Author: Marcus Carter
Publisher: MIT Press
ISBN: 0262046318
Category : Games & Activities
Languages : en
Pages : 151
Book Description
The ethics and experience of “treacherous play”: an exploration of three games that allow deception and betrayal—EVE Online, DayZ, and Survivor. Deception and betrayal in gameplay are generally considered off-limits, designed out of most multiplayer games. There are a few games, however, in which deception and betrayal are allowed, and even encouraged. In Treacherous Play, Marcus Carter explores the ethics and experience of playing such games, offering detailed explorations of three games in which this kind of “dark play” is both lawful and advantageous: EVE Online, DayZ, and the television series Survivor. Examining aspects of games that are often hidden, ignored, or designed away, Carter shows the appeal of playing treacherously. Carter looks at EVE Online’s notorious scammers and spies, drawing on his own extensive studies of them, and describes how treacherous play makes EVE successful. Making a distinction between treacherous play and griefing or trolling, he examines the experiences of DayZ players to show how negative experiences can be positive in games, and a core part of their appeal. And he explains how in Survivor’s tribal council votes, a player’s acts of betrayal can exact a cost. Then, considering these games in terms of their design, he discusses how to design for treacherous play. Carter’s account challenges the common assumptions that treacherous play is unethical, antisocial, and engaged in by bad people. He doesn’t claim that more games should feature treachery, but that examining this kind of play sheds new light on what play can be.
Treacherous Play
Author: Marcus Carter
Publisher: MIT Press
ISBN: 0262046318
Category : Games & Activities
Languages : en
Pages : 151
Book Description
The ethics and experience of “treacherous play”: an exploration of three games that allow deception and betrayal—EVE Online, DayZ, and Survivor. Deception and betrayal in gameplay are generally considered off-limits, designed out of most multiplayer games. There are a few games, however, in which deception and betrayal are allowed, and even encouraged. In Treacherous Play, Marcus Carter explores the ethics and experience of playing such games, offering detailed explorations of three games in which this kind of “dark play” is both lawful and advantageous: EVE Online, DayZ, and the television series Survivor. Examining aspects of games that are often hidden, ignored, or designed away, Carter shows the appeal of playing treacherously. Carter looks at EVE Online’s notorious scammers and spies, drawing on his own extensive studies of them, and describes how treacherous play makes EVE successful. Making a distinction between treacherous play and griefing or trolling, he examines the experiences of DayZ players to show how negative experiences can be positive in games, and a core part of their appeal. And he explains how in Survivor’s tribal council votes, a player’s acts of betrayal can exact a cost. Then, considering these games in terms of their design, he discusses how to design for treacherous play. Carter’s account challenges the common assumptions that treacherous play is unethical, antisocial, and engaged in by bad people. He doesn’t claim that more games should feature treachery, but that examining this kind of play sheds new light on what play can be.
Publisher: MIT Press
ISBN: 0262046318
Category : Games & Activities
Languages : en
Pages : 151
Book Description
The ethics and experience of “treacherous play”: an exploration of three games that allow deception and betrayal—EVE Online, DayZ, and Survivor. Deception and betrayal in gameplay are generally considered off-limits, designed out of most multiplayer games. There are a few games, however, in which deception and betrayal are allowed, and even encouraged. In Treacherous Play, Marcus Carter explores the ethics and experience of playing such games, offering detailed explorations of three games in which this kind of “dark play” is both lawful and advantageous: EVE Online, DayZ, and the television series Survivor. Examining aspects of games that are often hidden, ignored, or designed away, Carter shows the appeal of playing treacherously. Carter looks at EVE Online’s notorious scammers and spies, drawing on his own extensive studies of them, and describes how treacherous play makes EVE successful. Making a distinction between treacherous play and griefing or trolling, he examines the experiences of DayZ players to show how negative experiences can be positive in games, and a core part of their appeal. And he explains how in Survivor’s tribal council votes, a player’s acts of betrayal can exact a cost. Then, considering these games in terms of their design, he discusses how to design for treacherous play. Carter’s account challenges the common assumptions that treacherous play is unethical, antisocial, and engaged in by bad people. He doesn’t claim that more games should feature treachery, but that examining this kind of play sheds new light on what play can be.
The Dark Side of Game Play
Author: Torill Elvira Mortensen
Publisher: Routledge
ISBN: 131757446X
Category : Social Science
Languages : en
Pages : 280
Book Description
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 "dark play" 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?
Publisher: Routledge
ISBN: 131757446X
Category : Social Science
Languages : en
Pages : 280
Book Description
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 "dark play" 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?
