A Tale of Two Walking Simulators (2): Everybody's Gone To The Rapture
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100Cyborgs: 51-60

The Virtuous Cyborg - Cut-outWhat behavioural effects did arcade games have upon their players? For these ten instalments of the blog project, A Hundred Cyborgs, the focus was on the moral dimensions of early coin-op videogames and other arcade machines from before the days of the internet. Here are the ten posts from 51 to 60:

    51. Joystick
    52. Pinball
    53. Coin Slot
    54. Fruit Machines
    55. Change Machine
    56. Buttons
    57. High Scores
    58. Game Over
    59. Player Two
    60. Multiplayer

There is the usual mix of pieces that blur the lines, and those that take a more conventional tack. #55 Change Machine is particularly abstract in looking at the consequences of a particular technology, the others come closer to colouring inside the lines. I have a particular fondness for the discussion in #58 Game Over, which presents a quite unexpected perspective on the moral effects of videogames; and for the opening piece, #51 Joystick, which also lays out a connection between digital games and virtue that is completely at odds to the usual narrative surrounding the moral impact of videogames.

I am always interested in discussion, so feel free to raise comments either here (ideal for longer debates) or on Twitter (perfect for quick exchanges). And if you’ve enjoyed any of these pieces, please buy a copy of the paperback or new ebook edition of The Virtuous Cyborg and support my research into cybervirtue!

Next week, the sequel mini-serial: Gamer Cyborgs  (71-80).

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