Video Games and Ethics
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05-15-14 Karlsen Digra Proofread
Analysing the history of game controversies Faltin Karlsen Norwegian School of Information Technology Schweigaardsgate 14 N-0185 +47 90 73 70 88 [email protected] ABSTRACT The aim of this paper is to discuss some of the controversies that have surrounded digital games. Within media studies, such controversies are often referred to as moral panics or media panics. They are understood as cyclical events that arise when new media or media phenomena are introduced into society. The paper’s point of departure is the controversy that erupted after the launch of Death Race in 1976, which initiated the first world- spanning debate concerning digital games and violence. Similar debates followed the launch of games like Doom and Mortal Kombat. More recent controversies about game violence have erupted specifically in the wake of school shootings. My analysis shows that, while these debates certainly share similarities, they also undergo important transformations over time. Via a historical perspective, I will demonstrate the importance of these changes to our understanding of the status of digital games in society. Keywords moral panic, media panic, game violence, media regulation, media history INTRODUCTION The concept of media panic is often invoked when public controversies arise around digital games or other media. A media panic is a heated public debate that is most often ignited when a new medium enters society. Concern is usually expressed on behalf of children or youth, and the medium is described as seductive, psychologically harmful, or immoral (Drotner 1999). While media panics tend to revolve around new media, slightly older media, like newspapers and television, are where these concerns are expressed. -
I Like to Imagine That from a Factory That's About to Be Neglected, in Its Last Day, a NEW Weapon Is Conceived with the Waste Material
I like to imagine that from a factory that's about to be neglected, in its last day, a NEW weapon is conceived with the waste material. The barrel aggressively pointed at the developers: it's them, the programmers, that, acting on the frontier line, they'll decide the dreams and the future of our children. To Luis Anna D'Ambrosio This is the "vision" of The Game ... business and manipulation, the new project economART of AMY D Arte Spazio that for this occasion, it chose as partners and/or stakeolders Vittorio Schieroni, Alchemical Laboratory, Jaqueline Ceresoli, Neoludica, Ivan Venturi. The artists: Cecilia Borettaz, Constantine Zlatev, Massimiliano Camellini Team BloodyMontey (Paolo Tajè), Team Santa Ragione (Paolo Tajè, Pietro Righi Riva, Nicolò Tedeschi), Wannabe-Studios (Marco Piccinini, Francesco Botti, Marco Masselli, Riccardo Corradini, Stefano Restuccia, Loris Casagrandi) Team Indomitus Games (Federico Mussetola…) E-Ludo The art isn't Pegi+18 Virtual aggressiveness - real aggressiveness The giants of the entertainment gaming including 1 C, operating in Central and Eastern Europe, or the Korean Joymax, have reached so high turnovers that they have passed over the film industry's turnovers for several years. The Chinese industry of the video-game increased by 350.6% in 2012 as compared to the year before, reaching a 9.7 billion dollars profit. 90% of the earnings, that is 9.1 billion dollars, come from the online gaming (China Games Industry Report). The relationship between the weapons and the violent video-games industries is confirmed by the facts: Electronic Arts, which also makes the popular simulation of FIFA, has made a new edition of Medal of Honor Warfghter, in which guns, knives and other types of weapons used in the game were promoted. -
Trigger Happy: Videogames and the Entertainment Revolution
Free your purchased eBook form adhesion DRM*! * DRM = Digtal Rights Management Trigger Happy VIDEOGAMES AND THE ENTERTAINMENT REVOLUTION by Steven Poole Contents ACKNOWLEDGMENTS............................................ 8 1 RESISTANCE IS FUTILE ......................................10 Our virtual history....................................................10 Pixel generation .......................................................13 Meme machines .......................................................18 The shock of the new ...............................................28 2 THE ORIGIN OF SPECIES ....................................35 Beginnings ...............................................................35 Art types...................................................................45 Happiness is a warm gun .........................................46 In my mind and in my car ........................................51 Might as well jump ..................................................56 Sometimes you kick.................................................61 Heaven in here .........................................................66 Two tribes ................................................................69 Running up that hill .................................................72 It’s a kind of magic ..................................................75 We can work it out...................................................79 Family fortunes ........................................................82 3 UNREAL CITIES ....................................................85 -
Violent Video Games and Morality: a Meta-Ethical Approach
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Nottingham Trent Institutional Repository (IRep) Pre-print version of the paper accepted for publication in Ethics and Information Technology Violent video games and morality: A meta-ethical approach Garry Young This paper considers what it is about violent video games that leads one reasonably minded person to declare “That is immoral” while another denies it. Three interpretations of video game content are discussed: reductionist, narrow, and broad. It is argued that a broad interpretation is required for a moral objection to be justified. It is further argued that understanding the meaning of moral utterances – like “x is immoral” – is important to an understanding of why there is a lack of moral consensus when it comes to the content of violent video games. Constructive ecumenical expressivism is presented as a means of explaining what it is that we are doing when we make moral pronouncements and why, when it comes to video game content, differing moral attitudes abound. Constructive ecumenical expressivism is also presented as a means of illuminating what would be required for moral consensus to be achieved. Keywords: Constructive ecumenical expressivism; moral consensus; constructive sentimentalism; symbolic taboo activity; prohibited offline taboo activity Introduction When playing a single-player video game, and with reference to something within that game, suppose I were to make the following claim: “That is immoral”. Within the context -
Blood Code: the History and Future of Video Game Censorship
BLOOD CODE: THE HISTORY AND FUTURE OF VIDEO GAME CENSORSHIP BY JEFFREY O’HOLLERAN* INTRODUCTION ................................................................................... 571 I. FIRST AMENDMENT BACKGROUND ....................................... 573 II. THE ANALOGOUS HISTORIES OF FILMS AND VIDEO GAMES ....................................................................................... 576 A. Film Controversy and the Formation of the MPAA ................ 576 B. Early Video Game Controversy and the Formation of the ESRB ................................................................................... 580 C. Doom and Columbine ........................................................... 584 D. Jack Thompson and Grand Theft Auto ................................... 586 III. WHY VIDEO GAMES SHOULD NOT BE TREATED DIFFERENTLY THAN FILMS .................................................... 593 A. Violent and Sexual Content in Video Games is Distinguishable from Pornography and Obscenity. .................. 594 B. Violent Game Content is Similar to Violent Film Content. ..... 596 C. Positive Social Aspects of Violent Gaming............................... 597 D. Desensitization Will Lead to a Decrease in Political Outrage. ............................................................................... 604 IV. EXISTING VIDEO GAME JURISPRUDENCE .............................. 605 V. RATINGS AND LABELS AS UNCONSTITUTIONAL CENSORSHIP.............................................................................. 607 CONCLUSION ...................................................................................... -
Frequently Asked Questions
Frequently Asked Questions +Collect Windows log files Windows log files can be used to troubleshoot and diagnose issues you may encounter while playing games and watching videos. You may be asked by technical support to provide various log files so they can further help you to solve the problem. Here's how to obtain some of the most commonly used files: DirectX Diagnostic files System Information files Windows System and Application Event log files Installation log files DirectX Diagnostic files DirectX is a programming interface that handles Windows tasks related to multimedia, especially game programming and video. The DirectX Diagnostic file contains information about this interface and its current status. Here’s how to generate a DirectX Diagnostic file: 1. Hold down the Windows key and press R. 2. In the Run dialog box, type DXDIAG and then click OK. This opens the DirectX diagnostic tool. 3. On the bottom of the DirectX Diagnostic Tool window, click Save All Information. 4. When prompted, save the file to your Desktop with the file name DXDIAG. 5. Click Save. 6. Attach the file when you reply to Support. System Information files The Microsoft System Information tool collects system information, such as devices installed on your computer and any associated device drivers. To generate a System Information file: 1. Hold down the Windows key and press R. 2. In the Run dialog box, type MSINFO32 and then click OK. This opens the System Information diagnostic panel. 3. In the menu bar on the left, click File, and then click Save. This will prompt you to choose a location to save the file. -
“The Character Feels That Way, Not Me”: Player Driven Narrative Experiences in Grand Theft Auto Iv James O'connor, Ba (Hon
