“This. Cannot. Continue.” – Ludoethical Tension in NieR: Automata
- Milan Jacevic
Publikation:
Konferencebidrag - EJ publiceret i proceeding eller tidsskrift
Paper
Forskning
Peer-reviewOpen Access
Resume
This paper deals with the ethical dimensions of action in NieR: Automata (N:A;
PlatinumGames 2017). I begin by outlining the game, focusing primarily on three themes which find their expression on the game’s ludic and narrative levels and making a claim that N:A represents an interesting object of study which in many ways challenges our understanding of ethics and action in the context of single-player computer games. At the end of this section, I also posit the research question guiding the rest of the paper, focused on issues of player behavior and ethical value formation. In the second section of the paper, I discuss several ways in which action can be defined and structured in single-player computer games, with the aim of showing the ways in which N:A limits and guides the behavior of its player. In the next section, I introduce Espen Aarseth’s notion of the implied player (Aarseth 2007) and problematize it from a standpoint of (computer game) ethics. I then propose a parallel, complementary concept in relation to ethical and moral values, as opposed to
instrumental behavior, which I use in tandem with the notion of the implied player to answer the driving question behind the paper.
PlatinumGames 2017). I begin by outlining the game, focusing primarily on three themes which find their expression on the game’s ludic and narrative levels and making a claim that N:A represents an interesting object of study which in many ways challenges our understanding of ethics and action in the context of single-player computer games. At the end of this section, I also posit the research question guiding the rest of the paper, focused on issues of player behavior and ethical value formation. In the second section of the paper, I discuss several ways in which action can be defined and structured in single-player computer games, with the aim of showing the ways in which N:A limits and guides the behavior of its player. In the next section, I introduce Espen Aarseth’s notion of the implied player (Aarseth 2007) and problematize it from a standpoint of (computer game) ethics. I then propose a parallel, complementary concept in relation to ethical and moral values, as opposed to
instrumental behavior, which I use in tandem with the notion of the implied player to answer the driving question behind the paper.
Publikation information
Produktionstype
Publikation:
Konferencebidrag - EJ publiceret i proceeding eller tidsskrift
Paper
Forskning
Peer-reviewOriginalsprog
EngelskPublikationsmilepæle
- Udgivet - 29/11/2017
Publikationsstatus
Udgivet - 29/11/2017
Adgang til dokumenter
Accepteret manuskript, 126.61 KB
Relateret event
Titel
Philosophy of Computer Games Conference 2017
Begivenhedstype
KonferenceDato
28/11/2017 - 01/12/2017Lokation
Jagiellonian UniversityKrakówPolen
