The Promotion of Ethical Egoism Through Morality Mechanics in Mass Effect, Fable Iii & Fallout New Vegas: a Role-Playing Video Game Exploration

Total Page:16

File Type:pdf, Size:1020Kb

The Promotion of Ethical Egoism Through Morality Mechanics in Mass Effect, Fable Iii & Fallout New Vegas: a Role-Playing Video Game Exploration View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by South East Academic Libraries System (SEALS) THE PROMOTION OF ETHICAL EGOISM THROUGH MORALITY MECHANICS IN MASS EFFECT, FABLE III & FALLOUT NEW VEGAS: A ROLE-PLAYING VIDEO GAME EXPLORATION by Carli Grobler Submitted in partial fulfillment of the requirements for the degree of Master of Arts in Media Studies (Coursework) to be awarded at the Nelson Mandela Metropolitan University April 2016 Supervisor: Mr Corné du Plessis DECLARATION I, Carli Grobler (206036566), hereby declare that the treatise for Master of Arts in Media Studies (Coursework) to be awarded is my own work and that it has not previously been submitted for assessment or completion of any postgraduate qualification to another University or for another qualification. Carli Grobler ACKNOWLEDGEMENTS I would like to express my gratitude to my supervisor, Corné du Plessis, for his support, guidance, and encouragement throughout this study. His knowledge and expertise have made the journey all the more calm. Special thanks to Dr Janina Wozniak, Director of the School of Language, Media and Culture, for her guidance and advice throughout my studies and unwavering belief in my abilities. My sincere appreciation goes to Richard and Deborah Johnson for their continuous support, understanding and proof reading skills. I would also like to thank my friends for their continued friendship after not seeing me for months at a time. To Jacques, my deepest appreciation for your love and encouragement during the hardest days. And to my family, my most profound gratitude for their support, belief and encouragement. PREFACE The idea for this thesis was sparked while playing Mass Effect and my passion for video games and storytelling fueled that spark. In light of this, much of the information in this study is based on my personal experience as a gamer. Due to the fact that video game studies is an emerging field, there is little published information on video games. As such, I have used wikis and websites to fill the gaps where my personal knowledge of the games is not complete. These wikis and game websites are managed and maintained by avid gamers who have great passion for the respective games and have spent many hours cataloguing the exact details of the games. These wikis provide detailed accounts of quests, storyline, rewards, items, characters, etc. and have become an invaluable secondary source of information on each game. I must also point out that I am aware of the variations in British - vs. American spelling. These are made on purpose in order to keep original spelling intact when citing American authors, ensuring a less cluttered read. Furthermore, I would encourage non-gamer readers to keep the glossary handy and to make use of the Web in order to gain a deeper understanding of each game. TABLE OF CONTENTS LIST OF FIGURES.........................................................................................3 GLOSSARY....................................................................................................4 SUMMARY.....................................................................................................6 CHAPTER ONE 1.1. Introduction.................................................................................7 1.2. Analysing Video Games 1.2.1. Game...........................................................................9 1.2.2. Gameplay...................................................................10 1.2.3. Narratology................................................................12 1.2.4. Ludology ...................................................................14 1.2.5. Hybrid Approach ......................................................16 1.3. Game Mechanics.......................................................................17 1.4. Games to be Analysed 1.4.1. Role-Playing Games..................................................19 1.4.2. Mass Effect................................................................20 1.4.3. Fable III ...................................................................21 1.4.4. Fallout New Vegas....................................................21 CHAPTER TWO 2.1. Behaviourism 2.1.1. Introduction to Behaviourism....................................23 2.1.2. The Whole Organism / Mind-Body Dualism............24 2.1.3. Covert Behaviour ......................................................26 2.1.4. Operant Conditioning................................................27 2.1.5. Behaviourism & Gaming .........................................29 2.2. Ethical Egoism 2.2.1. Ethics & Egoism ......................................................31 2.2.2. Hobbes.......................................................................34 2.2.3. Kalin..........................................................................35 2.2.4. Ethical Egoism Definition .........................................39 2.3. Games, Ethics & Moral Management.......................................39 2.3.1. The Ludic Hermeneutic Circle..................................43 CHAPTER THREE 3.1. Overview...................................................................................47 3.2. Mass Effect 3.2.1. Mass Effect Overview...............................................48 3.2.2. Mass Effect Narrative................................................50 1 3.2.3. Mass Effect Gameplay...............................................55 