Gaming the System

Gaming the System
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Deconstructing Video Games, Games Studies, and Virtual Worlds
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Artikel-Nr:
9780253035752
Veröffentl:
2018
Einband:
EPUB
Seiten:
214
Autor:
David J. Gunkel
Serie:
Digital Game Studies
eBook Typ:
EPUB
eBook Format:
Reflowable EPUB
Kopierschutz:
Adobe DRM [Hard-DRM]
Sprache:
Englisch
Beschreibung:

1. This extremely multidisciplinary book engages descriptive and prescriptive methods of study to video games, drawing heavily on philosophical traditions. It will have appeal outside of Film & Media and Philosophy to other areas of scholarly research including Sociology, Anthropology and Political Science.

2.The author is a senior scholar with extensive publications that explore the intersection of philosophy and ethics with digital games and reality. He has a strong presence on Facebook and Twitter as well as a well-designed personal website. He has historically be very engaged with his own digital and social media marketing for books he authors and plans to do the same for this title.

3. The author works to debunk and reframe what readers think they know about video games and digital culture, showing that it is wrong (or at least misguided) and that the important questions are often far more interesting and potentially disturbing than anticipated.

Gaming the System takes philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions—put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Žižek—can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.

Preface
Acknowledgements
Introduction
1. Terra Nova 2.0
2. The Real Problem
3. Social Contract 2.0
4. In the Face of Others
5. Open Ended Conclusions
Bibliography
Index

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