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Sex in video games
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Sex in video games

Auteur : Brenda Brathwaite
Éditeur : Boston, Mass. : Charles River Media, ©2007.
Collection : Advances in computer graphics and game development.
Édition/format :   Livre : AnglaisVoir toutes les éditions et les formats
Résumé :
"Developers, publishers, retailers, and consumers are asking themselves: When is sex appropriate in a game? How far is too far? What will it mean for the product? For its distribution? For my company? For me? Do games with sexual content sell better? Are they generally profitable? So far, there are no definitive answers to these questions." "Sex in Video Games provides insight into this issue and presents guidelines  Lire la suite...
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Détails

Type d’ouvrage : Ressource Internet
Format : Livre, Ressource Internet
Tous les auteurs / collaborateurs : Brenda Brathwaite
ISBN : 1584504595 9781584504597
Numéro OCLC : 70883072
Description : xv, 319 p. : ill. ; 25 cm.
Contenu : 1. Defining sex --
So what is sex in games? --
Sexually themed content --
Sexy images & avatars --
Sex in the industry --
Sex in marketing & advertising --
Sex in spite of ... --
What isn't sex? --
References --
2. History of sex in games --
From the beginning --
"How could you forget ..." --
Sex in the arcade --
Sex on the early networks --
Sex on the Apple, early 1980s --
Sex on the Atari 2600 --
Sex on the Spectrum --
Sex on the Commodore --
Sex on the Apple, mid 1980s --
Sex on the Mac --
Sex on the Nintendo --
Sex on the Sega --
Sex on the PC, early 1990s --
The rise of full motion video (FMV) --
Enter the porn market --
The fall of FMV --
The rise of the sexy character --
The advent of Macromedia Flash® --
Mobile games --
Sex on the PC, modern --
Sex on the modern consoles --
Sex at the game developers conference --
The formation of the IGDA's sexuality special interest group --
The return of the adult industry --
Sex and the Playstation® portable --
The MMOEG --
The future of sex in games --
Interview with Jason Compton --
Interview with Patric Lagny, Sociolotron --
Interview with Ray Schwartz --
References --
3. Emergent sex --
What is emergent sex? --
Why emergent sex appeals to players --
Emergent sex & fetishes --
What emergent sex can teach developers of adult content --
Emergent sex game hardware --
Emergent sex economies --
Emergent family structures --
Jealousy in virtual worlds --
References. 4. The sexual backlash, hot coffee --
Grand theft auto : San Andreas --
Unfinished code discovered --
Going forward --
Interview with Henry Jenkins --
Interview with Patrick Wildenborg --
Reference --
5. Positive inclusion --
What is positive inclusion? --
Educational games --
Therapeutic games --
Couple & group games --
Online romantic worlds --
Fetish & desire realization --
6. Self-regulation --
Rating games --
The Game Content Guidelines --
The Videogame Rating Council --The ratings battle --
The Recreational Software Advisory Council (RSAC) --
The Entertainment Software Rating Board (ESRB) --
Other rating initiatives --
Interview with Patricia Vance --
References --
7. Censorship --
Legislation or censorship? --
Government regulation --
The "Wal-Mart M," pseudo censorship --
Industry response --
Interview with Jason Della Rocca --
Interview with Hal Halpin --
References --
8. Obscenity / Deborah Solomon --
Using U.S. courts to regulate sexual content in games : obscenity versus freedom of speech --
Games as "speech" under the First Amendment --
The dictionary definition of obscenity --
The Supreme Court definition of obscenity --
The Miller test --
Does "interactivity" justify increased regulation for video games? --
Should violent content receive more constitutional protection than sexual content? --
Right to privacy versus state's right to regulate obscenity --
Indecency versus obscenity, are games "broadcasting?" --
References. 9. What's appropriate --
The developer's perspective --
What's appropriate in an E-rated game? --
What's appropriate in a T-rated game? --
What's appropriate in an M-rated game? --
What's appropriate in an AO-rated game? --
What's never appropriate --
Considerations & consequences --
References --
10. Reaching the market --
The retail wall --
Selling AO games --
The adult market --
Interview with Peter Payne, Peach Princess --
Resources --
References --
11. Responsibility --
Whose problem is this, anyway? --
Parent issues --
Retailer issues --
Developer issues --
Politician issues --
A proposed solution --
References --
12. Corporate concerns --
Sex & the corporate image --
The professional office --
Get a lawyer --
Interview with Kelly Rued, Black Love Interactive --
References --
13. Sex across cultures --
Interview with Richard Cobbett, UK --
Interview with Anando Banerjee, India --
Interview with Peter Payne, Japan --
Interview with Guido Henkel, Germany --
Interview with "Jonathan," China --
Interview with Michael Hengst, Germany --
Interview with anonymous, India --
Interview with Matthew Ford, Australia --
References --
14. Interviews --
Richard Garriott --
Bob Bates --
Steve Meretzky --
Edward Kuehnel --
Brad Abram --
Sheri Graner Ray --
References.
Titre de collection : Advances in computer graphics and game development.
Responsabilité : Brenda Brathwaite.
Plus d’informations :

Résumé :

"Developers, publishers, retailers, and consumers are asking themselves: When is sex appropriate in a game? How far is too far? What will it mean for the product? For its distribution? For my company? For me? Do games with sexual content sell better? Are they generally profitable? So far, there are no definitive answers to these questions." "Sex in Video Games provides insight into this issue and presents guidelines and answers by studying the history of sexual content use in games and within the industry itself. In addition, the book considers ethical issues, parental and retailer responsibility, and explores industry attempts at self-regulation, along with a growing concern about potential censorship."--BOOK JACKET.

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