Abstract
Play and games are among the basic means of expression in intelligent communication, influenced by the relevant cultural environment. Games have found a natural expression in the contemporary computer era in which communications are increasingly mediated by computing technology. The widespread use of e-games results in conceptual and policy vacuums that must be examined and understood. Humans involved in designing, administering, selling, playing etc. computer games encounter new situations in which good and bad, right and wrong, are not defined by the experience of previous generations. This article gives an account of the historical necessity of games, the development of e-games, their pros- and cons, threats and promises, focusing on the ethical awareness and attitudes of game developers.
Cite
CITATION STYLE
Dodig-Crnkovic, G., & Larsson, T. (2005). Game Ethics - Homo Ludens as a Computer Game Designer and Consumer. The International Review of Information Ethics, 4, 19–23. https://doi.org/10.29173/irie164
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