Simulating good and evil: the morality and politics of videogames
Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real...
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
New Brunswick ; Camden ; Newark ; New Jersey ; London
Rutgers University Press
[2020]
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext Inhaltsverzeichnis |
Zusammenfassung: | Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech |
Beschreibung: | vii, 210 Seiten |
ISBN: | 9781978818569 9781978818576 |
Internformat
MARC
LEADER | 00000nam a2200000 c 4500 | ||
---|---|---|---|
001 | BV047046592 | ||
003 | DE-604 | ||
005 | 20201207 | ||
007 | t | ||
008 | 201204s2020 |||| 00||| eng d | ||
020 | |a 9781978818569 |9 978-1-9788-1856-9 | ||
020 | |a 9781978818576 |c hardcover |9 978-1-9788-1857-6 | ||
024 | 3 | |a 9781978818569 | |
035 | |a (OCoLC)1195044190 | ||
035 | |a (DE-599)KXP1728867290 | ||
040 | |a DE-604 |b ger |e rda | ||
041 | 0 | |a eng | |
049 | |a DE-255 | ||
050 | 0 | |a B790-5739 | |
082 | 0 | |a 190 | |
100 | 1 | |a Schulzke, Marcus |e Verfasser |0 (DE-588)1119809312 |4 aut | |
245 | 1 | 0 | |a Simulating good and evil |b the morality and politics of videogames |c Marcus Schulzke |
264 | 1 | |a New Brunswick ; Camden ; Newark ; New Jersey ; London |b Rutgers University Press |c [2020] | |
300 | |a vii, 210 Seiten | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
520 | 3 | |a Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech | |
650 | 0 | 7 | |a Videospiel |0 (DE-588)4063465-6 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Moral |0 (DE-588)4040222-8 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Videospiel |0 (DE-588)4063465-6 |D s |
689 | 0 | 1 | |a Moral |0 (DE-588)4040222-8 |D s |
689 | 0 | |5 DE-604 | |
776 | 0 | 8 | |i Erscheint auch als |n Online-Ausgabe |z 978-1-9788-1860-6 |
856 | 4 | 2 | |u https://www.gbv.de/dms/bowker/toc/9781978818569.pdf |v 2020-10-19 |x Aggregator |3 Inhaltsverzeichnis |
856 | 4 | 2 | |m SWB Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032453994&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Klappentext |
856 | 4 | 2 | |m SWB Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032453994&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-032453994 |
Datensatz im Suchindex
_version_ | 1804182028346720256 |
---|---|
adam_text | SIMULATING
GOOD
AND
EVIL
ARGUES
THAT
THE
MORAL
PANIC
SURROUNDING
VIOLENT
VIDEOGAMES
IS
DEEPLY
MISGUIDED
AND
OFTEN
POLITICALLY
MOTIVATED,
AND
THAT
DECADES
OF
RESEARCH
PURPORTING
TO
SHOW
THAT
VIDEOGAMES
ARE
IMMORAL
HAS
FAILED
TO
PRODUCE
CONVINCING
EVIDENCE.
SIMULATED
ACTIONS,
POSITS
AUTHOR
MARCUS
SHULZKE,
ARE
MORALLY
DEFENSIBLE
BECAUSE
THEY
TAKE
PLACE
OUTSIDE
THE
REAL
WORLD,
AND
ARE
IMPORTANT
BECAUSE
THEY
SIMULATE
DECISIONS
THAT
WOULD
HAVE
MORAL
WEIGHT
IF
THEY
WERE
SET
IN
REALITY.
VIDEOGAMES
SHOULD
BE
SEEN
AS
SPACES
IN
WHICH
PLAYERS
CAN
EXPERIMENT
WITH
MORAL
REASONING
STRATEGIES
WITHOUT
TAKING
ANY
ACTIONS
THAT
INFLICT
REAL
HARM.
SOME
VIDEOGAME
CONTENT
MAY
BE
UPSETTING
OR
OFFENSIVE,
BUT
MERE
OFFENSE
DOES
NOT
NECESSARILY
INDICATE
A
MORAL
PROBLEM.
UPSETTING
CONTENT
IS
BEST
UNDERSTOOD
BY
APPLYING
EXISTING
THEORIES
FOR
EVALUATING
POLITICAL
IDEOLOGIES
AND
OFFENSIVE
SPEECH.
MARCUS
SCHULZKE
IS
THE
DENVER-BASED
AUTHOR
OF
PURSUING
MORAL
WARFARE:
ETHICS
IN
AMERICAN,
BRITISH,
AND
ISRAELI
COUNTERINSURGENCY,
DRONES
AND
SUPPORT
FOR
THE
USE
OF
FORCE,
WITH
JAMES
WALSH;
THE
POLITICS
OF
NEW
ATHEISM,
WITH
STUART
MCANULLA
AND
STEVEN
KETTELL;
JUST
WAR
THEORY
AND
CIVILIAN
CASUALTIES;
AND
THE
MORALITY
OF
DRONE
WARFARE
AND
THE
POLITICS
OF
REGULATION.