3.2.4. Mass Effect Ethico-Moral Discussion.......................57 3.3. Fable III 3.3.1. Fable III Overview....................................................60 3.3.2. Fable III Narrative.....................................................61 3.3.3. Fable III Gameplay...................................................65 3.3.4. Fable III Ethico-Moral Discussion ............................68 3.4. Fallout New Vegas 3.4.1. Fallout New Vegas Overview....................................70 3.4.2. Fallout New Vegas Narrative....................................72 3.4.3. Fallout New Vegas Gameplay...................................75 3.4.4. Fallout New Vegas Ethico-Moral Discussion...........76 CHAPTER FOUR 4.1. Conclusion ................................................................................79 4.2. Suggestions for Further Research..............................................82 REFERENCES & READING LIST..............................................................84 LUDOGRAPHY............................................................................................94 2 LIST OF FIGURES Figure 1: Squad selection screen showing skill balance (BioWare 2007)................................49 Figure 2: Commander Shepard is lifted by the Prothean beacon (BioWare 2007)...................50 Figure 3: Good vs Evil Hero (Lionhead Studios 2010)............................................................64 Figure 4: Walter is consumed by the darkness (Lionhead Studios 2010)................................66 Figure 5: The Legion vs NCR (Obsidian Entertainment 2010)...............................................70 Figure 6: The Courier attacks Mr House's securitrons (Obsidian Entertainment 2010)..........73 Figure 7: Gameplay screenshot of Journey (Thatgamecompany, 2012)..................................83 3 GLOSSARY alignment the moral alignment of a character (also character's morality) casual gamer a gamer who plays infrequently or plays simplistic games that can be played and completed in short sessions ("Casual Gamer" 2015a:s.p.) character level experience level of a character, usually measured numerically companion a non-playable character who accompanies the main character on their quest, providing support, especially in combat, and often other perks / benefits cut-scene non-interactive sequence in a video game that breaks up gameplay, can be used to move story forward or provide new insight into a character, etc. game time real time measurement of time spent playing the video game gamer / player real life individual participating in video game play hardcore gamer a gamer who plays video games as one of their main hobbies, often play competitively and enjoy complex games (this term is mostly used within the gaming culture to differentiate between "real" gamers and people who "merely play games" ("Hardcore Gamer 2015b:s.p.) morality mechanic set of rules created by the game designer where morality points are attributed for certain in-game actions or decisions morality points points given to measure the amount of "good" or "evil" actions a character has performed non-player character (NPC) characters in a game that are not controlled by the gamer, however, the player can interact with some NPCs 4 open world used to describe a video game in which players are given freedom to explore the world and can choose when and how to complete quests and other game objectives player-character used when both player and in-game character are affected playstyle the specific manner in which someone plays, the style of their gameplay role-playing game (RPG) a game in which the gamer assumes the role of a character to interact with a fantasy world, these games are heavily based on narrative progression and character development strategy game a game which places emphasis on planning, strategy and logistics in order for the gamer to attain victory; these games often include economic and military factors in game play 5 SUMMARY The aim of this study is to determine whether or not ethical egoism is promoted during gameplay of three role-playing video
Recommended publications
  • Ethical Theory and Sexual Ethics
    Ethical Theory and Sexual Ethics Ideas about ethics, and what counts as an ethical choice, have seen rapid change. This set of notes will suggest that there is a movement towards an evolutionary understanding of morality and outline what that emergent framework is beginning to look like for human sexual relationships. Western culture carries the last vestiges of a religious framework but increasingly there is broad acceptance of the view that Laws and morality are a human construct. Utilitarian frameworks are well established and provide a secular mechanism for moral decision-making. Utilitarianism Utilitarian frameworks all argue that morality is a rational activity and can be calculated. All maintain that the morally right course of action is that which leads to the greatest good for the greatest number. For Bentham, like Epicurus, the good is defined by actions that maximize the quantity of pleasure and minimize the quantity of pain. While Mill and Singer make minor adjustments to this they agree that morality depends on the accurate prediction of consequences, and that the end justifies the means. Morality can be, and should be, calculated and all people involved count equally for the purpose of the calculation. Bentham and Mill recommend that we pursue our natural inclinations towards pleasure (and against pain) and that this is where morality lies. In a number of ways the recommendations that flow from this ethical framework cohere with the values of the Christian civilisation from which it emerged. The desirability of ultimate and equal respect for persons is at the heart of the Gospel message.