King John
Author: Joseph Candido
Publisher: Bloomsbury Publishing
ISBN: 1350284165
Category : Literary Criticism
Languages : en
Pages : 473
Book Description
This new volume in Shakespeare: The Critical Tradition increases our knowledge of how Shakespeare's plays were received and understood by critics, editors and general readers. Updated with a new introduction providing a survey of critical responses to the plays since the late 1930s to the present day, the volume offers, in separate sections, both critical opinions about the play across the centuries and an evaluation of their positions within and their impact on the reception of the play. The chronological arrangement of the text-excerpts engages the readers in a direct and unbiased dialogue, whereas the introduction offers a critical evaluation from a current stance, including modern theories and methods. Thus the volume makes a major contribution to our understanding of the play and of the traditions of Shakespearean criticism surrounding it as they have developed from century to century.
Publisher: Bloomsbury Publishing
ISBN: 1350284165
Category : Literary Criticism
Languages : en
Pages : 473
Book Description
This new volume in Shakespeare: The Critical Tradition increases our knowledge of how Shakespeare's plays were received and understood by critics, editors and general readers. Updated with a new introduction providing a survey of critical responses to the plays since the late 1930s to the present day, the volume offers, in separate sections, both critical opinions about the play across the centuries and an evaluation of their positions within and their impact on the reception of the play. The chronological arrangement of the text-excerpts engages the readers in a direct and unbiased dialogue, whereas the introduction offers a critical evaluation from a current stance, including modern theories and methods. Thus the volume makes a major contribution to our understanding of the play and of the traditions of Shakespearean criticism surrounding it as they have developed from century to century.
Internet Spaceships Are Serious Business
Author: Marcus Carter
Publisher: U of Minnesota Press
ISBN: 1452950296
Category : Social Science
Languages : en
Pages : 380
Book Description
EVE Online is a socially complex, science-fiction-themed universe simulation and massively multiplayer online game (MMOG) first released in 2003. Notorious for its colossal battles and ruthless player culture, it has hundreds of thousands of players today. In this fascinating book, scholars, players, and EVE’s developer (CCP Games) examine the intricate world of EVEOnline--providing authentic accounts of lived experience within a game with more than a decade of history and millions of “real” dollars behind it. Internet Spaceships Are Serious Business features contributions from outstanding EVE Online players, such as The Mittani, an infamous member of the game’s community, as well as academics from around the globe. They cover a wide range of subjects: the game’s technicalities and its difficulty; its projection of humanity’s future in space; the configuration of its unique, single-server game world; the global nature of warfare in its “nullsec” territory (and how EVE players have formed a global concept of time); stereotypes of Russian players; espionage play; in-game memorials to Vile Rat (aka U.S. State Department official Sean Smith, murdered in the 2012 Benghazi attack); its gendered playing experience; and CCP Games’ relationship with players; and its history and legacy. Internet Spaceships Are Serious Business is a must for EVE Online players interested in a broad perspective on their all-consuming game. It is also accessible to scholars, game designers seeking to understand and replicate the successful aspects unique to EVE Online, and even those who have never played this notoriously complex game. Contributors: William Sims Bainbridge, National Science Foundation; Chribba; Jedrzej Czarnota; Kjartan Pierre Emilsson; Dan Erdman; Rebecca Fraimow; Martin R. Gibbs, U of Melbourne; Catherine Goodfellow; Kathryn Gronsbell; Keith Harrison; Kristin MacDonough; Mantou (Zhang Yuzhou); Oskar Milik; The Mittani (Alexander Gianturco); Joji Mori; Richard Page; Christopher Paul, Seattle U; Erica Titkemeyer, U of North Carolina at Chapel Hill; Nick Webber, Birmingham City U.
Publisher: U of Minnesota Press
ISBN: 1452950296
Category : Social Science
Languages : en
Pages : 380
Book Description
EVE Online is a socially complex, science-fiction-themed universe simulation and massively multiplayer online game (MMOG) first released in 2003. Notorious for its colossal battles and ruthless player culture, it has hundreds of thousands of players today. In this fascinating book, scholars, players, and EVE’s developer (CCP Games) examine the intricate world of EVEOnline--providing authentic accounts of lived experience within a game with more than a decade of history and millions of “real” dollars behind it. Internet Spaceships Are Serious Business features contributions from outstanding EVE Online players, such as The Mittani, an infamous member of the game’s community, as well as academics from around the globe. They cover a wide range of subjects: the game’s technicalities and its difficulty; its projection of humanity’s future in space; the configuration of its unique, single-server game world; the global nature of warfare in its “nullsec” territory (and how EVE players have formed a global concept of time); stereotypes of Russian players; espionage play; in-game memorials to Vile Rat (aka U.S. State Department official Sean Smith, murdered in the 2012 Benghazi attack); its gendered playing experience; and CCP Games’ relationship with players; and its history and legacy. Internet Spaceships Are Serious Business is a must for EVE Online players interested in a broad perspective on their all-consuming game. It is also accessible to scholars, game designers seeking to understand and replicate the successful aspects unique to EVE Online, and even those who have never played this notoriously complex game. Contributors: William Sims Bainbridge, National Science Foundation; Chribba; Jedrzej Czarnota; Kjartan Pierre Emilsson; Dan Erdman; Rebecca Fraimow; Martin R. Gibbs, U of Melbourne; Catherine Goodfellow; Kathryn Gronsbell; Keith Harrison; Kristin MacDonough; Mantou (Zhang Yuzhou); Oskar Milik; The Mittani (Alexander Gianturco); Joji Mori; Richard Page; Christopher Paul, Seattle U; Erica Titkemeyer, U of North Carolina at Chapel Hill; Nick Webber, Birmingham City U.
