What can our own world learn from Azeroth's blend of primitivism and high-tech? A specially commissioned guild of philosophers tackle these and other hard questions in World of Warcraft and Philosophy.
Author: Luke Cuddy
World of Warcraft is the most popular ever MMORPG (massively multiplayer online role playing game), with over twelve million subscribers and growing every day. WoW is everywhere - from episodes of South Park and The Simpsons, to online series like Watch the Guild, accolades and awards from game critics, prime-time commercials with William Shatner and Mr. T., and even criminal and civil courts in the real world. People marry and divorce individuals they have met in the game, realworld financial markets thrive in virtual WoW property, parents have their kids treated' for Warcraft addiction, and real-world lawsuits, vendettas, and murders have been provoked by the game. Since identities are known to be assumed, is it okay to totally misrepresent yourself in the game? Does the Corrupted Blood epidemic warn us of future public health catastrophes? How can it be wrong to steal something which doesn't exist or torture characters who don't feel pain? Is warfare really essential to the world of Warcraft? What can our own world learn from Azeroth's blend of primitivism and high-tech? A specially commissioned guild of philosophers tackle these and other hard questions in World of Warcraft and Philosophy. ''Finally, something Horde and Alliance alike can enjoy! Log off and curl up with World of Warcraft and Philosophy: you'll level up your Intellect for better boasting at your next guild party and cocktail party alike. ''
The Data World Theory 2.0 is a reduced to the essentials but nevertheless specifically expanded and massively revised new version of the first Data World Theory, originally published in early 2015.
Author: Dennis Hans Ladener
Publisher: BoD – Books on Demand
The substance underlying all being is information! The Data World Theory 2.0 is a reduced to the essentials but nevertheless specifically expanded and massively revised new version of the first Data World Theory, originally published in early 2015. There is a high probability that we are all in reality in a digital simulation of a universe!
In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of ...
Author: Jon Cogburn
How can Wii Sports teach us about metaphysics? Can playing World of Warcraft lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from Zork, Grand Theft Auto, and Civilization? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a television in 1953. In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of perceptual knowledge, personal identity, artificial intelligence, and the very meaning of life itself, arguing that video games are popular precisely because they engage with longstanding philosophical problems. Topics covered include: * The Problem of the External World * Dualism and Personal Identity * Artificial and Human Intelligence in the Philosophy of Mind * The Idea of Interactive Art * The Moral Effects of Video Games * Games and God's Goodness Games discussed include: Madden Football, Wii Sports, Guitar Hero, World of Warcraft, Sims Online, Second Life, Baldur's Gate, Knights of the Old Republic, Elder Scrolls, Zork, EverQuest Doom, Halo 2, Grand Theft Auto, Civilization, Mortal Kombat, Rome: Total War, Black and White, Aidyn Chronicles
This book fill this lacuna by bringing philosophers and media researchers together in discussions of the basic concepts needed to understand computer games.
Author: John Richard Sageng
Publisher: Springer Science & Business Media
Computer games have become a major cultural and economic force, and a subject of extensive academic interest. Up until now, however, computer games have received relatively little attention from philosophy. Seeking to remedy this, the present collection of newly written papers by philosophers and media researchers addresses a range of philosophical questions related to three issues of crucial importance for understanding the phenomenon of computer games: the nature of gameplay and player experience, the moral evaluability of player and avatar actions, and the reality status of the gaming environment. By doing so, the book aims to establish the philosophy of computer games as an important strand of computer games research, and as a separate field of philosophical inquiry. The book is required reading for anyone with an academic or professional interest in computer games, and will also be of value to readers curious about the philosophical issues raised by contemporary digital culture.
In recent years philosophers have turned their attention to the phenomenology, epistemology, ethics, aesthetics, ... 4 However, many argue that the code systems of race and gender in World of Warcraft make manifest real-world systems of ...
Author: D. E. Wittkower
Publisher: Open Court Publishing
This volume is an entertaining, multi-faceted exploration of what Facebook means for us and for our relationships. Facebook is a social networking service and website that launched in 2004. Users may create a personal profile, add other users as friends,and exchange messages, including automatic notifications when they update their profile. Additionally, users may join common interest user groups, organized by workplace, school or college, or other characteristics. With discussions ranging from the nature of friendship and its relationship to "friending," to the (debatable) efficacy of "online activism," this book is a systematic attempt to understand Facebook, also offering perspectives on Twitter and Web 2.0.
Since the Doom series, First Person Shooter (FPS) videogames have ricocheted through the gaming community, often reaching outside that community to the wider public.