    [Show full text]
  • Ethical Egoism
    Handout 5: Ethical Egoism 1. Ethical Egoism One common assumption is that the interests, needs, and happiness of other people should factor in our moral evaluation of things. If we accept this assumption, we think that our moral evaluation of an action involves balancing our self-interest against that of others. What is morally right or wrong depends not only on how some action impacts us, but also how it affects others. Ethical egoism is the theory that this common assumption is false; each person ought to pursue his/her interests over and above the interests of others. In other words, ethical egoism states that (i) there are objective moral facts and (ii) an action is morally good if and only if it promotes my personal happiness and it is morally wrong if and only if that action hinders my personal happiness. For the egoist, happiness is regarded as ultimate & intrinsically valuable insofar as it is pursued for its own sake and not for the sake of something else. Misconception #1: A person is selfish if and only if he/she pursues his/her own interests without regard to the interests of others. EE does not say to be selfish in this way. Furthering your own interests and happiness often depends upon furthering the interests of others. If you are an egoist, the happiness of other people matters but only insofar as it factors into promoting your own happiness, e.g. helping a friend so that your life is better. Misconception #2: EE does not say that you should pursue only your basest, immediate, and most sensual wants and desires.
    [Show full text]
  • Environmental Ethics − Professional Issues Based On: Lawrence M
    ETHICS, PROFESSIONALISM AND CRITICISM OF THE SOURCES Professional Ethics Course MIMA LECTURE Information about the course: http://www.idt.mdh.se/kurser/cd5590 Gordana Dodig-Crnkovic http://www.idt.mdh.se/kurser/ethics/ Department of Computer Science and Electronics [Website provides ethics resources including case studies and Mälardalen University contextualised scenarios in applied/professional ethics, working examples of applied ethical problems used in teaching to highlight 15 August 2007 relevant ethical principles, materials on informed consent, confidentiality, assessment, privacy, trust and similar. ] 1 2 CONTENT – Identifying Ethical Issues Identifying Ethical Basic Moral Orientations Ethical Relativism, Absolutism, and Pluralism Issues Immanuel Kant The Ethics of Duty (Deontological Ethics) Utilitarianism Rights Justice The Ethics of Character: Virtues and Vices Egoism Moral Reasoning and Gender Environmental Ethics − Professional Issues Based on: Lawrence M. Hinman, Ph.D. − Criticism of the Sources Director, The Values Institute − Conclusions University of San Diego 3 4 Ethics and Morality Ethics and Morality Etymology The terms ethics and morality are often used Morality and ethics have same roots, mores which interchangeably - indeed, they usually can mean the means manner and customs from the Latin and same thing, and in casual conversation there isn't a etos which means custom and habits from the Greek. problem with switching between one and the other. However, there is a distinction between them in Robert Louden, Morality and Moral Theory philosophy! 5 6 Ethics and Morality Ethics and Morality Strictly speaking, morality is used to refer to what we Morality: first-order set of beliefs and practices about would call moral standards and moral conduct while how to live a good life.
    [Show full text]
  • Detroit: Become Human. Videogioco O Film Interattivo?