Topics in Mathematical Economics and Game Theory
Author: Robert J. Aumann
Publisher: American Mathematical Soc.
ISBN: 9780821805251
Category : Business & Economics
Languages : en
Pages : 306
Book Description
Since the publication of "Theory of Games and Economic Behavior" by von Neumann and Morgenstern, the concept of games has played an increasing role in economics. It also plays a role of growing importance in other sciences, including biology, political science, and psychology. Many scientists have made seminal advances and continue to be leaders in the field, including Harsanyi, Shapley, Shubik, and Selten. Professor Robert Aumann, in addition to his important contributions to game theory and economics, made a number of significant contributions to mathematics. This volume provides a collection of essays in mathematical economics and game theory, including cutting-edge research on noncooperative game theory and its foundations, bargaining theory, and general equilibrium theory. Also included is a reprint of Aumann's classic paper, "Acceptable Points in General Cooperative n-Person Games" and of the oft-cited, yet hard to find, paper by Maschler, "The Worth of a Cooperative Enterprise to Each Member". This book illustrates the wide range of applications of mathematics to economics, game theory, and social choice. The volume is dedicated to Professor Robert J. Aumann, Hebrew University, Jerusalem, Israel, for his contributions in mathematics and social sciences.
Publisher: American Mathematical Soc.
ISBN: 9780821805251
Category : Business & Economics
Languages : en
Pages : 306
Book Description
Since the publication of "Theory of Games and Economic Behavior" by von Neumann and Morgenstern, the concept of games has played an increasing role in economics. It also plays a role of growing importance in other sciences, including biology, political science, and psychology. Many scientists have made seminal advances and continue to be leaders in the field, including Harsanyi, Shapley, Shubik, and Selten. Professor Robert Aumann, in addition to his important contributions to game theory and economics, made a number of significant contributions to mathematics. This volume provides a collection of essays in mathematical economics and game theory, including cutting-edge research on noncooperative game theory and its foundations, bargaining theory, and general equilibrium theory. Also included is a reprint of Aumann's classic paper, "Acceptable Points in General Cooperative n-Person Games" and of the oft-cited, yet hard to find, paper by Maschler, "The Worth of a Cooperative Enterprise to Each Member". This book illustrates the wide range of applications of mathematics to economics, game theory, and social choice. The volume is dedicated to Professor Robert J. Aumann, Hebrew University, Jerusalem, Israel, for his contributions in mathematics and social sciences.
Role-Playing Game Studies
Author: Sebastian Deterding
Publisher: Routledge
ISBN: 1317268318
Category : Games & Activities
Languages : en
Pages : 905
Book Description
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
Publisher: Routledge
ISBN: 1317268318
Category : Games & Activities
Languages : en
Pages : 905
Book Description
This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player–character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.
Collected Papers
Author: Robert J. Aumann
Publisher: MIT Press
ISBN: 9780262011549
Category : Business & Economics
Languages : en
Pages : 806
Book Description
Robert Aumann's career in game theory has spanned over research - from his doctoral dissertation in 1956 to papers as recent as January 1995. Threaded through all of Aumann's work (symbolized in his thesis on knots) is the study of relationships between different ideas, between different phenomena, and between ideas and phenomena. When you look closely at one scientific idea, writes Aumann, you find it hitched to all others. It is these hitches that I have tried to study.
Publisher: MIT Press
ISBN: 9780262011549
Category : Business & Economics
Languages : en
Pages : 806
Book Description
Robert Aumann's career in game theory has spanned over research - from his doctoral dissertation in 1956 to papers as recent as January 1995. Threaded through all of Aumann's work (symbolized in his thesis on knots) is the study of relationships between different ideas, between different phenomena, and between ideas and phenomena. When you look closely at one scientific idea, writes Aumann, you find it hitched to all others. It is these hitches that I have tried to study.
