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...

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Príomhchruthaitheoir: Carter, Marcus
Formáid: Online
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Foilsithe / Cruthaithe: The MIT Press 2022
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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.
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language eng
publishDate 2022
publishDateRange 2022
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publisher The MIT Press
publisherStr The MIT Press
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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
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