    Detroit: Become Human. Videogioco o film interattivo? La nostra recensione Dalla parte degli androidi in Detroit: Become Human La console war ormai si gioca sulle esclusive, mentre le potenza “bruta” è relegata a mero strumento. Tra i tanti giochi attesi per la console di casa Sony di questo 2018 sicuramente troviamo Detroit: Become Human. Dietro questo atteso titolo c’è il team di David Cage di Quantic Dream. Prima di procedere con la recensione vera e propria del gioco, dobbiamo introdurre necessariamente il lavoro della software house francese. Quantic Dream tra cinema e avventura Quantic Dream ha prodotto pochi (capo)lavori da quando è stata fondata nel 1997. Omikron: The Nomad Soul è stato il primo timido tentativo di portare azione e regia in un gioco (impensabile tecnicamente per quei tempi). Un taglio cinamtografico che invece riuscirà perfettamente nel 2005 con Fahrenheit, l’avventura che per certi versi è stata il trampolino di lancio mondiale di Quantic Dream. Un affinamento che ha portato poi alle esclusive su Playstation 3 Heavy Rain e Beyond: Two Souls, vere e proprie avventure a pochi passi da film interattivi, ma con un engine grafico in tempo reale. Un salto qualitativo notevole, e veri esempi di cosa poteva fare una Playstation 3 se Detroit: Become Human. Videogioco o film interattivo? La nostra recensione conosciuta a fondo. Detroit: Become Human era un titolo atteso quasi dall’uscita della Playstation 4. Un’altra scommessa per Cage e i suoi ragazzi. I fan e possessori della console di casa Sony attendevano il titolo come una dimostrazione di forza della console.
    [Show full text]
  • Rationalism and Anti-Rationalism in Later Mohism and Zhuāngzǐ
    Version of July 2016. Copyright © All rights reserved Rationalism and Anti-Rationalism in Later Mohism and Zhuāngzǐ Chris Fraser University of Hong Kong Introduction Zhuāng Zhōu: “I’m flattered you think some of the jottings in that pile of notebooks they named after me basically get the Way right. Personally, I couldn’t say whether I know which way is the Way or not. I just try to find my way along as smoothly as I can, without quite knowing how I manage it. “I’m puzzled why you call me an ‘anti-rationalist,’ though.1 I pointed out that any judgments we act on assume certain preconditions, which depend on the perspective we take and often shift over time. We’d be wise to treat our judgments as provisional, because the basis for them isn’t fixed or absolute.”2 A. C. Graham: “Of course. You urged us to attend to the situation and respond, rather than analyzing, following rules, or reasoning from general principles.”3 Zhōu: “I did suggest it’s best to stay flexible and not overthink things. But why does that make me an ‘anti-rationalist’? How I could be ‘anti’ something I never heard of, which nobody in my day ever talked about? ‘Rationalism’ holds that reason is the chief source of knowledge. It contrasts with empiricism, which holds that experience is the main source of knowledge. Whether reason is a special source of knowledge just wasn’t an issue for us back then.” Graham: “Maybe I’m using the word ‘rationalism’ differently from you.
    [Show full text]
  • 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
    [Show full text]
  • Egoism in Chinese Ethics
    E Egoism in Chinese Ethics Kim-Chong CHONG The term “egoism,” wei wo, in Chinese ethics is usu- universalization and the maximization of self-interest. ally associated with Yang Zhu, but it encompasses is- Ethical egoism is therefore largely a heuristic device sues much wider than the narrow and overriding con- of the twentieth century, although the two criteria just ception of self-interest attributed to him by Mencius mentioned had precursors in Hobbes and Kant. (Mengzi): “Even if he could benefit the Empire by A. C. Graham (1989) recounts a dialogue in the pulling one hair he would not do it (Mencius 7A26).” Mozi between Wumazi and Mozi, which can illustrate These include questions about the possibility of uni- the issue of universalization, although we shall have versal love, the extension of benevolence, human na- to qualify this later. Wumazi claims to be incapable ture, the ultimate motivation for behavior, self-cultiva- of concern for everyone; he says that although he is tion, the value of spontaneity, and the conflict between concerned for the people of his own neighborhood, he particularistic concern—i.e., concern for one’s is by degrees more concerned for his family than for kin—and nonparticularistic concern. These related is- his neighbors, for his parents than for other members sues surround classical figures like Mozi, Yang Zhu, of his family, and ultimately for himself than for his Gaozi, Mencius, and, beyond them, the neo-Confu- parents. The issue for Mozi is whether this is a morality cians. that can be prescribed: “Are you going to hide your Before describing these issues, we should first mention egoism in western ethics, where it has often morality, or tell others about it?” To Wumazi’s re- been discussed in terms of ethical egoism and psycho- sponse that he will tell others, Mozi argues that Wu- logical egoism.