“THE CHARACTER FEELS THAT WAY, NOT ME”: PLAYER DRIVEN NARRATIVE EXPERIENCES IN GRAND THEFT AUTO IV JAMES O’CONNOR, BA (HONS) SCREEN & MEDIA/ENGLISH & CREATIVE WRITING FLINDERS UNIVERSITY CONTENTS List of Figures ………………………………………………………………................. ii Abstract ……………………………………………………………………...................iii Declaration………………………………………………………………………………v Acknowledgements....…………………………………………………………………..vi Chapter I: Introduction………………………………...………………………………...1 Chapter II: i. Literature Review…………………………………………………………………….10 ii. Methodology………………………………………………………………………...25 Chapter III: Player Experiences with the Established Narrative and Game World……………………………………………………………..32 Chapter IV: The Relationship Between the Player and the Avatar ………………………………………………………………………….70 Chapter V: Player Driven Narrative Experiences and Non-Canonical Narrative Reasoning…………………………………………………..94 Chapter VI: How and Why Players Tell Their Narratives………………………..…..117 Chapter VII: Conclusion…………………………………………...………………….135 Bibliography and Videogames Cited……………………………..…………………...139 i LIST OF FIGURES 1. Screenshot (PC version) illustrating user interface (Jamie Dalzell)…………............40 2. Screenshot (PC version) in-game phone use (David, participant)…………………...42 3. Scan of in-vehicle controls section of manual (Xbox 360 version)…………………44 4. Scan of on-foot controls section of manual (Xbox 360 version)…………………….45 5. Table of branching narrative possibilities in game…………………………........48-50 6. Screenshot of YouTube video ‘Grand Theft Auto IV: Hill Valley [Back to the Future -
Winning and Losing in the Hall of Mirrors
Winning and Losing in the Hall of Mirrors A study into the structural psychoanalytic interfaces arising during the video game situation A thesis submitted for the award of PhD Psychology Vanessa Abigail Long School of Social Sciences Brunel University June 2013 Abstract Who are we? Why do we do the things we do? These questions are constantly under scrutiny, forever unable to provide us with adequate answers, it seems. Yet, with the continuing rise in popularity of digital media, we are able to situate these questions in a different sphere and see aspects of the self that we were unable to perceive before. Digital media forms have provided us with the capacity to explore whole new worlds, as well as allowing for new and innovative methods of communication. These changes make a huge impact on the daily lives of individuals. This thesis presents a theoretical contribution to both psychoanalytic thinking and to the rapidly expanding field of games studies, with especial reference to avatar-based games. It considers the status of the bond formed between the individual at play (known here as the ‘user’) and the game itself. Furthermore, it presents this as a model which identifies the user’s relation to the game dynamic through an understanding of the key components of a video game, including aspects such as the control mechanism. Elements which cross the boundary between the user/game realities are also considered with relation to hyperreality, thus forming a more complete imagining of this framework. This also allows for an application of this dynamic to what we define as violent (and associated) acts within games. -
Troubleshooting Guide
TROUBLESHOOTING GUIDE Solved - Issue with USB devices after Windows 10 update KB4074588 Logitech is aware of a Microsoft update (OS Build 16299.248) which is reported to affect USB support on Windows 10 computers. Support statement from Microsoft "After installing the February 13, 2018 security update, KB4074588 (OS Build 16299.248), some USB devices and onboard devices, such as a built-in laptop camera, keyboard or mouse, may stop working for some users." If you are using Microsoft Windows 10, (OS Build 16299.248) and are having USB-related issues. Microsoft has released a new update KB4090913 (OS Build 16299.251) to resolve this issue. We recommend you follow Microsoft Support recommendations and install the latest Microsoft Windows 10 update: https://support.microsoft.com/en-gb/help/4090913/march5- 2018kb4090913osbuild16299-251. This update was released by Microsoft on March 5th in order to address the USB connection issues and should be downloaded and installed automatically using Windows Update. For instructions on installing the latest Microsoft update, please see below: If you have a working keyboard/mouse If you have a non-working keyboard/mouse If you have a working keyboard/mouse: 1. Download the latest Windows update from Microsoft. 2. If your operating system is 86x-based, click on the second option. If your operating system is 64x-based, click on the third option. 3. Once you have downloaded the update, double-click on the downloaded file and follow the on-screen instructions to complete the update installation. NOTE: If you wish to install the update manually, you can download the 86x and 64x versions of the update from http://www.catalog.update.microsoft.com/Search.aspx?q=KB4090913 If you currently have no working keyboard/mouse: For more information, see the Microsoft article on how to start and use the Windows 10 Recovery Environment (WinRE): https://support.microsoft.com/en-us/help/4091240/usb-devices-may-stop-working-after- installing-the-february-13-2018-upd Do the following: 1. -
Architectonics of Game Spaces
