Startseite Kulturwissenschaften The Good, the Bad, and the lnbetween
Kapitel
Lizenziert
Nicht lizenziert Erfordert eine Authentifizierung

The Good, the Bad, and the lnbetween

Using Digital Games for Ethics Education
  • André Weßel und Maike Groen
Weitere Titel anzeigen von transcript Verlag
Clash of Realities 2015/16
Ein Kapitel aus dem Buch Clash of Realities 2015/16
© 2017 transcript Verlag

© 2017 transcript Verlag

Kapitel in diesem Buch

  1. Frontmatter 1
  2. Inhalt 5
  3. Preface 11
  4. I. Keynotes
  5. Clash at Clash of Realities 19
  6. How C lose Are We to the Holodeck? 29
  7. The Potential of Procedurally-Generated Narrative in Video Games 45
  8. Cinema and Game Spaces 57
  9. More About EVERYTHING 77
  10. Play, Games, and the Good Life 83
  11. II. 1 Game Studies Summit
  12. Introduction 93
  13. Transmedia Storytelling 97
  14. Worlds Apart? 127
  15. Playing (with) STAR WARS 143
  16. Time, Memory, and Longing in Transmedial Storytelling 159
  17. Playing with Stories, Playing in Worlds 175
  18. A Game of Playful Art 195
  19. Marshmallows and Bullets 217
  20. Teaching Game Studies 235
  21. II. 2 Media Pedagogy and Media Ethics Summit
  22. Introduction 245
  23. Not Just a Game 249
  24. This Moral of Mine 267
  25. Making Ethical Decisions in Serious Games 291
  26. Moral Dilemmas in Digital Games 311
  27. The Good, the Bad, and the lnbetween 323
  28. Bioethics and Biofacts in Digital Games 339
  29. POKÉMON Go 365
  30. Spaces of Possibility? 377
  31. Beyond the Multi-Player 387
  32. Camping NOOb-Tuber and Other Annoying Players 401
  33. Bodies That Matter in the Pursuit of Esports 417
  34. Garners(’) Talk 441
  35. II.3 Film and Games Summit
  36. Introduction 461
  37. Serial Games 465
  38. Games That Play People 481
  39. Abu Goat 489
  40. II. 4 Game Development Summit
  41. Introduction 507
  42. The Aesthetics of Choice 509
  43. Games as a Source of Future Memory 523
  44. My Hyperideal Self 547
  45. Play lt Again, Sam Michael Erlhoff 559
  46. Open Development as Disruptive Game Design Practice 565
  47. II. 5 Games Preservation Summit
  48. Introduction 593
  49. Play, Things and Playthings 595
  50. Preserving Games from Concept to Creation 611
  51. Contributors 625
Heruntergeladen am 22.9.2025 von https://www.degruyterbrill.com/document/doi/10.1515/9783839440315-022/html
Button zum nach oben scrollen