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Titlebook: Computer Games as a Sociocultural Phenomenon; Games Without Fronti Andreas Jahn-Sudmann,Ralf Stockmann Book 2008 Palgrave Macmillan, a divi

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樓主: MIFF
11#
發(fā)表于 2025-3-23 12:36:46 | 只看該作者
‘Moral Management’: Dealing with Moral Concerns to Maintain Enjoyment of Violent Video Gamesly realistic, authentic and dynamic (Tamborini and Skalski, 2006). In fact, the simulation of violence in some video games has become so authentic that the military has discovered them as new opportunities for training and recruiting (., 2002; ., 2004).
12#
發(fā)表于 2025-3-23 14:35:06 | 只看該作者
Child and Unemployment Benefits, the power to make murderers, sadists, perverts and suicides out of otherwise normal teenagers (Grossman and DeGaetano, 2006). This thesis has gained in journalistic and talkshow popularity ever since Columbine. . (1993), . (1996), and numerous other games are widely considered to engender an addiction to violent behaviour.
13#
發(fā)表于 2025-3-23 21:15:57 | 只看該作者
Daniel Xerri,Patricia Vella Briffanomic, cultural and historic moments. In Germany, Ludo is called Mensch-?rgere-Dich-Nicht (‘don’t get angry, man’), where the title already announces what the simple life is all about. Monopoly allows the player to climb to the position of a hotel magnate. And in . you may conquer the world.
14#
發(fā)表于 2025-3-24 01:38:50 | 只看該作者
15#
發(fā)表于 2025-3-24 03:40:52 | 只看該作者
Preconscious Apocalypse: The Failure of Capitalism in Computer Gamesnomic, cultural and historic moments. In Germany, Ludo is called Mensch-?rgere-Dich-Nicht (‘don’t get angry, man’), where the title already announces what the simple life is all about. Monopoly allows the player to climb to the position of a hotel magnate. And in . you may conquer the world.
16#
發(fā)表于 2025-3-24 09:23:25 | 只看該作者
17#
發(fā)表于 2025-3-24 11:33:05 | 只看該作者
Daniel Xerri,Patricia Vella Briffa . (2000) and its sequel . — . (2004), are self-evidently works of fantasy. Each might easily be dismissed as yet another game that has no bearing on real life, although this misses the fact that there is still an ethical system embedded within both, an ‘inhuman’ ethic that is ‘beyond good and evil’.
18#
發(fā)表于 2025-3-24 14:51:46 | 只看該作者
Programming Violence: Language and the Making of Interactive Medianology’s artificial languages — code — differ from so-called natural languages and it is precisely because of this difference that gaming narrative diverges from traditional narrative forms. The trendsetting games . (1962) and . (1993) offer examples of how code informs narrative.
19#
發(fā)表于 2025-3-24 23:04:33 | 只看該作者
Beyond Good and Evil: The Inhuman Ethics of , and . (2000) and its sequel . — . (2004), are self-evidently works of fantasy. Each might easily be dismissed as yet another game that has no bearing on real life, although this misses the fact that there is still an ethical system embedded within both, an ‘inhuman’ ethic that is ‘beyond good and evil’.
20#
發(fā)表于 2025-3-25 01:19:34 | 只看該作者
The Aesthetic Vocabulary of Video Gamesession. With a greater variety of tools at their disposal, people are able to understand, manipulate and express their experience of reality in different ways. This in turn may have dramatic effects on the underlying principles of social coherence: ‘the principal effect of media technology is on soc
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