Afficher la notice abrégée

dc.contributor.authorCarter, Marcus
dc.date.accessioned2022-06-21T09:08:12Z
dc.date.available2022-06-21T09:08:12Z
dc.date.issued2021
dc.identifierONIX_20220621_9780262367523_38
dc.identifier.urihttps://directory.doabooks.org/handle/20.500.12854/84604
dc.description.abstractThe ethics and experience of “treacherous play”: an exploration of three games that allow deception and betrayal—EVE Online, DayZ, and Survivor. Deception and betrayal in gameplay are generally considered off-limits, designed out of most multiplayer games. There are a few games, however, in which deception and betrayal are allowed, and even encouraged. In Treacherous Play, Marcus Carter explores the ethics and experience of playing such games, offering detailed explorations of three games in which this kind of “dark play” is both lawful and advantageous: EVE Online, DayZ, and the television series Survivor. Examining aspects of games that are often hidden, ignored, or designed away, Carter shows the appeal of playing treacherously. Carter looks at EVE Online's notorious scammers and spies, drawing on his own extensive studies of them, and describes how treacherous play makes EVE successful. Making a distinction between treacherous play and griefing or trolling, he examines the experiences of DayZ players to show how negative experiences can be positive in games, and a core part of their appeal. And he explains how in Survivor's tribal council votes, a player's acts of betrayal can exact a cost. Then, considering these games in terms of their design, he discusses how to design for treacherous play. Carter's account challenges the common assumptions that treacherous play is unethical, antisocial, and engaged in by bad people. He doesn't claim that more games should feature treachery, but that examining this kind of play sheds new light on what play can be.
dc.languageEnglish
dc.relation.ispartofseriesPlayful Thinking
dc.subject.classificationthema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guidesen_US
dc.subject.classificationthema EDItEUR::Q Philosophy and Religion::QD Philosophy::QDT Topics in philosophy::QDTQ Ethics and moral philosophyen_US
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and societyen_US
dc.subject.otherEVE Online
dc.subject.otherSurvivor
dc.subject.otherSurvivor CBS
dc.subject.otherDayZ
dc.subject.otherGame Studies
dc.subject.otherGames
dc.subject.otherPlay
dc.subject.otherBetrayal
dc.subject.otherTrust
dc.subject.otherTreachery
dc.subject.otherDeception
dc.subject.otherScamming
dc.subject.otherEspionage
dc.subject.otherPermadeath
dc.subject.otherPermanent Death
dc.subject.otherConsequential Play
dc.subject.otherReality Television
dc.subject.otherMedia Studies
dc.subject.otherPlay Studies
dc.subject.otherDark Play
dc.subject.otherGame Ethics
dc.subject.otherPlay Ethics
dc.subject.otherMMOG
dc.subject.otherZombies
dc.titleTreacherous Play
dc.typebook
oapen.identifier.doi10.7551/mitpress/12023.001.0001
oapen.relation.isPublishedByae0cf962-f685-4933-93d1-916defa5123d
oapen.relation.isbn9780262367523
oapen.relation.isbn9780262046312
oapen.imprintThe MIT Press
oapen.pages152
oapen.place.publicationCambridge


Fichier(s) constituant ce document

FichiersTailleFormatVue

Il n'y a pas de fichiers associés à ce document.

Ce document figure dans la(les) collection(s) suivante(s)

Afficher la notice abrégée

https://creativecommons.org/licenses/by-nc-nd/4.0/
Excepté là où spécifié autrement, la license de ce document est décrite en tant que https://creativecommons.org/licenses/by-nc-nd/4.0/