The Dark Side of Game Play

Controversial Issues in Playful Environments

Nonfiction, Entertainment, Games, Video & Electronic, Computers, Entertainment & Games, Video & Electronic Games, Social & Cultural Studies, Social Science
Cover of the book The Dark Side of Game Play by , Taylor and Francis
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9781317574453
Publisher: Taylor and Francis Publication: June 5, 2015
Imprint: Routledge Language: English
Author:
ISBN: 9781317574453
Publisher: Taylor and Francis
Publication: June 5, 2015
Imprint: Routledge
Language: English

Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of "dark play" in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?

More books from Taylor and Francis

Cover of the book Figures of Division by
Cover of the book A Dictionary of the European Union by
Cover of the book Fiscal Policy and the Natural Resources Curse by
Cover of the book Avian Influenza by
Cover of the book International Business Handbook (RLE International Business) by
Cover of the book Dialectical Phenomenolgy (Routledge Revivals) by
Cover of the book Transnational Narratives from the Caribbean by
Cover of the book The Debt Age by
Cover of the book Samuel Johnson by
Cover of the book Teaching Secrets by
Cover of the book Studies of Company Records (RLE Accounting) by
Cover of the book The Economics of Mental Health Care by
Cover of the book The Politics of Knowledge in Education by
Cover of the book Art Books by
Cover of the book The New Know-nothings by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy