We provide a framework for analyzing and articulating ethical issues and concerns in videogames that feature representations of war. This seems unusual since videogames have a long tradition of engaging with war as its subject matter. While much has been done exploring how ethics and videogames can overlap in interesting ways, there is little work examining the philosophy of war and its relation to videogames. ![]() War Ethics: A Framework for Analyzing Videogames Finally, it highlights how these different manifestations and simulations of diplomacy and international relations, collectively represent a spectrum of digital diplomacy from explicit representations to more conceptual and player based forms. Fourth, it analyses and interprets survey responses from a game forum, to understand player experiences with diplomacy and international relations within a Grand Strategy game. Third, it analyses Grand Strategy gameplay, mechanics, and strategies that simulate diplomacy and international relations and how this teaches the player about the discipline. Second, it briefly defines diplomacy and international relations as a point of reference and comparison for subject matter content within Grand Strategy games. The paper initially surveys learning and video game literature with an emphasis on strategy and board games. The paper illustrates the rich diplomacy and international relations content contained within Grand Strategy video games and how this could be used as a great learning and teaching tool within the discipline. agency), with VR experiences eliciting self-directed affect, and thereby somewhat unintentionally engaging the player's body as a site for feedback.ĭigitising Diplomacy: Grand Strategy Video Games as an Introductory Tool for Learning Diplomacy and International Relations This produces a preliminary formal framework for discussing VR player experience as significantly structured by patiency (cf. ![]() Effecting a novel approach inspired by systematic review, the present study's observations and inferences regarding players' subjective experience of IVEs are presented alongside relevant findings from the research literature sampled. ![]() A purposive sample comprising video, photographic, and written documentation of IVEs (n = 124) from historical clinical VR and telepresence research is interrogated through the lens of cognitive media theory. The present paper describes and discusses findings from a qualitative content analysis of immersive virtual environments (IVEs) experienced via head-mounted display-based VR systems akin to those now commercially available. This paper asks-and reports on-what common features of digital games are liable to be experienced as stressors (that is, as beyond optimally affective or intense) when the player perceives her avatar–self egocentrically as a ‘life-sized’, spatially present, and potentially vulnerable entity within the gameworld. But what are the implications of this for player experience? It is well-documented that VR can induce illusions of non-mediation of spatial presence of embodiment in avatars. It is already a truism that consumer virtual reality (VR) systems offer sensorially immersive first-person experiences that differ markedly from those begat by traditional screen displays. ![]() Virtual Reality is ‘Finally Here’: A Qualitative Exploration of Formal Determinants of Player Experience in VRĢ017 DiGRA '17 - Proceedings of the 2017 DiGRA International Conference
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