THE ETHICS of COMPUTER GAMES MIGUEL SICART the Ethics of Computer Games
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Iamshocked Bertozzi Edits
“I Am Shocked, Shocked!”: Breaking taboos in digital gameplay Elena Bertozzi University of Wisconsin Whitewater [email protected] Abstract This paper examines some examples of what the media have described as outrageous, dangerous or otherwise troubling content in videogames. The author suggests that allowing players to engage in taboo behavior within games such as Grand Theft Auto, Manhunt, and Dead or Alive Xtreme Beach Volleyball actually reinforces pro-social cultural norms. All cultures establish norms and also provide occasional opportunities for transgression of these norms. The author argues that breaking the rules, and understanding that rules are being broken, is necessary to test and reinforce the boundaries of acceptable behavior. Games provide players with arenas within which such transgressions can take place safely. Current videogames, however, provide these transgressive opportunities primarily for white males. Author Keywords Computer games, video games, taboos, transgression, gender, race, deviance Introduction The 1999 film Fight Club depicts a world where men can separate themselves from the meaningless, feminized, sanitized world of Western civilization and beat each other bloody with their bare hands. Films in the horror genre routinely explore a gamut of violence, perversion, and extreme anti-social behavior. Although extremely violent and troubling films are common, the public’s response to video game content is quite different. Video games are blamed for inciting school shootings (Anderson, 2004), destroying the fabric of society, and permanently harming the psyches of those who play them (Slevin, 2004). The city of Los Angeles and the State of Nevada have gone so far as to file lawsuits against video game companies (Jenkins, 2006; Sinclair, 2006). -
Indoor Fireworks: the Pleasures of Digital Game Pyrotechnics
Indoor Fireworks: the Pleasures of Digital Game Pyrotechnics Simon Niedenthal Malmö University, School of Arts and Communication Malmö, Sweden [email protected] Abstract: Fireworks in games translate the sensory power of a real-world aesthetic form to the realm of digital simulation and gameplay. Understanding the role of fireworks in games can best be pursued through through a threefold aesthetic perspective that focuses on the senses, on art, and on the aesthetic experience that gives pleasure through the player’s participation in the simulation, gameplay and narrative potentials of fireworks. In games ranging from Wii Sports and Fantavision, to Okami and Assassin’s Creed II, digital fireworks are employed as a light effect, and are also the site for gameplay pleasures that include design and performance, timing and rhythm, and power and awe. Fireworks also gain narrative significance in game forms through association with specific sequences and characters. Ultimately, understanding the role of fireworks in games provokes us to reverse the scrutiny, and to consider games as fireworks, through which we experience ludic festivity and voluptuous panic. Keywords: Fireworks, Pyrotechnics, Digital Games, Game Aesthetics 1. Introduction: On March 9th, 2000, Sony released the fireworks-themed Fantavision (Sony Computer Entertainment 2000) in Japan as one of the very first titles for its then new Playstation 2. Fantavision exhibits many of the desirable qualities for good launch title: simulation properties that show off new graphic capabilities, established gameplay that is quick to grasp, a broad appeal. Though the critical reception for the game was ultimately lukewarm (a 72 rating from Metacritic.com), it is notable that Sony launched its new console with a fireworks game. -
November 2008
