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Alasdair MacIntyre’s writings on ethics, political philosophy, philosophy of religion, philosophy of the social sciences and the history of philosophy have established him as one of the philosophical giants of the last fifty years. His best-known book, After Virtue (1981), spurred the profound revival of virtue ethics. Moreover, MacIntyre, unlike so many of his contemporaries, has exerted a deep influence beyond the bounds of academic philosophy. This volume focuses on the major themes of MacIntyre’s work with critical expositions of MacIntyre’s views on the history of philosophy, the role of tradition in philosophical inquiry, the philosophy of the social sciences, moral philosophy, political theory, and his critique of the assumptions and institutions of modernity. Written by a distinguished roster of philosophers, this volume will have a wide appeal outside philosophy to students in the social sciences, law, theology, and political theory. Mark C. Murphy is Associate Professor of Philosophy at Georgetown University. He is author of Natural Law and Practical Rationality (Cambridge, 2001) and An Essay on Divine Authority (Cornell, 2002), as well as of a number of articles on natural law theory, political obligation, and Hobbes’ moral, political, and legal philosophy. His papers have appeared in Ethics, Philosophy and Public Affairs, Nous, Faith and Philosophy, Law and Philosophy, American Philosophical Quarterly, the Thomist, and elsewhere.
Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play.Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.
ما از اخلاق چه انتظاری داریم؟ این سوال شاید تاحدودی برای عموم مردم و یا متخصصان این رشته قابل پاسخ باشد؛ اینکه خوب بودن را به ما بیاموزد و در تنظیم روابط فردی م...
جشن کتاب تهران به ایستگاه سی و یکم رسیده است. حال و احوال نشر کتاب خوب نیست و باید فرهنگدوستان را به خرید و هدیه دادن کتاب ترغیب نمود. خانه اخلاقپژوهان جوان ب...
بنیاد کتابهای اخلاق اسلامی عمدتا پالایش جان از آلودگیها و آراستن آن به زیباییها است. اندیشه محوری این قبیل کتابها آن است که انسان فعلی آنی نیست که باید باشد...
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