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  • Simulating Good and Evil: The Morality and Politics of Videogames

    Simulating Good and Evil by Schulzke, Marcus;

    The Morality and Politics of Videogames

      • 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.

    Long description:

    Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. Some videogame content may be upsetting or offensive, but mere offense does not necessarily indicate a moral problem. Upsetting content is best understood by applying existing theories for evaluating political ideologies and offensive speech.

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    Table of Contents:

    Introduction
    1 The Conceptual Terrain of Simulation
    2 The Moral Panic Surrounding Videogames
    3 Imaginary Transgressions
    4 Digital Morality
    5 The Many Faces of Moral Reflection
    6 Persuasive Games and Ideological Manipulation
    7 Speaking Through Games
    Conclusion
    Acknowledgments
    Bibliography
    Index

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