The Dark Side of Game Play

The Dark Side of Game Play

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Games allow players to experiment and play with subject positions, values and moral choice. In game worlds players can take on the role of antagonists; they allow us to play with behaviour that would be offensive, illegal or immoral if it happened outside of the game sphere. While contemporary games have always handled certain problematic topics, such as war, disasters, human decay, post-apocalyptic futures, cruelty and betrayal, lately even the most playful of genres are introducing situations in which players are presented with difficult ethical and moral dilemmas. This volume is an investigation of qdark playq in video games, or game play with controversial themes as well as controversial play behaviour. It covers such questions as: Why do some games stir up political controversies? How do games invite, or even push players towards dark play through their design? Where are the boundaries for what can be presented in a games? Are these boundaries different from other media such as film and books, and if so why? What is the allure of dark play and why do players engage in these practices?2004. Fable [Xbox]. Redmond, WA: Microsoft Game Studios. Bioware. 2010. Mass Effect 2 [Xbox 360]. Redwood, CA: Electronic Arts. Bioware. 2003. Star Wars: Knights of the Old Republic [PC]. San Francisco, CA: LucasArts. Bogost, Ian. 2007.

Title:The Dark Side of Game Play
Author:Torill Elvira Mortensen, Jonas Linderoth, Ashley ML Brown
Publisher:Routledge - 2015-06-05


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