CONTENTS
INTRODUCTION I
1 THE CONCEPTUAL TERRAIN OF SIMULATION 21
2 THE MORAL PANIC SURROUNDING VIDEOGAMES 43
3 IMAGINARY TRANSGRESSIONS 71
4 DIGITAL MORALITY 89
5 THE MANY FACES OF MORAL REFLECTION 115
6 PERSUASIVE GAMES AND IDEOLOGICAL MANIPULATION 139
7 SPEAKING THROUGH GAMES 163
CONCLUSION 183
ACKNOWLEDGMENTS 187
NOTES 189
INDEX 205
|
adam_txt |
SIMULATING
GOOD
AND
EVIL
ARGUES
THAT
THE
MORAL
PANIC
SURROUNDING
VIOLENT
VIDEOGAMES
IS
DEEPLY
MISGUIDED
AND
OFTEN
POLITICALLY
MOTIVATED,
AND
THAT
DECADES
OF
RESEARCH
PURPORTING
TO
SHOW
THAT
VIDEOGAMES
ARE
IMMORAL
HAS
FAILED
TO
PRODUCE
CONVINCING
EVIDENCE.
SIMULATED
ACTIONS,
POSITS
AUTHOR
MARCUS
SHULZKE,
ARE
MORALLY
DEFENSIBLE
BECAUSE
THEY
TAKE
PLACE
OUTSIDE
THE
REAL
WORLD,
AND
ARE
IMPORTANT
BECAUSE
THEY
SIMULATE
DECISIONS
THAT
WOULD
HAVE
MORAL
WEIGHT
IF
THEY
WERE
SET
IN
REALITY.
VIDEOGAMES
SHOULD
BE
SEEN
AS
SPACES
IN
WHICH
PLAYERS
CAN
EXPERIMENT
WITH
MORAL
REASONING
STRATEGIES
WITHOUT
TAKING
ANY
ACTIONS
THAT
INFLICT
REAL
HARM.
SOME
VIDEOGAME
CONTENT
MAY
BE
UPSETTING
OR
OFFENSIVE,
BUT
MERE
OFFENSE
DOES
NOT
NECESSARILY
INDICATE
A
MORAL
PROBLEM.
UPSETTING
CONTENT
IS
BEST
UNDERSTOOD
BY
APPLYING
EXISTING
THEORIES
FOR
EVALUATING
POLITICAL
IDEOLOGIES
AND
OFFENSIVE
SPEECH.
MARCUS
SCHULZKE
IS
THE
DENVER-BASED
AUTHOR
OF
PURSUING
MORAL
WARFARE:
ETHICS
IN
AMERICAN,
BRITISH,
AND
ISRAELI
COUNTERINSURGENCY,
DRONES
AND
SUPPORT
FOR
THE
USE
OF
FORCE,
WITH
JAMES
WALSH;
THE
POLITICS
OF
NEW
ATHEISM,
WITH
STUART
MCANULLA
AND
STEVEN
KETTELL;
JUST
WAR
THEORY
AND
CIVILIAN
CASUALTIES;
AND
THE
MORALITY
OF
DRONE
WARFARE
AND
THE
POLITICS
OF
REGULATION.
CONTENTS
INTRODUCTION I
1 THE CONCEPTUAL TERRAIN OF SIMULATION 21
2 THE MORAL PANIC SURROUNDING VIDEOGAMES 43
3 IMAGINARY TRANSGRESSIONS 71
4 DIGITAL MORALITY 89
5 THE MANY FACES OF MORAL REFLECTION 115
6 PERSUASIVE GAMES AND IDEOLOGICAL MANIPULATION 139
7 SPEAKING THROUGH GAMES 163
CONCLUSION 183
ACKNOWLEDGMENTS 187
NOTES 189
INDEX 205 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author | Schulzke, Marcus |
author_GND | (DE-588)1119809312 |
author_facet | Schulzke, Marcus |
author_role | aut |
author_sort | Schulzke, Marcus |
author_variant | m s ms |
building | Verbundindex |
bvnumber | BV047046592 |
callnumber-first | B - Philosophy, Psychology, Religion |
callnumber-label | B790-5739 |
callnumber-raw | B790-5739 |
callnumber-search | B790-5739 |
callnumber-sort | B 3790 45739 |
callnumber-subject | B - Philosophy |
ctrlnum | (OCoLC)1195044190 (DE-599)KXP1728867290 |
dewey-full | 190 |
dewey-hundreds | 100 - Philosophy & psychology |
dewey-ones | 190 - Modern western philosophy |
dewey-raw | 190 |
dewey-search | 190 |
dewey-sort | 3190 |
dewey-tens | 190 - Modern western philosophy |
discipline | Philosophie |
discipline_str_mv | Philosophie |
format | Book |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>02842nam a2200421 c 4500</leader><controlfield tag="001">BV047046592</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">20201207 </controlfield><controlfield tag="007">t</controlfield><controlfield tag="008">201204s2020 |||| 00||| eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781978818569</subfield><subfield code="9">978-1-9788-1856-9</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781978818576</subfield><subfield code="c">hardcover</subfield><subfield code="9">978-1-9788-1857-6</subfield></datafield><datafield tag="024" ind1="3" ind2=" "><subfield code="a">9781978818569</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)1195044190</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)KXP1728867290</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">rda</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-255</subfield></datafield><datafield tag="050" ind1=" " ind2="0"><subfield code="a">B790-5739</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">190</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Schulzke, Marcus</subfield><subfield code="e">Verfasser</subfield><subfield code="0">(DE-588)1119809312</subfield><subfield code="4">aut</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Simulating good and evil</subfield><subfield code="b">the morality and politics of videogames</subfield><subfield code="c">Marcus Schulzke</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">New Brunswick ; Camden ; Newark ; New Jersey ; London</subfield><subfield code="b">Rutgers University Press</subfield><subfield code="c">[2020]</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">vii, 210 Seiten</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">n</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">nc</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="520" ind1="3" ind2=" "><subfield