>> TOP DECK The Industry's Most Influential Players NOVEMBER 2008 THE LEADING GAME INDUSTRY MAGAZINE >> BUILDING TOOLS >> PRODUCT REVIEW >> LITTLE TOUCHES GOOD DESIGN FOR NVIDIA'S PERFHUD 6 ARTISTIC FLOURISHES INTERNAL SYSTEMS THAT SELL THE ILLUSION CERTAIN AFFINITY'S AGEOFBOOTY 00811gd_cover_vIjf.indd811gd_cover_vIjf.indd 1 110/21/080/21/08 77:01:43:01:43 PPMM “ReplayDIRECTOR rocks. I doubt we'd have found it otherwise. It turned out to be an occasional array overwrite that would cause random memory corruption…” Meilin Wong, Developer, Crystal Dynamics BUGS. PETRIFIED. RECORD. REPLAY. FIXED. ReplayDIRECTOR™ gives you Deep Recording. This is much more than just video capture. Replay records every line of code that you execute and makes certain that it will Replay with the same path of execution through your code. Every time. Instantly Replay any bug you can find. Seriously. DEEP RECORDING. NO SOURCE MODS. download today at www.replaysolutions.com email us at [email protected] REPLAY SOLUTIONS 1600 Seaport Blvd., Suite 310, Redwood City, CA, 94063 - Tel: 650-472-2208 Fax: 650-240-0403 accelerating you to market ©Replay Solutions, LLC. All rights reserved. Product features, specifications, system requirements and availability are subject to change without notice. ReplayDIRECTOR and the Replay Solutions logo are registered trademarks of Replay Solutions, LLC in the United States and/or other countries. All other trademarks contained herein are the property of their respective owners. []CONTENTS NOVEMBER 2008 VOLUME 15, NUMBER 10 FEATURES 7 GAME DEVELOPER'S TOP DECK Not all game developers are cards, but many of them are unique in their way—in Game Developer's first Top Deck feature, we name the top creatives, money makers, and innovators, highlighting both individual and company achievements. -
Studio Showcase
Contacts: Holly Rockwood Tricia Gugler EA Corporate Communications EA Investor Relations 650-628-7323 650-628-7327 [email protected] [email protected] EA SPOTLIGHTS SLATE OF NEW TITLES AND INITIATIVES AT ANNUAL SUMMER SHOWCASE EVENT REDWOOD CITY, Calif., August 14, 2008 -- Following an award-winning presence at E3 in July, Electronic Arts Inc. (NASDAQ: ERTS) today unveiled new games that will entertain the core and reach for more, scheduled to launch this holiday and in 2009. The new games presented on stage at a press conference during EA’s annual Studio Showcase include The Godfather® II, Need for Speed™ Undercover, SCRABBLE on the iPhone™ featuring WiFi play capability, and a brand new property, Henry Hatsworth in the Puzzling Adventure. EA Partners also announced publishing agreements with two of the world’s most creative independent studios, Epic Games and Grasshopper Manufacture. “Today’s event is a key inflection point that shows the industry the breadth and depth of EA’s portfolio,” said Jeff Karp, Senior Vice President and General Manager of North American Publishing for Electronic Arts. “We continue to raise the bar with each opportunity to show new titles throughout the summer and fall line up of global industry events. It’s been exciting to see consumer and critical reaction to our expansive slate, and we look forward to receiving feedback with the debut of today’s new titles.” The new titles and relationships unveiled on stage at today’s Studio Showcase press conference include: • Need for Speed Undercover – Need for Speed Undercover takes the franchise back to its roots and re-introduces break-neck cop chases, the world’s hottest cars and spectacular highway battles. -
Pdf (Accessed 2.10.14)