Player vs. Monster
Author: Jaroslav Svelch
Publisher: MIT Press
ISBN: 0262047756
Category : Games & Activities
Languages : en
Pages : 235
Book Description
A study of the gruesome game characters we love to beat—and what they tell us about ourselves. Since the early days of video games, monsters have played pivotal roles as dangers to be avoided, level bosses to be defeated, or targets to be destroyed for extra points. But why is the figure of the monster so important in gaming, and how have video games come to shape our culture’s conceptions of monstrosity? To answer these questions, Player vs. Monster explores the past half-century of monsters in games, from the dragons of early tabletop role-playing games and the pixelated aliens of Space Invaders to the malformed mutants of The Last of Us and the bizarre beasts of Bloodborne, and reveals the common threads among them. Covering examples from aliens to zombies, Jaroslav Švelch explores the art of monster design and traces its influences from mythology, visual arts, popular culture, and tabletop role-playing games. At the same time, he shows that video games follow the Cold War–era notion of clearly defined, calculable enemies, portraying monsters as figures that are irredeemably evil yet invariably vulnerable to defeat. He explains the appeal of such simplistic video game monsters, but also explores how the medium could evolve to present more nuanced depictions of monstrosity.
Publisher: MIT Press
ISBN: 0262047756
Category : Games & Activities
Languages : en
Pages : 235
Book Description
A study of the gruesome game characters we love to beat—and what they tell us about ourselves. Since the early days of video games, monsters have played pivotal roles as dangers to be avoided, level bosses to be defeated, or targets to be destroyed for extra points. But why is the figure of the monster so important in gaming, and how have video games come to shape our culture’s conceptions of monstrosity? To answer these questions, Player vs. Monster explores the past half-century of monsters in games, from the dragons of early tabletop role-playing games and the pixelated aliens of Space Invaders to the malformed mutants of The Last of Us and the bizarre beasts of Bloodborne, and reveals the common threads among them. Covering examples from aliens to zombies, Jaroslav Švelch explores the art of monster design and traces its influences from mythology, visual arts, popular culture, and tabletop role-playing games. At the same time, he shows that video games follow the Cold War–era notion of clearly defined, calculable enemies, portraying monsters as figures that are irredeemably evil yet invariably vulnerable to defeat. He explains the appeal of such simplistic video game monsters, but also explores how the medium could evolve to present more nuanced depictions of monstrosity.
A Treacherous Curse
Author: Deanna Raybourn
Publisher: Penguin
ISBN: 0698198409
Category : Fiction
Languages : en
Pages : 322
Book Description
Members of an Egyptian expedition fall victim to an ancient mummy’s curse in this thrilling Veronica Speedwell novel from the New York Times bestselling author of the Lady Julia Grey mysteries. London, 1888. As colorful and unfettered as the butterflies she collects, Victorian adventuress Veronica Speedwell can’t resist the allure of an exotic mystery—particularly one involving her enigmatic colleague, Stoker. His former expedition partner has vanished from an archaeological dig with a priceless diadem unearthed from the newly discovered tomb of an Egyptian princess. This disappearance is just the latest in a string of unfortunate events that have plagued the controversial expedition, and rumors abound that the curse of the vengeful princess has been unleashed as the shadowy figure of Anubis himself stalks the streets of London. But the perils of an ancient curse are not the only challenges Veronica must face as sordid details and malevolent enemies emerge from Stoker’s past. Caught in a tangle of conspiracies and threats—and thrust into the public eye by an enterprising new foe—Veronica must separate facts from fantasy to unravel a web of duplicity that threatens to cost Stoker everything...
Publisher: Penguin
ISBN: 0698198409
Category : Fiction
Languages : en
Pages : 322
Book Description
Members of an Egyptian expedition fall victim to an ancient mummy’s curse in this thrilling Veronica Speedwell novel from the New York Times bestselling author of the Lady Julia Grey mysteries. London, 1888. As colorful and unfettered as the butterflies she collects, Victorian adventuress Veronica Speedwell can’t resist the allure of an exotic mystery—particularly one involving her enigmatic colleague, Stoker. His former expedition partner has vanished from an archaeological dig with a priceless diadem unearthed from the newly discovered tomb of an Egyptian princess. This disappearance is just the latest in a string of unfortunate events that have plagued the controversial expedition, and rumors abound that the curse of the vengeful princess has been unleashed as the shadowy figure of Anubis himself stalks the streets of London. But the perils of an ancient curse are not the only challenges Veronica must face as sordid details and malevolent enemies emerge from Stoker’s past. Caught in a tangle of conspiracies and threats—and thrust into the public eye by an enterprising new foe—Veronica must separate facts from fantasy to unravel a web of duplicity that threatens to cost Stoker everything...