Skip to main content

General Introduction

  • Chapter
  • First Online:

Part of the book series: Philosophy of Engineering and Technology ((POET,volume 7))

Abstract

During the last decade, computer games have received growing attention from academic fields as diverse as engineering, literary studies, sociology and learning studies. In this book, we aim to broaden the scope of this effort by bringing together essays dealing with philosophical issues raised by computer games. By doing so, we do not only want to contribute to our understanding of this phenomenon. We also want to contribute to the establishment of a new philosophical discipline, the philosophy of computer games, capable of taking its place alongside such disciplines as the philosophy of film and the philosophy of literature.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD   169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Games

References

  • Aarseth, Espen. 1997. Cybertext. London: The John Hopkins University Press.

    Google Scholar 

  • Atkins, Barry. 2003. More than a game: The computer game as fictional form. Manchester/New York: Manchester University Press.

    Google Scholar 

  • Castronova, Edward. 2001. Virtual worlds: A first-hand account of market and society on the Cyberian frontier. The Gruter Institute Working Papers on Law, Economics, and Evolutionary Biology, Vol. 2.

    Google Scholar 

  • Entertainment Software Association. 2010. 2010 Essential facts about the computer and video game industry. http://www.theesa.com.

  • Frasca, Gonzalo. 1999. Ludology meets narratology: Similitude and differences between (video)games and narrative. http://www.ludology.org/articles/ludology.htm.

  • Frasca, Gonzalo. 2001. Videogames of the oppressed: Videogames as a means for critical thinking and debate. Masters thesis, Georgia Institute of Technology, Atlanta.

    Google Scholar 

  • Juul, Jesper. 2005. Half real: Videogames between real rules and fictional worlds. Cambridge: MIT Press.

    Google Scholar 

  • Murray, J.H. 1997. Hamlet on the holodeck: The future of narrative in cyberspace. New York: Free Press.

    Google Scholar 

  • Newman, James. 2004. Videogames. London: Routledge.

    Google Scholar 

  • Tavinor, Grant. 2009. The art of videogames. Malden: Wiley-Blackwell.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to John Richard Sageng .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer Netherlands

About this chapter

Cite this chapter

Sageng, J.R., Fossheim, H., Larsen, T.M. (2012). General Introduction. In: Sageng, J., Fossheim, H., Mandt Larsen, T. (eds) The Philosophy of Computer Games. Philosophy of Engineering and Technology, vol 7. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-4249-9_1

Download citation

Publish with us

Policies and ethics