    [Show full text]
  • A Heuristic Approach for Narrative- Driven Games
    nr ik v H e d a ap a l sk M a EFFECTS OF INTERACTIVITY ON NARRATIVE-DRIVEN GAMES: A Heuristic Approach For Narrative- Driven Games Master Degree Project in Informatics One year Level 22,5 ECTS Spring term 2021 Sara Nil Acarsoy Supervisor: Mikael Johannesson Examiner: Per Backlund 1 Abstract In narrative-driven games, the story is an essential part of the gameplay, and understanding the story is of great importance. Given that what separates this genre from other storytelling media is interactivity, this thesis focuses on the elements in narrative-driven video games that effects the players' perception of narrative through interactivity. Using players' likes and dislikes from their previous experiences in narrative-driven games, this thesis aims to develop a heuristic approach for interactive narrative elements that offer the narrative through players' input to the game's system and create an effective gameplay experience that delivers the story to the players. Keywords: Video game narrative, storytelling, interactivity, narrative-driven games, storygames 2 Table of Contents 1. Introduction .................................................................................................................1 1.1 Purpose .............................................................................................................3 1.1.1 Previous Research ......................................................................................5 1.2 Overview and Structure ...................................................................................9
    [Show full text]
  • PHI 105: Introduction to Ethics Course Glossary Page 1 of 11
    PHI 105: Introduction to Ethics Course Glossary Course Glossary Please consult this glossary throughout the course for definitions of key terms related to our study of moral philosophy. 1 Absolute: A principle that is universally binding and may never be overridden by another principle. Abusive Fallacy: A type of informal fallacy in which we attack an opponent’s character rather than addressing his or her conclusion. Act Utilitarianism: The theory that states “an act is right if and only if it results in as much good as any available alternative.” Agapeism: An ethical theory based on the principle of love. Sometimes this is based on the New Testament injunctions to love (Matt. 22:37-40, 1 Cor. 13, and 1 John 4:7-8). Agent: In ethical discourse, the individual who acts with intention, responsibility, and effect. Agnostic: In a religious context, designates a person who claims not to know whether God exists. Altruism: As a descriptive category, designates acts that are in the interests of others at the expense of the agent’s own interests. As a moral doctrine, the view that in certain circumstances one ought to sacrifice one’s own interests for the interests of others. Unselfish regard or concern for others; disinterested, other-regarding action. Unselfish concern for the well-being of another. Analysis: The process of critically examining our views and those of others using reason and logic. Analytic Proposition: A proposition whose negation leads to a self-contradiction. Anarchy: The social state of chaos produced by the collapse of civil authority. Anthropocentrism: The perspective that sees reality only in terms of human interests.
    [Show full text]
  • Ethics in Early China an Anthology
    Ethics in Early China An Anthology Edited by Chris Fraser, Dan Robins, and Timothy O’Leary Fraser_00_fm.indd iii 13/07/2011 12:33 PM This publication was generously supported by a subvention from the Department of Philosophy, University of Hong Kong. Hong Kong University Press 14/F Hing Wai Centre 7 Tin Wan Praya Road Aberdeen Hong Kong www.hkupress.org © Hong Kong University Press 2011 ISBN 978-988-8028-93-1 All rights reserved. No portion of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording, or any information storage or retrieval system, without permission in writing from the publisher. British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library. 10 9 8 7 6 5 4 3 2 1 Printed and bound by Kings Time Printing Press Ltd., Hong Kong, China Fraser_00_fm.indd 4 19/07/2011 1:24 PM Contents Foreword: The Professor’s Dé 德, or the Many-Sided Chad Hansen vii Donald J. Munro Preface xi Contributors xiii Introduction 1 Part One: New Readings 1. Were the Early Confucians Virtuous? 17 Roger T. Ames and Henry Rosemont, Jr. 2. Mencius as Consequentialist 41 Manyul Im 3. No Need for Hemlock: Mencius’s Defense of Tradition 65 Franklin Perkins 4. Mohism and Motivation 83 Chris Fraser 5. “It Goes beyond Skill” 105 Dan Robins Fraser_00_fm.indd v 13/07/2011 12:33 PM vi Contents 6. The Sounds of Zhèngmíng: Setting Names Straight 125 in Early Chinese Texts Jane Geaney 7.
