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Since the Doom series, First Person Shooter (FPS) videogames have ricocheted through the gaming community, often reaching outside that community to the wider public. While critics primarily lampoon FPSs for their aggressiveness and on-screen violence, gamers see something else. Halo is one of the greatest, most successful FPSs ever to grace the world of gaming. Although Halo is a FPS, it has a science-fiction storyline that draws from previous award-winning science fiction literature. It employs a game mechanic that limits the amount of weapons a player can carry to two, and a multiplayer element that has spawned websites like Red vs. Blue and games within the game created by players themselves.Halo's unique and extraordinary features raise serious questions. Are campers really doing anything wrong? Does Halo's music match the experience of the gamer? Would Plato have used Halo to train citizens to live an ethical life? What sort of Artificial Intelligence exists in Halo and how is it used? Can the player's experience of war tell us anything about actual war? Is there meaning to Master Chief's rough existence? How does it affect the player's ego if she identifies too strongly with an aggressive character like Master Chief? Is Halo really science fiction? Can Halo be used for enlightenment-oriented thinking in the Buddhist sense? Does Halo's weapon limitation actually contribute to the depth of the gameplay? When we willingly play Halo only to die again and again, are we engaging in some sort of self-injurious behavior? What is expansive gameplay and how can it be informed by the philosophy of Michel Foucault? In what way does Halo's post-apocalyptic paradigm force gamers to see themselves as agents of divine deliverance? What can Red vs. Blue teach us about personal identity?These questions are tackled by writers who are both Halo cognoscenti and active philosophers, with a foreword by renowned Halo fiction author Fred Van Lente and an afterword by leading games scholar and artist Roger Ngim.
With both young and adult gamers as loyal fans, The Legend of Zelda is one of the most beloved video game series ever created. The contributors to this volume consider the following questions and more: What is the nature of the gamer's connection to Link? Does Link have a will, or do gamers project their wills onto him? How does the gamer experience the game? Do the rules of logic apply in the game world? How is space created and distributed in Hyrule (the fictional land in which the game takes place)? How does time function? Is Zelda art? Can Hyrule be seen as an ideal society? Can the game be enjoyable without winning? The Legend of Zelda and Philosophy not only appeals to Zelda fans and philosophers but also puts video games on the philosophical map as a serious area of study.
Students of philosophy and of video games, of course, but also of literature, education, media, communication, and other fields examine a particular video game as a gateway into pondering the significance of the entire realm. Among the topics are critical thinking in the gaming and real worlds, the hero with a thousand hearts, slave morality and master swords, Zelda as a communication game, temporality, Hyrule's green and pleasant land, Zeldathustra, the Triforce and the doctrine of the mean, the legend of feminism, and getting to know the world next door.
Recognized by the Guinness Book of World Records as the most popular MMORPG (massively multiplayer online role-playing game) in videogame history, World of Warcraft is everywhere - from episodes of South Park and The Simpsons, to online series like Watch the Guild, accolades and awards from game critics, and prime-time commercials with Mr. T. Inevitably, such a cultural phenomenon triggers deeper questions. When does an assumed identity become real? Does the Corrupted Blood epidemic warn us of future public health catastrophes? What are the dangers when real life is invaded by events in the game? What can our own world learn from Azeroth's blend of primitivism and high-tech? In these lively essays, a specially commissioned guild of philosophers, including Yara Mitsuishi, Monica Evans, Tim Christopher, and Anna Janssen, tackles these and other complex questions arising from WoW.
In these lively essays, a specially commissioned guild of philosophers, including Yara Mitsuishi, Monica Evans, Tim Christopher, and Anna Janssen, tackles complex questions arising from WoW.
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