code="a">Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Videospiel</subfield><subfield code="0">(DE-588)4063465-6</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Moral</subfield><subfield code="0">(DE-588)4040222-8</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="689" ind1="0" ind2="0"><subfield code="a">Videospiel</subfield><subfield code="0">(DE-588)4063465-6</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2="1"><subfield code="a">Moral</subfield><subfield code="0">(DE-588)4040222-8</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Erscheint auch als</subfield><subfield code="n">Online-Ausgabe</subfield><subfield code="z">978-1-9788-1860-6</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="u">https://www.gbv.de/dms/bowker/toc/9781978818569.pdf</subfield><subfield code="v">2020-10-19</subfield><subfield code="x">Aggregator</subfield><subfield code="3">Inhaltsverzeichnis</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">SWB Datenaustausch</subfield><subfield code="q">application/pdf</subfield><subfield code="u">http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032453994&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA</subfield><subfield code="3">Klappentext</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">SWB Datenaustausch</subfield><subfield code="q">application/pdf</subfield><subfield code="u">http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032453994&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA</subfield><subfield code="3">Inhaltsverzeichnis</subfield></datafield><datafield tag="999" ind1=" " ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-032453994</subfield></datafield></record></collection> |
id | DE-604.BV047046592 |
illustrated | Not Illustrated |
index_date | 2024-07-03T16:07:10Z |
indexdate | 2024-07-10T09:01:02Z |
institution | BVB |
isbn | 9781978818569 9781978818576 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-032453994 |
oclc_num | 1195044190 |
open_access_boolean | |
owner | DE-255 |
owner_facet | DE-255 |
physical | vii, 210 Seiten |
publishDate | 2020 |
publishDateSearch | 2020 |
publishDateSort | 2020 |
publisher | Rutgers University Press |
record_format | marc |
spelling | Schulzke, Marcus Verfasser (DE-588)1119809312 aut Simulating good and evil the morality and politics of videogames Marcus Schulzke New Brunswick ; Camden ; Newark ; New Jersey ; London Rutgers University Press [2020] vii, 210 Seiten txt rdacontent n rdamedia nc rdacarrier Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech Videospiel (DE-588)4063465-6 gnd rswk-swf Moral (DE-588)4040222-8 gnd rswk-swf Videospiel (DE-588)4063465-6 s Moral (DE-588)4040222-8 s DE-604 Erscheint auch als Online-Ausgabe 978-1-9788-1860-6 https://www.gbv.de/dms/bowker/toc/9781978818569.pdf 2020-10-19 Aggregator Inhaltsverzeichnis SWB Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032453994&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Klappentext SWB Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032453994&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Schulzke, Marcus Simulating good and evil the morality and politics of videogames Videospiel (DE-588)4063465-6 gnd Moral (DE-588)4040222-8 gnd |
subject_GND | (DE-588)4063465-6 (DE-588)4040222-8 |
title | Simulating good and evil the morality and politics of videogames |
title_auth | Simulating good and evil the morality and politics of videogames |
title_exact_search | Simulating good and evil the morality and politics of videogames |
title_exact_search_txtP | Simulating good and evil the morality and politics of videogames |
title_full | Simulating good and evil the morality and politics of videogames Marcus Schulzke |
title_fullStr | Simulating good and evil the morality and politics of videogames Marcus Schulzke |
title_full_unstemmed | Simulating good and evil the morality and politics of videogames Marcus Schulzke |
title_short | Simulating good and evil |
title_sort | simulating good and evil the morality and politics of videogames |
title_sub | the morality and politics of videogames |
topic | Videospiel (DE-588)4063465-6 gnd Moral (DE-588)4040222-8 gnd |
topic_facet | Videospiel Moral |
url | https://www.gbv.de/dms/bowker/toc/9781978818569.pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032453994&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032453994&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT schulzkemarcus simulatinggoodandevilthemoralityandpoliticsofvideogames |
Es ist kein Print-Exemplar vorhanden.
Inhaltsverzeichnis