Notes 1 Introduction: Video Games and Storytelling 1. It must be noted that the term ‘Narratological’ is a rather loose application by the Ludologists and the implications of this are pointed out later in this chapter. 2. Roland Barthes states that the ‘infinity of the signifier refers not to some idea of the ineffable (the unnameable signified) but to that of a playing [ ...] theText is plural’. Source: Barthes, R., 1977. Image, Music, Text, in: Heath,S.(Tran.), Fontana Communications Series. Fontana, London. pp. 158–159. 3.In Gaming Globally: Production, Play, and Place (Huntemann and Aslinger, 2012),theeditors acknowledgethat ‘while gaming maybe global, gaming cultures and practices vary widely depending on the power and voice of var- ious stakeholders’ (p. 27). The paucity of games studies scholarship coming from some of the largest consumers of video games, such as South Korea, China and India, to name a few, is markedly noticeable. The lack of represen- tation of non-Western conceptions of play culture and storytelling traditions is similarly problematic. 4. Chapter 8 will engage with this issue in more detail. 5. ‘(W)reading’ is preferred over the more commonly used neologism ‘wread- ing’toemphasise the supplementarity of the reading and writingprocesses and also to differentiate it from earlier usage that might claim that the two processes are the same thing. 3 (W)Reading the Machinic Game-Narrative 6. For whichhe is criticisedby Hayles (see Chapter 2). 7. Landow respondstothis by rightly stating that Aarseth misreads his original comment where heclaims that ‘the reader whochooses among linksortakes advantage of Storyspace’s hypertext capabilities shares some of the power of theauthor’(Landow, p. -
Gta San Andreas Dan Houserrel, a Játék Producerével Beszélgettünk
THE LEGEND OF SHERWOOD KIADÁS DVD GOTHIC ÉS ROBIN HOOD TELJES JÁTÉKOK A DVD-N! G Európa legolvasottabb gamer magazinja www.gamestar.hu 2004/12 12 2004/12 Ára: 1896 Ft GameStar – Európa legolvasottabb gamer magazinja – Teljes játék: Gothic, Robin Hood: The Legend of Sherwood G GameStar – Európa – Teljes legolvasottabb gamer magazinja DUPLA DVD-VEL! a m nyi HALF-LIFE 2 MAGYARÍTÁS + VIDEÓ e CD S VIDEOINTERJÚ t tartalom PRINCE OF PERSIA 2 a r 14 – E u r ó p a l e g o l v a s o t t a VVAMPIREAMPIRE b b g TTHEHE MMASQUERADE:ASQUERADE: BBLOODLINESLOODLINES a m e 22004004 LLEGJOBBEGJOBB SZEREPJÁTÉKASZEREPJÁTÉKA MMEGÉRKEZETT!EGÉRKEZETT! r m a YI „MIN g N O DE a S N z C T i n Á B j R E a TELJES2 JÁTÉK CCHRONICLESHRONICLES OOFF A L – K E T DUPLA DVD - 15 JÁTÉKDEMÓ ” e ! l j e 2,5 MILLIÓS ELŐFIZETŐI AKCIÓ s j á t é RRIDDICKIDDICK 140 OLDAL k : G o t h i c , PPRINCERINCE OOFF PPERSIAERSIA 2 R o b i n H BBATTLEATTLE FORFOR MIDDLEMIDDLE EARTHEARTH o o d : T h e L e g e n d o f S h e r w o o d HHALOALO 2 A NNAGYFŐNÖKAGYFŐNÖK VVISSZATÉRISSZATÉR – PPC-REC-RE IIS!S! Játéktesztek: Men of Valor, Cross Racing Championship, NBA 2005, Tribes: Vengeance, Leisure Suit Larry Mélyvíz: Konfigurációk karácsonyra, A legújabb GeForce-ok, Megoldások rendszerösszeomlás esetére Játékdemók: 15 db, köztük BloodRayne 2, Cross Racing Championship, Flatout, Pro Evolution Soccer 4 GGSEzust_200412.inddSEzust_200412.indd 1 112/1/20042/1/2004 44:32:48:32:48 PPMM TARTALOM Bemelegítés Gyorskereső CD-tartalom 6 FÓKUSZ DVD-tartalom 7 Atlantis: Evolution B 92 Teljes játékok: Robin Hood, Gothic 8 Chronicles of Riddick E 38 8 Cross Racing Championship B T 82 CSI: Miami B 86 F.E.A.R. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Nintendo Classic Mini: NES.Pdf
Nintendo Classic Mini: NES je mini verze průlomové konzole NES, původně vydané v roce 1986. Jednoduše připojte kabel konzole do vaší televize, popadněte šedý ovladač a znovuobjevte radost při hraní NES titulů, nově v HD a 60Hz! Historie konzole Nintendo Entertainment System Hrajte NES hry tak, jak by se hrát Nintendo Classic Mini: NES ovladač měly, a to s přibaleným Nintendo může být použit také pro hraní Virtual Co začalo svůj život jako pak najdete milované klasiky jako Classic Mini: NES ovladačem. Console her na vašich konzolích Famicom (Family Computer) je Super Mario Bros., Th e Legend Wii a Wii U. Stačí ho zapojit do Wii v Japonsku se stalo strojem, of