Andri Gerber, Ulrich Götz (eds.) Architectonics of Game Spaces Architecture | Volume 50 Andri Gerber (PhD), born in 1974, is Professor for the History of Urban Design at the ZHAW in Winterthur. He is an expert of metaphors in the context of ar- chitecture and urban design. His research interests turn around the concept of space, from a phenomenological, a political and more recently from a cognitive perspective. Ulrich Götz, born in 1971, is Professor at the ZHdK Zurich University of the Arts, heading the ZHdK Subject Area in Game Design. Trained as an architect, he discusses comparable strategies of spatial design in architecture and game spaces. He has built up extensive experience in research and development of serious and applied games. His university teaching focuses on the analysis and design of game mechanics, game concepts, motivation design, and spatial de- sign in virtual environments. Andri Gerber, Ulrich Götz (eds.) Architectonics of Game Spaces The Spatial Logic of the Virtual and Its Meaning for the Real An electronic version of this book is freely available, thanks to the support of libraries working with Knowledge Unlatched. KU is a collaborative initiative de- signed to make high quality books Open Access for the public good. The Open Access ISBN for this book is 978-3-8394-4802-1. More information about the initiative and links to the Open Access version can be found at www.knowledgeunlatched.org. Bibliographic information published by the Deutsche Nationalbibliothek The Deutsche Nationalbibliothek lists this publication in the Deutsche Na- tionalbibliografie; detailed bibliographic data are available in the Internet at http://dnb.d-nb.de This work is licensed under the Creative Commons Attribution-NonCommercial-No- Derivatives 4.0 (BY-NC-ND) which means that the text may be used for non-commercial purposes, provided credit is given to the author. -
Rapporten.Pdf
Page | 1-2 Page | 1-3 Authorisation for writing the thesis in English Page | 1-4 Faculty of Communication and Psychology Aalborg University Project title: The Glue of Narratives – Indirect Storytelling in a Digital World Semester: Project period: 10. Semester, Master’s thesis 1st January 2016 – 31st May 2016 Supervisor: Number of pages: Ole Ertløv Hansen 111,99 Pages (268.769 Characters) Kenni Kirkegaard Hornstrup Lars Kiesbye Bendixen Peter Skov Klitgaard Madsen Page | 1-5 Resume This thesis has been made by three Interactive Digital Media students with two different bachelor backgrounds. One who has a bachelor degree in IT with a focus on business and the other two with a bachelor degree in Medialogy. The thesis take roots in the Unified Theory made by Ralph and Monu (2015), which is a way to describe the interaction between the Players, the Artifact (the video game and delivery devices) and the Experience this interaction produces. The thesis aims to investigate four different research question: 1. How do video games relay narratives and enjoyment, and in what way do different aspects of the video game experiences work in conjunction with one another? 2. Which narrative mechanics are used to indirectly emphasise video game narratives and are these indirect methods represented in video game models? 3. What can be used to indirectly emphasise video game narratives outside fields of study or content production? 4. How are non-fundamental elements of video game mechanics or narratives represented and functioning within video game design? In order to answer the research questions it uses, as mentioned, the Unified Theory by Ralph & Monu (2015) as a base. -
I Violent Video Game Playing, Moral Reasoning, and Attitudes Towards Violence in Adolescents
CORE Metadata, citation and similar papers at core.ac.uk Provided by Brock University Digital Repository Violent Video Game Playing, Moral Reasoning, and Attitudes Towards Violence in Adolescents: Is There a Connection? Mirjana Bajovic Department of Graduate and Undergraduate Studies in Education Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Educational Studies Faculty of Education, Brock University St. Catharines, Ontario © Mirjana Bajovic 2012 i Abstract In this study of 109 adolescents from the eighth grade of seven public elementary schools in Ontario, the relationship among adolescents’ violent video game playing patterns, habits and attitudes, their levels of moral reasoning, and their attitudes towards violence in real life was investigated. In addition, gender differences were addressed. The mixed- methodology was employed combining qualitative and quantitative data. The research results confirmed that playing video games in general is a very popular activity among those adolescents. Significant negative relationship was found between adolescents’ amount of time playing violent video games during the day and their scores on The Sociomoral Reflection Measure. Significant difference was also found between adolescents who play violent video games and those who do not play violent video games on their scores on The Attitudes Towards Violence Scale. Boys and girls significantly differed in the amount of playing video games during the day, the reasons for playing video games, their favourite video game choices, and their favourite video game character choices. Boys and girls also significantly differed on their choices of personality traits of selected video game characters, the identification with video game characters, and their mood experiences while playing video games.