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  • Gaming the System: Deconstructing Video Games, Games Studies, and Virtual Worlds

    Gaming the System by Gunkel, David J.;

    Deconstructing Video Games, Games Studies, and Virtual Worlds

    Series: Digital Game Studies;

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice GBP 27.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        13 372 Ft (12 735 Ft + 5% VAT)
      • Discount 20% (cc. 2 674 Ft off)
      • Discounted price 10 697 Ft (10 188 Ft + 5% VAT)

    13 372 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Publisher Indiana University Press
    • Date of Publication 9 May 2018
    • Number of Volumes Print PDF

    • ISBN 9780253035714
    • Binding Paperback
    • No. of pages214 pages
    • Size 229x152 mm
    • Weight 295 g
    • Language English
    • Illustrations 28 b&w illus. - 28 Illustrations, black and white Illustrations, black & white
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    Long description:

    "

    Gaming the System takes philosophical traditions out of the ivory tower and into the virtual worlds of video games. In this book, author David J. Gunkel explores how philosophical traditions—put forth by noted thinkers such as Plato, Descartes, Kant, Heidegger, and Žižek—can help us explore and conceptualize recent developments in video games, game studies, and virtual worlds. Furthermore, Gunkel interprets computer games as doing philosophy, arguing that the game world is a medium that provides opportunities to model and explore fundamental questions about the nature of reality, personal identity, social organization, and moral conduct. By using games to investigate and innovate in the area of philosophical thinking, Gunkel shows how areas such as game governance and manufacturers' terms of service agreements actually grapple with the social contract and produce new postmodern forms of social organization that challenge existing modernist notions of politics and the nation state. In this critically engaging study, Gunkel considers virtual worlds and video games as more than just ""fun and games,"" presenting them as sites for new and original thinking about some of the deepest questions concerning the human experience.

    "

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    Table of Contents:

    Preface
    Acknowledgements
    Introduction
    1. Terra Nova 2.0
    2. The Real Problem
    3. Social Contract 2.0
    4. In the Face of Others
    5. Open Ended Conclusions
    Bibliography
    Index

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