Zelda, Metroid, Donkey Kong, Remote ovladače. který zachránil videoherní Excitebike a další! průmysl. Ikonický NES ovladač představuje ULOŽTE SI SVŮJ POSTUP Konzole NES se může pochlubit křížovou směrovou ovládací plochu, Pokračujte tam, kde jste skončili díky čtyřem přerušovacím bodům pro každou hru. knihovnou her dokazující, že dvě malá kulatá tlačítka a dvojici ZVOLTE SI SVŮJ POHLED S DISPLAY MÓDY Nintendo se svým unikátním tlačítek ‘START’ a ‘SELECT’. Základy • CRT fi lter: Vypadá jako stará televize včetně po obrazovce občas přebíhajících čar. přístupem stále vyniká i po více tohoto ovladače se staly standardem • 4:3: Replikuje klasický NES vizuál s nepatrným horizontálním zahnutím. jak třiceti letech. Mezi obrovskou pro celý videoherní průmysl • Pixel Perfect: Koukejte na hry přesně tak, jak byly navrženy! hromadou více jak pěti stovek titulů a využívají se dodnes. 3 Mario Bros. Donkey Kong Eliminujte všechny protivníky v každé Překonejte stále složitější překážky, úrovni pro získání vysokého skóre. -
Sony Computer Entertainment Inc. Introduces Playstation®4 (Ps4™)
FOR IMMEDIATE RELEASE SONY COMPUTER ENTERTAINMENT INC. INTRODUCES PLAYSTATION®4 (PS4™) PS4’s Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough Gaming Experiences and Completely New Ways to Play New York City, New York, February 20, 2013 –Sony Computer Entertainment Inc. (SCEI) today introduced PlayStation®4 (PS4™), its next generation computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. Combined with PlayStation®Network with cloud technology, PS4 offers an expansive gaming ecosystem that is centered on gamers, enabling them to play when, where and how they want. PS4 will be available this holiday season. Gamer Focused, Developer Inspired PS4 was designed from the ground up to ensure that the very best games and the most immersive experiences reach PlayStation gamers. PS4 accomplishes this by enabling the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs. PS4 also fluidly connects players to the larger world of experiences offered by PlayStation, across the console and mobile spaces, and PlayStation® Network (PSN). The PS4 system architecture is distinguished by its high performance and ease of development. PS4 is centered around a powerful custom chip that contains eight x86-64 cores and a state of the art graphics processor. The Graphics Processing Unit (GPU) has been enhanced in a number of ways, principally to allow for easier use of the GPU for general purpose computing (GPGPU) such as physics simulation. -
Foundations for Music-Based Games
Die approbierte Originalversion dieser Diplom-/Masterarbeit ist an der Hauptbibliothek der Technischen Universität Wien aufgestellt (http://www.ub.tuwien.ac.at). The approved original version of this diploma or master thesis is available at the main library of the Vienna University of Technology (http://www.ub.tuwien.ac.at/englweb/). MASTERARBEIT Foundations for Music-Based Games Ausgeführt am Institut für Gestaltungs- und Wirkungsforschung der Technischen Universität Wien unter der Anleitung von Ao.Univ.Prof. Dipl.-Ing. Dr.techn. Peter Purgathofer und Univ.Ass. Dipl.-Ing. Dr.techn. Martin Pichlmair durch Marc-Oliver Marschner Arndtstrasse 60/5a, A-1120 WIEN 01.02.2008 Abstract The goal of this document is to establish a foundation for the creation of music-based computer and video games. The first part is intended to give an overview of sound in video and computer games. It starts with a summary of the history of game sound, beginning with the arguably first documented game, Tennis for Two, and leading up to current developments in the field. Next I present a short introduction to audio, including descriptions of the basic properties of sound waves, as well as of the special characteristics of digital audio. I continue with a presentation of the possibilities of storing digital audio and a summary of the methods used to play back sound with an emphasis on the recreation of realistic environments and the positioning of sound sources in three dimensional space. The chapter is concluded with an overview of possible categorizations of game audio including a method to differentiate between music-based games. -
