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Index
Cover Frontmatter 1. General Introduction 1. PLAYERS AND PLAY
2. Introduction to Part I: Players and Play 3. Enter the Avatar: The Phenomenology of Prosthetic Telepresence in Computer Games 4. Computer Games and Emotions 5. Untangling Gameplay: An Account of Experience, Activity and Materiality Within Computer Game Play 6. Erasing the Magic Circle
2. PLAY AND ETHICS
7. Introduction to Part II: Ethics and Play 8. Digital Games as Ethical Technologies 9. Virtual Rape, Real Dignity: Meta-Ethics for Virtual Worlds 10. Ethics and Practice in Virtual Worlds 11. The Ethics of Computer Games: A Character Approach
3. GAMES AND GAMEWORLDS
12. Introduction to Part III: Games and Gameworlds 13. Videogames and Fictionalism 14. Fiction and Fictional Worlds in Videogames 15. In-Game Action 16. Reality, Pretense, and the Ludic Parenthesis 17. Are Computer Games Real?
Backmatter
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