Treacherous Play
Title | Treacherous Play PDF eBook |
Author | Marcus Carter |
Publisher | MIT Press |
Total Pages | 151 |
Release | 2022-02-08 |
Genre | Games & Activities |
ISBN | 026236753X |
The 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.
Treacherous Play
Title | Treacherous Play PDF eBook |
Author | Marcus Carter |
Publisher | MIT Press |
Total Pages | 151 |
Release | 2022-02-01 |
Genre | Games & Activities |
ISBN | 0262046318 |
The 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.
A Play of Treachery
Title | A Play of Treachery PDF eBook |
Author | Margaret Frazer |
Publisher | Penguin |
Total Pages | 336 |
Release | 2009-12-01 |
Genre | Fiction |
ISBN | 1101151641 |
At the behest of his powerful patron, Joliffe journeys to France to act as a servant to the widowed duchess Jacquetta of Bedford?while actually training in spycraft. But when a member of the duchess?s household is murdered, Joliffe learns just how dangerous secrets can be...
Topics in Mathematical Economics and Game Theory
Title | Topics in Mathematical Economics and Game Theory PDF eBook |
Author | Robert J. Aumann |
Publisher | American Mathematical Soc. |
Total Pages | 306 |
Release | 1999 |
Genre | Business & Economics |
ISBN | 9780821805251 |
Since the publication of "Theory of Games and Economic Behavior" by von Neumann and Morgenstern, the concept of games has played an increasing role in economics. It also plays a role of growing importance in other sciences, including biology, political science, and psychology. Many scientists have made seminal advances and continue to be leaders in the field, including Harsanyi, Shapley, Shubik, and Selten. Professor Robert Aumann, in addition to his important contributions to game theory and economics, made a number of significant contributions to mathematics. This volume provides a collection of essays in mathematical economics and game theory, including cutting-edge research on noncooperative game theory and its foundations, bargaining theory, and general equilibrium theory. Also included is a reprint of Aumann's classic paper, "Acceptable Points in General Cooperative n-Person Games" and of the oft-cited, yet hard to find, paper by Maschler, "The Worth of a Cooperative Enterprise to Each Member". This book illustrates the wide range of applications of mathematics to economics, game theory, and social choice. The volume is dedicated to Professor Robert J. Aumann, Hebrew University, Jerusalem, Israel, for his contributions in mathematics and social sciences.
Player vs. Monster
Title | Player vs. Monster PDF eBook |
Author | Jaroslav Svelch |
Publisher | MIT Press |
Total Pages | 235 |
Release | 2023-02-07 |
Genre | Games & Activities |
ISBN | 0262047756 |
A study of the gruesome game characters we love to beat—and what they tell us about ourselves. Since the early days of video games, monsters have played pivotal roles as dangers to be avoided, level bosses to be defeated, or targets to be destroyed for extra points. But why is the figure of the monster so important in gaming, and how have video games come to shape our culture’s conceptions of monstrosity? To answer these questions, Player vs. Monster explores the past half-century of monsters in games, from the dragons of early tabletop role-playing games and the pixelated aliens of Space Invaders to the malformed mutants of The Last of Us and the bizarre beasts of Bloodborne, and reveals the common threads among them. Covering examples from aliens to zombies, Jaroslav Švelch explores the art of monster design and traces its influences from mythology, visual arts, popular culture, and tabletop role-playing games. At the same time, he shows that video games follow the Cold War–era notion of clearly defined, calculable enemies, portraying monsters as figures that are irredeemably evil yet invariably vulnerable to defeat. He explains the appeal of such simplistic video game monsters, but also explores how the medium could evolve to present more nuanced depictions of monstrosity.
A New Variorum Edition of Shakespeare
Title | A New Variorum Edition of Shakespeare PDF eBook |
Author | William Shakespeare |
Publisher | |
Total Pages | 756 |
Release | 1919 |
Genre | |
ISBN |
William Shakespeare
Title | William Shakespeare PDF eBook |
Author | John Masefield |
Publisher | London, Williams and Norgate |
Total Pages | 280 |
Release | 1911 |
Genre | Biography & Autobiography |
ISBN |
William Shakespeare, by John Masefield, is a fascinating Shakespeare biography that is among the most definitive of the biographical volumes about Shakespeare and his works.