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Sacred Games - Becoming Gods [Elektronisk resurs] Priming digital game ethics

Falk, Anders (författare)
Trojer, Lena (preses)
Brusk, Jenny (opponent)
Teknovetenskapliga studier (medarbetare)
Blekinge Tekniska Högskola Fakulteten för datavetenskaper (utgivare)
Publicerad: Karlshamn : Blekinge Tekniska Högskola, 2019
Engelska.
Serie: Blekinge Institute of Technology Licentiate Dissertation Series, 1650-2140 1650-2140 ; 12
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  • E-bokAvhandling(Lic.-avh. (sammanfattning), 2019)
Sammanfattning Ämnesord
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  • The point of departure for my research is a perceived breach and resulting dissonance between how digital games and other parts of society that are similar in form, enact certain aspects of life. This shift was made especially clear in massive multiplayer games in 2004 with the release of World of Warcraft, the design of which panders to cultural weak points, rather than attempting to mimic them. Digital games are far-reaching. In February 2019, ‘Apex Legends’ reached over 10 million players in less than 72 hours. Nonetheless, the idea of games as separate from the ‘real’ is persisting. Digital games have become a cyclopean gathering of liminality, and there are still no form-based ethics emerging, from either industry or society. Even though society is now undergoing the same abstracting digitisation, that has been a base for game design for a long time, there is a continuing separation in the knowledge applying to games or ‘reality’. The purpose of this thesis is to explore different ontological, epistemological, and ethical understandings of digital games as media, technology, modes of experience, and form. This is undertaken by using the situated and reality producing grating1 of technoscience, together with an eclectic range of concepts such as media as a message, agential reality, liminal phases, anticipation, and ergon. The research delineates a primer for applied studies within the rhizomatic structure of digital games, digitisation, technoscience, and media-technology. In accordance with this aim, the thesis has a fragmented, non-linear, and mosaic approach. This licentiate thesis is a compilation of three papers with a complementary introduction and an epilogue. 

Ämnesord

Engineering and Technology  (hsv)
Other Engineering and Technologies  (hsv)
Media Engineering  (hsv)
Teknik och teknologier  (hsv)
Annan teknik  (hsv)
Mediateknik  (hsv)

Genre

government publication  (marcgt)

Indexterm och SAB-rubrik

Digitisation
digital games
media-technologies
medium
game ethics  Rite of passage
Agential cut
difference
rhizome
feminist technoscience
technoscience 
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