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Play and games are among the basic means of expression in intelligent communication, influenced by the relevant cultural environment. Games have found a natural expression in the contemporary computer era in which communications are increasingly mediated by computing technology. The widespread use of e-games results in conceptual and policy vacuums that must be examined and understood. Humans involved in designing, administering, selling, playing etc. computer games encounter new situations in which good and bad, right and wrong, are not defined by the experience of previous generations. This article gives an account of the historical necessity of games, the development of e-games, their pros-and cons, threats and promises, focusing on the ethical awareness and attitudes of game developers.
The International Review of Information Ethics, 2005
E-games are a dramatically expanding dimension of contemporary exploitations of computing and computer network technologies - one that, thus far, has evoked much more heat (often, in the form of "moral panics") among parents and politicians than light in the form of serious scholarly and philosophical analysis. We argue that e-games deserve such analysis in part because of their intrinsic philosophical interest as they raise primary philosophical questions of ontology, epistemology, human nature, the character of gameplay," - and most especially, of ethics. We further suggest that such analyses - exemplified by the articles collected here - may also contribute to resolving the larger social and political debates evoked by e-games.
3rd International Scientific Conference on Social Sciences and Arts. Conference Proceedings. (2016), 2016
Computer games are bright example of the evolution of digital media and modern audiovisual technologies. Extremely popular now, computer games have come a long way from the primitive arcade games to full virtual worlds like "Fallout 3" with millions details and moral dilemmas. This paper devoted to the research of ethical issues of modern computer games. In terms of methodology, we can identify two main problematic aspects in the study of the ethical dimension of computer games: external and internal. First, the external aspect include the problem of computer game addiction. It traditionally marked negatively both in secular ethical systems (game addiction as a form of drug addiction), and in religious ethics (computer games distract from the spiritual life). Second, the problem of the influence of game violence on human behavior in society (direct connection between game violence and asocial actions is not proven). The inner aspect of ethical research methodologically more linked with the phenomenology of computer games. Here, in the view of heterogeneity and genre differentiation of computer games ethical issues are considered within the virtual worlds of computer games. In simple arcade and action genres (shooters, slashers, fightings) there are no complicated ethical dilemmas, because the main task of the player is to perform a specific mission. The more complicated role-playing games involve not only the creation of the "character" and his internal and external development, but also exploration of the virtual world, where the player constantly faced a variety of ambiguous situations that suggests moral choices. Despite the widespread representation of the elements of religious ethics (such as Christian charity) in role-playing games prevail ethical systems of pseudo-pagan cults ("Cults of Tamriel" in the "The Elder Scrolls") or even anti-Christian motives ("Diablo" , "Dungeon Keeper"). The historical strategies represent specific historical elements of religious ethics (jihad or auto de fe). The real-time or turn-based strategies use the concept of morality as a fixed level of combat readiness of virtual forces. If the majority of simulators are ethically neutral (as their opposite, arcade games), the economic simulators actualize moral dilemmas and concept of responsibility in making of decisions ("SimCity ).
2017
Videogames have the potential to promote ethical reasoning and reflection in players, however, designing games with this goal poses unique challenges. One way developers have attempted to introduce ethical choices into their games is by creating game systems that evaluate the players' moral actions, often representing them through a linear scale such as a " karma meter. " At the same time, these ethical systems often work contrary to the design goals of the game by taking player choices that are framed as ethical and reducing them to strategic decisions. The aim of this paper is to build off the work that has already been done in game design and ethics in order to evaluate effective and ineffective approaches to creating engaging ethical systems in games. In particular, this paper will look at the use of intentional ambiguity as a method of encouraging ethical decision making while deterring purely instrumental player choices.
2014 IEEE Games Media Entertainment, 2014
In this paper, we will propose CINDR, a video game ethics framework, and use it as a semantic context for examining and classifying several example video games that represent various video game genres. Consequently, we will discuss ways in which the gaming industry could, in the future, create games while seriously considering the ethical issues virtual worlds can cause for players and their communities.
Video games today are not just an electronic extension of playing favourite games. Now it is emerged as one of mainstream mass medium and an industry worth billions. Video games and its popularity grew around the sphere regardless demographic and geographic taxonomy. Began in late 1940s, with platform of cathode ray tube television sets and specially equipped platforms are now available on mobile phones and other portable gadget with easy mobility and more live three dimensional views. The video games use user interaction and visual feedback which exercise much mental and physical attention of player. This in fact leads to develop application in day to day life of players. Video games have become a widely popular and highly profitable medium of entertainment. Animated characters with motion and multidimensionality are not only affecting the cognitive of a human but also to the tender feelings and emotions..
Sociology Mind
Citizen morality reflects civilization and is significant to society. Ethics education for improving morality, especially in China, may fail because of its reliance on lecture-based teaching. Game-based learning presents an innovative approach to ethics education. This paper identifies problems in tertiary ethics education and reviews relevant game design principles before establishing a framework for designing educational games that may assist in ethics education. It then proposes a game design model for teaching ethics.
