Treacherous Play
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 de...
Sábháilte in:
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| Formáid: | Online |
| Teanga: | Béarla |
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The MIT Press
2022
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| Ábhair: | |
| Rochtain ar líne: | ONIX_20220621_9780262367523_38 |
| Clibeanna: |
Níl clibeanna ann, Bí ar an gcéad duine le clib a chur leis an taifead seo!
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| _version_ | 1869530131844825088 |
|---|---|
| author | Carter, Marcus |
| author_browse | Carter, Marcus |
| author_facet | Carter, Marcus |
| author_sort | Carter, Marcus |
| collection | Directory of Open Access Books |
| description | 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. |
| format | Online |
| id | doab-20.500.12854ir-84604 |
| institution | Directory of Open Access Books |
| language | eng |
| publishDate | 2022 |
| publishDateRange | 2022 |
| publishDateSort | 2022 |
| publisher | The MIT Press |
| publisherStr | The MIT Press |
| record_format | ojs |
| spelling | doab-20.500.12854ir-846042024-04-14T10:29:14Z Treacherous Play Carter, Marcus EVE Online Survivor Survivor CBS DayZ Game Studies Games Play Betrayal Trust Treachery Deception Scamming Espionage Permadeath Permanent Death Consequential Play Reality Television Media Studies Play Studies Dark Play Game Ethics Play Ethics MMOG Zombies thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides thema EDItEUR::Q Philosophy and Religion::QD Philosophy::QDT Topics in philosophy::QDTQ Ethics and moral philosophy thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and society 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. 2022-06-21T09:08:12Z 2022-06-21T09:08:12Z 2021 book ONIX_20220621_9780262367523_38 9780262367523 9780262046312 https://directory.doabooks.org/handle/20.500.12854/84604 eng Playful Thinking application/octet-stream Attribution-NonCommercial-NoDerivatives 4.0 International https://doi.org/10.7551/mitpress/12023.001.0001 The MIT Press The MIT Press 10.7551/mitpress/12023.001.0001 10.7551/mitpress/12023.001.0001 ae0cf962-f685-4933-93d1-916defa5123d 9780262367523 9780262046312 The MIT Press 152 Cambridge open access |
| spellingShingle | EVE Online Survivor Survivor CBS DayZ Game Studies Games Play Betrayal Trust Treachery Deception Scamming Espionage Permadeath Permanent Death Consequential Play Reality Television Media Studies Play Studies Dark Play Game Ethics Play Ethics MMOG Zombies thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides thema EDItEUR::Q Philosophy and Religion::QD Philosophy::QDT Topics in philosophy::QDTQ Ethics and moral philosophy thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and society Carter, Marcus Treacherous Play |
| title | Treacherous Play |
| title_full | Treacherous Play |
| title_fullStr | Treacherous Play |
| title_full_unstemmed | Treacherous Play |
| title_short | Treacherous Play |
| title_sort | treacherous play |
| topic | EVE Online Survivor Survivor CBS DayZ Game Studies Games Play Betrayal Trust Treachery Deception Scamming Espionage Permadeath Permanent Death Consequential Play Reality Television Media Studies Play Studies Dark Play Game Ethics Play Ethics MMOG Zombies thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides thema EDItEUR::Q Philosophy and Religion::QD Philosophy::QDT Topics in philosophy::QDTQ Ethics and moral philosophy thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and society |
| topic_facet | EVE Online Survivor Survivor CBS DayZ Game Studies Games Play Betrayal Trust Treachery Deception Scamming Espionage Permadeath Permanent Death Consequential Play Reality Television Media Studies Play Studies Dark Play Game Ethics Play Ethics MMOG Zombies thema EDItEUR::U Computing and Information Technology::UD Digital Lifestyle and online world: consumer and user guides::UDX Computer games / online games: strategy guides thema EDItEUR::Q Philosophy and Religion::QD Philosophy::QDT Topics in philosophy::QDTQ Ethics and moral philosophy thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT3 Media studies: advertising and society |
| url | ONIX_20220621_9780262367523_38 |
| work_keys_str_mv | AT cartermarcus treacherousplay |