2022
DOI: 10.1007/978-3-662-64397-6
|View full text |Cite
|
Sign up to set email alerts
|

Ethics of Computer Gaming

Abstract: This book is a translation of the original German edition "Ethik des Computerspielens" by Ulbricht, Samuel, published by Springer-Verlag GmbH, DE in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1

Citation Types

0
3
0

Year Published

2023
2023
2023
2023

Publication Types

Select...
3

Relationship

1
2

Authors

Journals

citations
Cited by 3 publications
(3 citation statements)
references
References 0 publications
0
3
0
Order By: Relevance
“…As digital games expanded from a marginal phenomenon to a widespread (and socially accepted) leisure-time activity 8 , their influence on doing and teaching philosophy increased. Be it that they became a recognised topic of philosophical research when for example the moral status of actions in games is examined (Ulbricht 2022). Or that their usage in philosophical learning contexts is reflected on, which is the focus of this contribution.…”
Section: Problems Of Interaction Motivation and Immersion -Games And ...mentioning
confidence: 99%
“…As digital games expanded from a marginal phenomenon to a widespread (and socially accepted) leisure-time activity 8 , their influence on doing and teaching philosophy increased. Be it that they became a recognised topic of philosophical research when for example the moral status of actions in games is examined (Ulbricht 2022). Or that their usage in philosophical learning contexts is reflected on, which is the focus of this contribution.…”
Section: Problems Of Interaction Motivation and Immersion -Games And ...mentioning
confidence: 99%
“…Flight times at measuring points with random disturbances ( 1,2,3) i ti  were formed as follows: 5 % random disturbances were introduced into the table flight times: , [0.95 ;1.05 ]( 1,2,3)…”
Section: Ij δYmentioning
confidence: 99%
“…Over the past 20 years, computer gaming has undergone revolutionary changes. As a powerful information technology, computer gaming has taken two positions in societal development -gaming as media culture and gaming as media business [1,2]. Gaming as a media culture has established strong positions in education, in esports, in the industry of collective and individual entertainment.…”
Section: Introductionmentioning
confidence: 99%