Author: Luke Cuddy
Publisher: Open Court
Since the Doom series, First Person Shooter (FPS) videogames have ricocheted through the gaming community, often reaching outside that community to the wider public. While critics primarily lampoon FPSs for their aggressiveness and on-screen violence, gamers see something else. Halo is one of the greatest, most successful FPSs ever to grace the world of gaming. Although Halo is a FPS, it has a science-fiction storyline that draws from previous award-winning science fiction literature. It employs a game mechanic that limits the amount of weapons a player can carry to two, and a multiplayer element that has spawned websites like Red vs. Blue and games within the game created by players themselves. Halo’s unique and extraordinary features raise serious questions. Are campers really doing anything wrong? Does Halo’s music match the experience of the gamer? Would Plato have used Halo to train citizens to live an ethical life? What sort of Artificial Intelligence exists in Halo and how is it used? Can the player’s experience of war tell us anything about actual war? Is there meaning to Master Chief’s rough existence? How does it affect the player’s ego if she identifies too strongly with an aggressive character like Master Chief? Is Halo really science fiction? Can Halo be used for enlightenment-oriented thinking in the Buddhist sense? Does Halo's weapon limitation actually contribute to the depth of the gameplay? When we willingly play Halo only to die again and again, are we engaging in some sort of self-injurious behavior? What is expansive gameplay and how can it be informed by the philosophy of Michel Foucault? In what way does Halo’s post-apocalyptic paradigm force gamers to see themselves as agents of divine deliverance? What can Red vs. Blue teach us about personal identity? These questions are tackled by writers who are both Halo cognoscenti and active philosophers, with a foreword by renowned Halo fiction author Fred Van Lente and an afterword by leading games scholar and artist Roger Ngim.
Series Editor: George A. Reisch For full details of all Popular Culture and Philosophy® books, ... and Philosophy: All Will Be Revealed (2009) Edited by Scott Calef Volume 45 World of Warcraft and Philosophy Wrath of the Philosopher ...
Author: Scott Calef
Publisher: Open Court Publishing
Looks at the philosophy behind some of the biggest names in pop culture, including movies, video games, music groups, and more.
Release on 2018-03-25 | by Phillip Michael Alexander
IDENTITY AND COLLABORATION IN WORLD OF WARCRAFT tells the story of what happens when a Cherokee gamer, using a storyteller’s perspective and a methodology built from equal parts Indigenous tradition and current academic field knowledge, ...
Author: Phillip Michael Alexander
Publisher: Parlor Press LLC
Category: Games & Activities
Electracy and Transmedia Studies | Series Editors: Jan Rune Holmevik and Cynthia Haynes. IDENTITY AND COLLABORATION IN WORLD OF WARCRAFT tells the story of what happens when a Cherokee gamer, using a storyteller’s perspective and a methodology built from equal parts Indigenous tradition and current academic field knowledge, spends a year in what was at-the-time the largest online video game in the world. Following from work by James Paul Gee and Bonnie Nardi, Phillip Michael Alexander ventured forth into the game world to see what someone who was a gamer long before he was an academic might see in this same fascinating virtual space. In working with, playing with, and sharing the stories of a ten-person “raid” group—players performing at the highest level within the game—he set out to determine how those gamers most invested in success built identities and communities. The resulting work is a reader-friendly, theory-informed, virtual-boots-on-the-virtual-ground look at how gamers craft in-game identities, find like-minded gamers to form group identities, then organize to do staggering amounts of work in a virtual world. For anyone who ever wondered what the appeal of World of Warcraft is, Phillip Michael Alexander illustrates how some of the most active, most engaged, and most talented players spend their time in that virtual world.
The text concludes by arguing that videogames do indeed qualify as a new and exciting form of representational art.
Author: Grant Tavinor
Publisher: John Wiley & Sons
The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art
Offering innovative approaches to these issues, such as an integrated social brain-mind-body model and a critique of divisions between the natural and technological, this book provides novel conceptions of self, society and an emerging ...
Author: Sal Restivo
Category: Social Science
A response to complex problems spanning disciplinary boundaries, Worlds of ScienceCraft offers bold new ways of conceptualizing ideas of science, sociology, and philosophy. Beginning with the historical foundations of civilization and progress, assumptions about the categories we use to talk about minds, identities, and bodies are challenged through case studies from mathematics, social cognition, and medical ethics. Offering innovative approaches to these issues, such as an integrated social brain-mind-body model and a critique of divisions between the natural and technological, this book provides novel conceptions of self, society and an emerging ’cyborg’ generation. From the micro level of brains and expanding all the way out to biopolitical civics, disciplinary boundaries are made permeable, emphasizing the increased need for interdisciplinary scholarship. By rejecting outdated and restrictive categories and classifications, new horizons in studies of science, technology, and medicine can be explored through the incorporation of feminist, international, and postmodern perspectives. A truly interdisciplinary examination of science and technology as cultural phenomena, Worlds of ScienceCraft will appeal to scholars and students of science and technology studies, as well as philosophers, historians, and sociologists of science, technology, and medicine.
