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Contributors from a range of disciplines explore boundary-crossing in videogames, examining both transgressive game content and transgressive player actions. Video gameplay can include transgressive play practices in which players act in ways meant to annoy, punish, or harass other players. Videogames themselves can include transgressive or upsetting content, including excessive violence. Such boundary-crossing in videogames belies the general idea that play and games are fun and non-serious, with little consequence outside the world of the game. In this book, contributors from a range of disciplines explore transgression in video games, examining both game content and player actions. The co...
This edited volume explores the intersection between the coded realm of the video game and the equally codified space of law through an insightful collection of critical readings. Law is the ultimate multiplayer role-playing game. Involving a process of world-creation, law presents and codifies the parameters of licit and permitted behaviour, requiring individuals to engage their roles as a legal subject – the player-avatar of law – in order to be recognised, perform legal actions, activate rights or fulfil legal duties. Although traditional forms of law (copyright, property, privacy, freedom of expression) externally regulate the permissible content, form, dissemination, rights and behaviours of game designers, publishers, and players, this collection examines how players simulate, relate, and engage with environments and experiences shaped by legality in the realm of video game space. Featuring critical readings of video games as a means of understanding law and justice, this book contributes to the developing field of cultural legal studies, but will also be of interest to other legal theorists, socio-legal scholars, and games theorists.
The proliferation of media and their ever-increasing role in our daily life has produced a strong sense that understanding media--everything from oral storytelling, literary narrative, newspapers, and comics to radio, film, TV, and video games--is key to understanding the dynamics of culture and society. "Storyworlds across Media" explores how media, old and new, give birth to various types of storyworlds and provide different ways of experiencing them, inviting readers to join an ongoing theoretical conversation focused on the question: how can narratology achieve media-consciousness? The first part of the volume critically assesses the cross- and transmedial validity of narratological concepts such as storyworld, narrator, representation of subjectivity, and fictionality. The second part deals with issues of multimodality and intermediality across media. The third part explores the relation between media convergence and transmedial storyworlds, examining emergent forms of storytelling based on multiple media platforms. Taken together, these essays build the foundation for a media-conscious narratology that acknowledges both similarities and differences in the ways media narrate.
Taking an original, in-depth approach, this book investigates the forms and functions of metareference in videogames. Drawing on a rich body of research in game studies, transmedial narratology, and neighbouring disciplines, the author combines detailed close-reading-style analyses of the indie games What Remains of Edith Finch, The Magic Circle and OneShot with a breadth of examples and systematic analyses that span multiple genres as well as several decades of videogaming. In doing so, the book maps different metareferential elements that can be found in videogames and proposes an original model for their analysis, while showcasing the complex interrelations among different metareferential elements in contemporary videogames. This book will appeal to videogame researchers and transmedial narratologists as well as to those interested in metaization in media and popular culture across disciplines.
Playing games is a basic human activity, and games raise a great number of fascinating philosophical questions. What, exactly, are we doing when we play a game? What is the value of games for human life? What is the ontology of a game? And could games be, or someday become, a form of art? Comprising twenty-seven chapters by an international team of contributors, The Routledge Handbook of Philosophy of Games is an outstanding reference source to the core concepts, problems and debates in this exciting subject, and is the first collection of its kind. Beginning with an Introduction by the editors, the Handbook is divided into five clear parts: Introduction and historical foundations Game ontol...
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.
In An Interpretation and Assessment of First-Person Authority in the Writings of Philosopher Donald Davidson, first-person authority is the thesis that subjects have a non-evidence-based form of epistemic warrant for self-ascriptions of psychological concepts that does not attach to a third-person evidence-based ascriptions of the same concepts.