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Ethical Questions in Digital Game Cultures—A Multi-Perspective View

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Games and Ethics

Part of the book series: Digitale Kultur und Kommunikation ((DKK,volume 7))

Abstract

With the present volume “Games and Ethics”, we editors would like to contribute to the discourse on ethical issues in the context of digital game culture and hopefully provide some new impulses. One of the basic premises of this book is that an increasing amount of time is spent on playing digital games in the everyday life of a likewise increasing number of people.

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Notes

  1. 1.

    ‘Excellence’ refers to the highlighting of one's own special abilities in relation to others. Unlike ‘distinction’, ‘excellence’ refers to a separation that requires an other in order to demonstrate one’s own superiority (Klaus and Röser 1996, p. 50, footnote).

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Ludography

  • League of Legends (Riot Games 2009, O: Riot Games)

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  • Life Is Strange (Square Enix 2015, O: Dontnod Entertainment)

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  • Life Is Strange 2 (Square Enix 2018/19, O: Dontnod Entertainment)

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  • Life Is Strange. Before the Storm (Square Enix 2017/18, O: Deck Nine)

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  • Pokémon Go (The Pokémon Company, Nintendo 2016, O: Niantic)

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  • The Witcher 3: The Wild Hunt (Bandai Namco Games 2015, O: CD Projekt RED)

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  • Through the Darkest of Times (HANDY Games 2019, O: Paintbucket)

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Correspondence to Maike Groen .

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Groen, M., Kiel, N., Tillmann, A., Weßel, A. (2020). Ethical Questions in Digital Game Cultures—A Multi-Perspective View. In: Groen, M., Kiel, N., Tillmann, A., Weßel, A. (eds) Games and Ethics. Digitale Kultur und Kommunikation, vol 7. Springer VS, Wiesbaden. https://doi.org/10.1007/978-3-658-28175-5_1

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  • DOI: https://doi.org/10.1007/978-3-658-28175-5_1

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