Series Editor : George A. Reisch Popular Culture and Philosophy Stephen Colbert and Philosophy I Am ... Richard Greene and Rachel Robison Led Zeppelin and Philosophy ( 2009 ) Edited by Scott Calef World of Warcraft and Philosophy ( 2009 ) ...
Author: Aaron Allen Schiller
Publisher: Open Court Publishing
This collection is crammed with thoughtful and amusing chapters, each written by a philosopher and all focused on Colbert's inimitable reality--from his word creations to his position as faux pundit--and examining his greatest forums, including The Colbert Report, his best-selling book, and his public performances. Original.
Series Editor : George A. Reisch Popular Culture and Philosophy Jimmy Buffett and Philosophy The Porpoise ... and Rachel Robison Led Zeppelin and Philosophy ( 2009 ) Edited by Scott Calef World of Warcraft and Philosophy ( 2009 ) Edited ...
Author: Erin McKenna
Publisher: Open Court Publishing
An examination of the philosophical aspects of Jimmy Buffett's music, presented in a series of articles that also explores the ways in which to approach philosophy from a perspective of Buffett's works, evaluates key questions about ancient and contemporary philosophers from Epicurus and Diogenes to John Dewey and Judith Butler. Original.
Release on 2011-10-14 | by Thorsten Botz-Bornstein
How will Inception change your thinking? You can’t imagine. How will Inception and Philosophy change your life? You simply have no idea.
Author: Thorsten Botz-Bornstein
Publisher: Open Court
You have to go deeper. Inception is more than just a nail-biting heist story, more than just one of the greatest movies of all time. The latest neuroscience and philosophy of mind tell us that shared dreams and the invasion of dreams may soon become reality. Inception and Philosophy: Ideas to Die For takes you through the labyrinth, onto the infinite staircase, exploring the movie’s hidden architecture, picking up its unexpected clues. How will Inception change your thinking? You can’t imagine. How will Inception and Philosophy change your life? You simply have no idea.
In 2004 , Linden Lab , creator of Second World of Warcraft ( over 8 million players ) and Life , closed a financing round of $ 8million led EverQuest ( population unknown but probably by Benchmark Capital and with participation millions ...
He also uses the philosophy to analyze the history of games and modern trends as well as to design games. Providing a robust, useful philosophy for game design, this book gives you real answers about what games are and how they work.
Author: Keith Burgun
Publisher: CRC Press
Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games. The author offers a radical yet reasoned way of thinking about games and provides a holistic solution to understanding the difference between games and other types of interactive systems. He clearly details the definitions, concepts, and methods that form the fundamentals of this philosophy. He also uses the philosophy to analyze the history of games and modern trends as well as to design games. Providing a robust, useful philosophy for game design, this book gives you real answers about what games are and how they work. Through this paradigm, you will be better equipped to create fun games.
In this book, author David J. Gunkel explores how philosophical traditions—put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Žižek—can help us explore and conceptualize recent developments in video games, game ...
Author: David J. Gunkel
Publisher: Indiana University Press
Category: Games & Activities
Gaming the System takes philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions—put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Žižek—can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just "fun and games," presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.
This book aims to provide insights into how ‘second lives’ in the sense of virtual identities and communities are constructed textually, semiotically and discursively, specifically in the online environment Second Life and Massively ...
Author: Astrid Ensslin
Category: Social Science
This book aims to provide insights into how ‘second lives’ in the sense of virtual identities and communities are constructed textually, semiotically and discursively, specifically in the online environment Second Life and Massively Multiplayer Online Games such as World of Warcraft. The book’s philosophy is multi-disciplinary and its goal is to explore the question of how we as gamers and residents of virtual worlds construct alternative online realities in a variety of ways. Of particular significance to this endeavour are conceptions of the body in cyberspace and of spatiality, which manifests itself in ‘natural’ and built environments as well as the triad of space, place and landscape. The contributors’ disciplinary backgrounds include media, communication, cultural and literary studies, and they examine issues of reception and production, identity, community, gender, spatiality, natural and built environments using a plethora of methodological approaches ranging from theoretical and philosophical contemplation through social semiotics to corpus-based discourse analysis.
Die Reihe bietet ein Publikationsforum für innovative Arbeiten zu allen Themengebieten der analytischen Philosophie. Die Bände in dieser Reihe erscheinen in deutscher oder englischer Sprache.
Author: Franck Lihoreau
Publisher: Walter de Gruyter
The essays collected in this volume are all concerned with the connection between fiction and truth. This question is of utmost importance to metaphysics, philosophy of language, philosophical logic and epistemology, raising in each of these areas and at their intersections a large number of issues related to creation, existence, reference, identity, modality, belief, assertion, imagination, pretense, etc. All these topics and many more are addressed in this collection, which brings together original essays written from various points of view by philosophers of diverse trends. These essays constitute major contributions to the current debates that the connection between truth and fiction continually enlivens, and give a sense of the directions in which research on this question is heading.