Gaming as a Cultural Commons - 9789811903472
Springer Verlag, Singapore
Gaming as a Cultural CommonsRisks, Challenges, and Opportunities\nAuthor(s): Toshiko Kikkawa, Willy Christian Kriz, Junkichi Sugiura\nFormat: Hardback\nPublisher: Springer Verlag, Singapore, Singapore\nImprint: Springer Verlag, Singapore\nISBN-13: 9789811903472, 978-9811903472\nSynopsis\nThis book focuses on relatively neglected areas of simulation and gaming (S), [url] cultural aspects and ethical issues, in addition to giving readers a basic knowledge of S Although the educational effects of S, and related methods such as gamification, as well as serious games have been studied and are gaining recognition, their downsides are often overlooked. For example, there is always a risk of manipulation by games if maliciously designed and facilitated. Ethical codes of game designers, facilitators, and educators must be established on the basis of academic research. Considerations of the ethics of games are essential not only for S researchers and educators but also for the general public, .
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