    [Show full text]
  • Experiencing Interactive Storytelling
    Experiencing Interactive Storytelling PhD Thesis Christian Roth VU University Amsterdam, 2015 This work is partially funded by the FP7 Programme of the European Commission in the context of the Network of Excellence IRIS — Integrating Research on Interac- tive Storytelling — project under Grant Agreement FP7-ICT-231824, and by the Friedrich Ebert Stiftung, Germany. Graduation Committee: Prof. Dr. E. Tan Universiteit van Amsterdam Prof. Dr. J. Jansz Erasmus Universiteit Rotterdam Prof. Dr. P. Petta Austrian Research Institute for AI Dr. T. Hartmann Vrije Universiteit Amsterdam Dr. M. Vosmeer Hogeschool van Amsterdam Copyright © 2015 by Christian Roth. ISBN 978-94-6259-972-7 Cover design by Ayşe Kongur ([email protected]). Printed by Ipskamp Drukkers. VRIJE UNIVERSITEIT Experiencing Interactive Storytelling ACADEMISCH PROEFSCHRIFT ter verkrijging van de graad Doctor aan de Vrije Universiteit Amsterdam, op gezag van de rector magnificus prof.dr. V. Subramaniam, in het openbaar te verdedigen ten overstaan van de promotiecommissie van de Faculteit der Sociale Wetenschappen op vrijdag 15 januari 2016 om 11.45 uur in de aula van de universiteit, De Boelelaan 1105 door Peter Christian Herbert Roth geboren te Würzburg, Duitsland promotor: prof.dr. P. Kerkhof copromotor: dr. I.E. Vermeulen “Interactivity is the sum and substance of the entire revolution that has been shaking our society for the last few decades.” Chris Crawford ACKNOWLEDGEMENTS Once upon a time, a young media psychologist went on a great journey to obtain his PhD in the Netherlands. He had to overcome many challenges, travelled around the world, made new friends and learned a lot about life. Long story short, as you read these lines, this journey has come to a good ending! I want to thank those that accompanied my journey and supported me during this great adventure.
    [Show full text]
  • Deus Ex Machina
    001 002 Cuaderno de máquinas y juegos | Nº 1 | Año 2017 003 DEUS EX MACHINA Cuaderno de máquinas y juegos N.º 1 | Año 2017 | Madrid [España] Publicado por Plataforma Editorial Sello ArsGames [sello.arsgames.net] [[email protected]] Edita: Asociación ArsGames [coord.: José Andrés Fernández] Diseño y producción gráfica: Sello ArsGames [Mr. Moutas] Ilustración de cubiertas: Díaz-Faes Compilación de textos: Deus Ex Machina [Guillermo G. M.] [deusexmachina.es] [[email protected] ] ISSN: 2529-9662 Depósito legal: M-23110-2016 Se permite la reproducción total o parcial de la obra y su di- fusión telemática para uso personal de los lectores siem- pre y cuando no sea con fines comerciales. Creative Commons-Atribución-NoComercial-CompartirIgual 3.0 España (CC BY-NC-SA 3.0 ES) AGRADECIMIENTOS — María Pérez Recio — Ricardo Suárez — Carmen Suárez — — Alicia Guardeño — Guillermo G. M. — Rodrigo Aliende — — Pablo Algaba — Galamot Shaku — Paula Rivera Donoso — — Israel Fernández — Isidoro Vélez — Alonso & Moutas — — David Rodríguez — Vctr_Seleucos — Toni Gomariz — — Ignasi Meda Calvet — Jenn Scarlett — Isa Pirracas — — Jorge González Sánchez — Marçal Mora — Díaz-Faes — — Eva Cid — Isi Cano — Rutxi García — Start-t Magazine Books — ARCHIVO EN CLAVE DE SOMRA LA FÓRMULA DE GEOFF CRAMMOND Eva Cid ................................................ 012 Isidoro Vélez ............................................060 ‘READY PLAYER ONE’: UN POCO DE INTELIGENCIA ARTIFICIAL UNA NOVELA SOBRE VIDEOJUEGOS David Rodríguez ........................................064
    [Show full text]