Results for 'Agency (Philosophy) in video games. '

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  1.  14
    Videogames and agency.Bettina Bódi - 2022 - New York, NY: Routledge.
    Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and (...)
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  2. Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the medium of (...)
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    Spirituality, Feminism, and Cultural Identity: Philosophical Reflections on Female Representation in Chinese and Japanese Video Games.Fangtong Yan - 2025 - European Journal for Philosophy of Religion 17 (2):142-154.
    This study explores the philosophical and spiritual dimensions of female representation in Chinese and Japanese Otome games, examining their role in shaping contemporary feminist discourse and evolving cultural identities. By adopting a cross-cultural comparative approach, the research analyzes how these games construct female roles and reflect shifting attitudes toward gender, agency, and morality within their respective societies. It further investigates how Confucian, Shinto, and Buddhist influences inform the portrayal of femininity, virtue, and self-realization in Otome narratives, shaping not only (...)
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    The corruption of play: mapping the ideological play-space of AAA videogames.Christopher McMahon - 2022 - Bingley, United Kingdom: Emerald Publishing.
    AAA videogames often offer expansive experiences to the millions who engage with the medium, but they are vulnerable to disruption from neoliberal structures. The Corruption of Play explores how neoliberal ideology corrupts play in AAA videogames by creating conditions in which play becomes unbound from leisure, allowing play to be understood, undertaken, and assessed in economic terms, and fundamentally undermining the nature of play. Providing a cutting-edge and innovative approach to this problem, McMahon uses cognitive mapping to make neoliberalism visible (...)
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  5.  57
    Trust as a Test for Unethical Persuasive Design.Johnny Brennan - 2020 - Philosophy and Technology 34 (4):767-783.
    Persuasive design draws on our basic psychological makeup to build products that make our engagement with them habitual. It uses variable rewards, creates Fear of Missing Out, and leverages social approval to incrementally increase and maintain user engagement. Social media and networking platforms, video games, and slot machines are all examples of persuasive technologies. Recent attention has focused on the dangers of PD: It can deceptively prod users into forming habits that help the company’s bottom line but not the (...)
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