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triptychs --- crucifixion --- Saive, de, François --- Ath
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Myths have intrigued scholars throughout history. Twentieth Century Mythologies traces the study of myth over the last century, presenting the key theories of mythology and critiquing traditional definitions of myth. The volume presents the work of influential scholars in mythology: the noted Indo-Europeanist Georges Dumézil, the structuralist anthropologist Claude Lévi-Strauss, and the historian of religions Mircea Eliade. Twentieth Century Mythologies is an indispensable resource for scholars of religion and myth and for all those interested in the history of ideas.
Myth --- Demythologization --- God --- Gods --- Mythology --- Religion --- History --- Dumézil, Georges, --- Lévi-Strauss, Claude. --- Eliade, Mircea, --- Eliade, M. --- Дюмезиль, Жорж, --- Di︠u︡mezilʹ, Zhorzh, --- Lévi-Strauss, Claude --- Levi-Stros, Klod --- Strauss, Claude Lévi --- -Shtrāwus, Klūd Līvī --- Lebi-Sŭtʻŭrosŭ --- Klūd ,Līfī Strūs --- Lévy-Strauss, Claude --- לוי־שטראוס, קלוד --- ليفي ستروس, كلود --- Liwei- shituo, Kelaode --- 李維史陀 --- Dumezil, Georges, --- Levi-Strauss, Claude.
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This thesis is aimed at answering the question of morality in video games and the effects it has on the moral development of its players. In order to attempt to answer this question, I have conducted an extensive literature review of authors from every associative field. Particularly, five authors have been instrumental in creating the theoretical framework from which my analyses have sprang: firstly, Green and Brock's Transportation Theory has proven its worth in establishing a player's ability to become immersed in a virtual world. Secondly, Thompson's thesis about ethics in video games was instrumental in discussing the different morality systems in my analyses. With regards to the moral development of players, Kohlberg's theory was able to map out the necessary steps in cultivating a player's moral compass. Lastly, Aristotle's concepts of phronesis, eudaimonia, and catharsis were also extremely helpful in supporting my thesis' claim. The vast amount of theories and concepts put forth in this thesis are accompanied by many different video games serving as fitting examples. In particular, I focus on three video games to do so: BioShock, inFAMOUS, and Dishonored. All three games have specific traits that lend themselves perfectly towards answering my moral questions. While there are no definitive conclusions to be made as of yet, there have been several fascinating findings on the matter at hand. One of the most important discoveries I have made has to be the ability of players to become immersed in a game's narrative and consequently adjust their own moral and ethical principles to fit the needs of the virtual world they are inhabiting. In that respect, games can become a training ground of sorts for players to make moral decisions and witness the effects of these choices without having any real-life consequences. Gaming itself has become an extremely profitable business with its great earnings and growing audience. By extension, the more people are committing ...
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