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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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