International Journal of Gaming and Computer-Mediated Simulations, 2000
Information Systems Frontiers, 2010
There is a significant and previously unidentified ethics problem with many e-games; many of them are designed in such a way that they encourage and train game players to follow a narrow and dangerous model of decision making. It is argued that extending this model of decision making beyond an e-game's virtual reality has significant negative societal consequences. Unfortunately most e-game courses focus primarily on game engine design and other technical issues. E-game curricula and e-game designers need to follow standards which recognize this ethical concern and recognize that their work is not independent from the societal impacts of the technology they develop. Modifying design approaches can reduce the problems caused by the ethical decision making model.
Papers, Please, by Lucas Pope (2013), explores the story of a customs inspector in the fictional political regime of Arstotzka. In this paper we explore the stories, systems and moral themes ofPapers,Please in order to illustrate the systemic approach to designing videogames formoral engagement. Next, drawing on the FourComponentmodel of ethical expertise from moral psychology, we contrast this systemic approach with the more common scripted approach. We conclude by demonstrating the different strengths and weaknesses that these two approaches have when it comes to designing videogames that engage the different aspects of a player’s moral expertise.
This paper reports on a literature review investigating the main ethically-related themes appearing in the academic literature on digital games, and considers their connections with games and learning, identity development, and the construction of personal beliefs. The themes explored include how videogames can shape players' attitudes or encourage the development of ethical (or unethical) behaviours (like aggression, to mention just one example), the treatment of personal and social identity, positive and negative effects concerning interaction processes in digital gaming circles, and the use of exploitative game mechanics intended to increase player engagement. These questions are explored by drawing on and updating a broadly based literature review that was carried out within the H2020 project Gaming Horizons. As well as reporting on those themes from an academic viewpoint, this paper offers some indications of both a theoretical and practical nature that may prove useful to a variety of game-world stakeholders, including game developers and marketers, researchers, educators and teachers, policy makers, and gaming enthusiasts of various kinds.
Breaking New Ground: Innovation in Games, Play, Practice and Theory, Proceedings of DiGRA 2009, 2009
In what ways can we use games to make moral demands of players and encouraging them to reflect on ethical issues? In this article we propose an ethically notable game as one that provides opportunities for encouraging ethical reasoning and reflection. Our analysis of the videogames
Abstract: This chapter introduces critical gameplay design as a technique for creating digital games that offer alternative play. Critical gameplay provides the opportunity to explore game ethics through the way games are designed to be played. Since game designers outline the rules of play, game designs outline designer's definitions of what is ethical and important. Taking the notion that design is a reflection of the designer's values, this chapter outlines methodologies for exposing the intrinsic values in play and creating gameplay models from alternative ethics and values. The chapter concludes with examples of critical gameplay games that have been demonstrated to international audience.
International Journal of Social and Educational Innovation, 2014
This paper studies the reflection of ethic relations between the interests of human beings and of non-human beings in online games and eco games. It will include a philosophical analysis of the inherent value of nature, emphasized by the aesthetic characteristic of being natural etc., and on the same time it will follow the impact that online games have on the education of the young generations' ecological awareness and behaviour.
Designing …, 2010
In this chapter, seven experts from the games industry and from academia discuss late-breaking and big picture trends in ethics and games. Rather than deep analyses of the issues, these brief perspectives introduce main ideas related to current ...
Games and Culture, 2021
This paper introduces the ludic ethics approach for understanding the moral deliberations of players of online multiplayer games. Informed by a constructivist paradigm that places players' everyday ethical negotiations at the forefront of the analysis, this study utilises a novel set of game-related moral vignettes in a series of 20 in-depth interviews with players. Reflexive thematic analysis of these interviews produced four key themes by which participants considered the ethics of in-game actions: 1) Game Boundaries; 2) Consequences for Play; 3) Player Sensibilities; and 4) Virtuality. These results support the conceptualisation of games as complex ethical sites in which players negotiate in-game ethics by referring extensively-though not exclusively-to a framework of 'ludomorality' that draws from the interpreted meanings associated with the ludic digital context.
2010
Abstract This chapter presents a case study of the design and development of two original ethics games entitled Veritas University and Knights of Astrus. Through this case study and a review of relevant literature, the authors explore the content creation of, and theoretical rationale for, the design and development of ethics games. Both games use the Adobe Flash® platform and are geared toward an undergraduate student audience as casual games to be completed in a few hours of gameplay.
2021 CHI Conference on Human Factors in Computing Systems, 2021
Game industry professionals are frequently implementing new methods of addressing ethical issues related to in-game toxicity and disruptive player behaviours associated with online multiplayer games. However, academic work on these behaviours tends to focus on the perspectives of players rather than the industry. To fully understand the ethics of multiplayer games and promote ethical design, we must examine the challenges facing those designing multiplayer games through an ethical lens. To this end, this paper presents a reflexive thematic analysis of 21 in-depth interviews with games industry professionals on their ethical views and experiences in game design and community management. We identify a number of tensions involved in making ethics-related design decisions for divided player communities alongside current game design practices that are concerned with functionality, revenue and entertainment. We then put forward a set of design considerations for integrating ethics into multiplayer game design.
Ethics and Information Technology, 2016
2015
Reasoning .07 .06 Emotional Stability .18 .11 Rule Consciousness -.27* -.21 Utilitarian versus Personal Focus -.10 -.05
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