Stubbs the Zombie: Rebel Without 21 Starship Troopers PC Continues to Set the Standard for Both Technology and Advancements in Gameplay
Issue 07 THE WAY It’s Meant To Be Played Peter Jackson’s King Kong Age Of Empires III Serious Sam 2 Blockbusters Enjoy the season’s hottest games on the hottest gaming platform Chronicles Of Narnia: The Lion, The Witch City Of Villains F.E.A.R And The Wardrobe NNVM07.p01usVM07.p01us 1 119/9/059/9/05 33:57:57:57:57 ppmm The way it’s meant to be played 3 6 7 8 Welcome Welcome to Issue 7 of The Way It’s Meant 12 13 to be Played, the magazine that showcases the very best of the latest PC games. All the 30 titles featured in this issue are participants in NVIDIA’s The Way It’s Meant To Be Played program, a campaign designed to deliver the best interactive entertainment experience. Development teams taking part in 14 19 the program are given access to NVIDIA’s hardware, with NVIDIA’s developer technology engineers on hand to help them get the very best graphics and effects into their new games. The games are then rigorously tested by NVIDIA for compatibility, stability and reliability to ensure that customers can buy any game with the TWIMTBP logo on the box and feel confident that the game will deliver the ultimate install- and-play experience when played with an Contents NVIDIA GeForce-based graphics card. Game developers today like to use 3 NVIDIA news 14 Chronicles Of Narnia: The Lion, Shader Model 3.0 technology for stunning, The Witch And The Wardrobe complex cinematic effects – a technology TWIMTBP games 15 Peter Jackson’s King Kong fully supported by all the latest NVIDIA 4 Vietcong 2 16 F.E.A.R. -
The Godfather, Driver Parallel DTP OG WEBSITE Frederik Røssell Lines, Animal Crossing: Wild World Og Outrun 2006: Coast 2 Coast
GR_marts_DK_cover.qxd 02/03/06 14:33 Side 1 GRATIS MAGASIN Marts 2006 Nummer 68 Game ® rDanmarkes største spilmaagasin ctowww.gamereacrtor.net GODFATHER Bedre end GTA? Læs vores anmeldelse RDeflecRtionsI fjeVrde sEpil eRr på ga4den + GUITAR BENZIN HERO Vi tester spaden og spillet IFraB Out LRunO til GrDan TuErismTo 4 THE ELDER SCROLLS Vi har nordens første anmeld elIseV klar! GHOST RECON3 Et højteknologisk og hæsblæsende brag! ANIMAL CROSSING: WILD WORLD DRAKENGARD 2 24 THE GAME THE BATTLE FOR MIDDLE-EARTHOUTRUN II 2006: COAST 2 COAST PREY ENEMY TERRITORY: QUAKEKEY OF WARS HEAVEN GR_marts_DK_side2_5.qxd 03/03/06 12:56 Side 1 Redaktionen Mere om os! www.gamereactor.net/redaktionen CHEFREDAKTØR Thomas Tanggaard 03-06 ([email protected]) Og de kalder marts for en forårsmåned? ASSISTERENDE REDAKTØR Steen Marquard ([email protected]) Sig mig, sner det nu igen eller hvad...?! ANSVARSHAVENDE Claus Reichel Ja, den er her, købeguiden altså. Hvis du bladrer ned til den bagerste del af magasinet, så finder du med det samme fem tætskrevne sider med spilanbefalinger fra hele holdet. Re-designet, siger du? Øhh... der er GRAFISK FORM Petter Engelin minimale ændringer til den, såsom at vi nu kun anbefaler 15 spil i hver kategori og at Xbox 360 har fået sin SKRIBENTER egen liste, men ellers er det købeguiden, som du kender og forhåbentlig elsker. Købeguiden behøver ikke et Jesper Nielsen re-design, det er hvad vi er kommet frem til. Jannik Tai Mosholt Til gengæld så er der masser af nye og ikke mindst eksklusive ting i selve magasinet. Vi har, som det Thomas Nielsen første spilmagasin i norden, anmeldelsen af det længe ventede The Elder Scrolls IV: Oblivion, og lad mig sige Henrik Bach det med det samme; det har været ventetiden værd.