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For the first time in history, we are interacting with computer programmes so sophisticated that we think they’re human beings . . .This is a remarkable feat of human ingenuity, but what does it say about our humanity? Are we really no better at being human than the machines we’ve created? In this brilliantly witty and inspiring investigation, Brian Christian explores first-hand the urgent moral and practical implications of this remarkable development. Drawing on science, philosophy, literature and the arts, and touching on aspects of life as diverse as language, work, school, chess, speed-dating, art, video games, psychiatry and the law, The Most Human Human shows that far from being a threat to our humanity, computers provide a better means than ever before of understanding what it is.In this book, you will discover . . . Why computers can fly planes but can’t ride bikes How Deep Blue beat Gary Kasparov but why it didn’t count Why arguments have in common with amnesia Why speaking to a computer is like a bad date What life is all about and how to live it better’A lively personable read and an empowering affirmation of our species.’ 4* Time Out ‘A fast-paced, witty and thoroughly winning style . . . fabulous.’ Publishers Weekly’An eye-opening inquest.’ David Eagleman, author’Strange, fertile and sometimes beautiful.’ Matthew Crawford, author
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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