000 | 03780nam a2200529 i 4500 | ||
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001 | 9781350121904 | ||
003 | CaBNVSL | ||
005 | 20210405103619.0 | ||
006 | m o d | ||
007 | cr cn||||||||| | ||
008 | 200818s2020 enk ob 101 0 eng d | ||
020 |
_a9781350121904 _q(ebook) |
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020 |
_a1350121886 _q(electronic book) |
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020 |
_z9781350121881 _q(PDF) |
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020 |
_z9781350121874 _q(print) |
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020 |
_z1350121878 _q(print) |
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024 | 7 |
_a10.5040/9781350121904 _2doi |
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035 | _a(OCoLC)1183960015 | ||
040 |
_aYDX _beng _erda _cCaBNVSL _dCaBNVSL |
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050 | 4 |
_aGV1469.34.C67 _bB378 2020eb |
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082 | 0 | 4 |
_a175 _223 |
100 | 1 |
_aBartel, Christopher, _eauthor. |
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245 | 1 | 0 |
_aVideo games, violence, and the ethics of fantasy : _bkilling time / _cChristopher Bartel. |
250 | _aFirst edition. | ||
264 | 1 |
_aLondon [England] : _bBloomsbury Academic, _c2020. |
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264 | 2 |
_a[London, England] : _bBloomsbury Publishing, _c2020 |
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300 | _a1 online resource. | ||
336 |
_atext _2rdacontent |
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337 |
_acomputer _2rdamedia |
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338 |
_aonline resource _2rdacarrier |
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504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _a1. Introduction: The Problem of Virtual Ethics -- 2. Amoralist Avoidance Strategies: Fiction and Games -- 3. Virtual Ethics and Virtue Ethics -- 4. Free Will, Motivation, and the Limits of Moral Criticism -- 5. Virtual Immoral Fantasies -- 6. Virtue Ethics on the Gamer's Dilemma -- 7. Criticizing Games -- Bibliography -- Index | |
506 | _aAbstract freely available; full-text restricted to individual document purchasers. | ||
520 |
_a"Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve the issue. Focusing on why individual players are motivated to entertain immoral and violent fantasies, Video Games, Violence, and the Ethics of Fantasy advances debates about the ethical criticism of art, not only by shining light on the interesting and under-examined case of virtual fantasies, but also by its novel application of a virtue ethical account. Video games are works of fiction that enable players to entertain a fantasy. So, a full understanding of the ethical criticism of video games must focus attention on why individual players are motivated to entertain immoral and violent fantasies. Video Games, Violence, and the Ethics of Fantasy engages with debates and critical discussions of games in both the popular media and recent work in philosophy, psychology, media studies, and game studies."-- _cProvided by publisher. |
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530 | _aAlso published in print. | ||
532 | 0 | _aCompliant with Level AA of the Web Content Accessibility Guidelines. Content is displayed as HTML full text which can easily be resized or read with assistive technology, with mark-up that allows screen readers and keyboard-only users to navigate easily | |
538 | _aMode of access: World Wide Web. | ||
650 | 0 |
_aVideo games _xMoral and ethical aspects. |
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650 | 0 |
_aVideo games _xPhilosophy. |
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650 | 7 |
_aPhilosophy: aesthetics _2bicssc |
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655 | 0 |
_aElectronic books. _941 |
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776 | 0 | 8 |
_cOriginal _z1350121878 _z9781350121874 _w(OCoLC)1128441333 |
776 | 0 | 8 |
_iPrint version: _z9781350121874 |
856 | 4 | 0 |
_3Abstract with links to full text _uhttps://doi.org/10.5040/9781350121904?locatt=label:secondary_bloomsburyCollections |
975 | _aPhilosophy 2020 | ||
999 |
_c79497 _d79497 |