" in 2015 and 2016 by more than a hundred international speakers, academics as well as artists. This volume represents the best contributions - by, inter alia, Janet H. Murray, David OReilly, Eric Zimmerman, Thomas Elsaesser, Lorenz Engell, Susana Tosca, Miguel Sicart, Frans Mäyrä, and Mark J.P. Wolf.

Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience

Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience
Title Design, User Experience, and Usability: Health, Learning, Playing, Cultural, and Cross-Cultural User Experience PDF eBook
Author Aaron Marcus
Publisher Springer
Pages 637
Release 2013-07-03
Genre Computers
ISBN 3642392415

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The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 67 papers included in this volume are organized in the following topical sections: cross-cultural and intercultural user experience; designing for the learning and culture experience; designing for the health and quality of life experience; and games and gamification.