Mundos y Sistemas: entendiendo el Diseño de la Gameplay Ética
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Palabras clave

Diseño de juegos
Ética
Ética de la Información
Game Studies
Filosofía de la Información
Fenomenología
Grand Theft Auto Game design
Ethics
Information Ethics
Game Studies
Philosophy of Information
Phenomenology
Grand Theft Auto

Cómo citar

Sicart, M. (2022). Mundos y Sistemas: entendiendo el Diseño de la Gameplay Ética . COMUNICACIÓN. Revista Internacional De Comunicación Audiovisual, Publicidad Y Estudios Culturales, 1(7), 45–61. https://doi.org/10.12795/comunicacion.2009.v01.i07.04
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Resumen

En este artículo presento un modelo que describe la estructura informativa de cualquier juego. Utilizaré este modelo para describir la naturaleza ontológica de todo juego, así como las posibilidades del diseño de juegos para crear gameplay ética.

https://doi.org/10.12795/comunicacion.2009.v01.i07.04
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Citas

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VIDEOJUEGOS CITADOS

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Introversion Software (2006): Defcon.

Konami (1999): Dance Dance Revolution. Konami / Nintendo

Lionhead Studios (2005): Fable. Microsoft

Newsgaming / G. Frasca (2003): September 12th. Newsgaming

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Valve Software (2000): Counter-Strike. Vivendi Universal

Creative Commons License

Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial-CompartirIgual 4.0.

Derechos de autor 2009 Miguel Sicart

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