Reference Hub2
How Games Can Touch You: Ethics of the Videogame Controller

How Games Can Touch You: Ethics of the Videogame Controller

Mitu Khandaker
Copyright: © 2011 |Pages: 17
ISBN13: 9781609601201|ISBN10: 1609601203|EISBN13: 9781609601225
DOI: 10.4018/978-1-60960-120-1.ch010
Cite Chapter Cite Chapter

MLA

Khandaker, Mitu. "How Games Can Touch You: Ethics of the Videogame Controller." Designing Games for Ethics: Models, Techniques and Frameworks, edited by Karen Schrier and David Gibson, IGI Global, 2011, pp. 142-158. https://doi.org/10.4018/978-1-60960-120-1.ch010

APA

Khandaker, M. (2011). How Games Can Touch You: Ethics of the Videogame Controller. In K. Schrier & D. Gibson (Eds.), Designing Games for Ethics: Models, Techniques and Frameworks (pp. 142-158). IGI Global. https://doi.org/10.4018/978-1-60960-120-1.ch010

Chicago

Khandaker, Mitu. "How Games Can Touch You: Ethics of the Videogame Controller." In Designing Games for Ethics: Models, Techniques and Frameworks, edited by Karen Schrier and David Gibson, 142-158. Hershey, PA: IGI Global, 2011. https://doi.org/10.4018/978-1-60960-120-1.ch010

Export Reference

Mendeley
Favorite

Abstract

Novel kinesthetic and mimetic video game interfaces, such as the Wii Remote, PlayStation Move, and Microsoft Kinect, are seeing widespread mainstream appeal. However, with games ranging from the family-friendly Rock Band series, to the banned Manhunt 2, this chapter discusses the ethical implications of interfaces that seek to increase the verisimilitude of our game experiences, and offers a position from which to further consider the controller as an integral part of the overall game design.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.