17 research outputs found

    Towards to personal profiles of online video game players: application of POS-PLS on UTAUT model

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    There are diverse segmentations of online players in the literature. Most of them are proposed a priori, and there are no segmentations based on the acceptance of technology and the personal values of the players. The foremost purpose of this study is to obtain a clustering of online video games players, founded on UTAUT model, and to describe the subsequent segments consistent with the personal values of Schwartz. The measurement model and the structural model was analyzed with partial least squares (PLS). Subsequently, the POS-PLS technique has been devoted to inspect unobserved heterogeneity and to find players’ segments. Four segments are obtained from the statistical tools

    Four Lenses for Designing Morally Engaging Games

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    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how they may be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and describe the design problems raised by each. To conclude, we analyse two recent games, The Walking Dead and Papers, Please, and show how the lenses give us insight into important design differences between them

    Dark Patterns in the Design of Games

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    Game designers are typically regarded as advocates for players. However, a game creator’s interests may not align with the players’. We examine some of the ways in which those opposed interests can manifest in a game’s design. In particular, we examine those elements of a game’s design whose purpose can be argued as questionable and perhaps even unethical. Building upon earlier work in design patterns, we call these abstracted elements Dark Game Design Patterns. In this paper, we develop the concept of dark design patterns in games, present examples of such patterns, explore some of the subtleties involved in identifying them, and provide questions that can be asked to help guide in the specification and identification of future Dark Patterns. Our goal is not to criticize creators but rather to contribute to an ongoing discussion regarding the values in games and the role that designers and creators have in this process

    DESIGNING SERIOUS GAMES FOR A SUSTAINABLE WORLD

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    Computer games can be used to educate and persuade. In this paper we investigate the potential of “serious games” to foster values to create a sustainable world. Although the idea of using games to persuade people raises ethical concerns, we draw inspiration from the 17 UN sustainable development goals, focusing on goal 6 – Clean water and sanitation. This research project uses design science research to propose and demonstrate design artefacts via the creation of a game prototype. We believe that this approach has the potential to lay the foundation for the future design and development of serious games for sustainability

    Papers, Please and the systemic approach to engaging ethical expertise in videogames

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    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 of Papers, Please in order to illustrate the systemic approach to designing videogames for moral engagement. Next, drawing on the Four Component model 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

    Instructional Methods and Curricula for “Values Conscious Design”

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    Values at Play (VAP) is a project that aims to investigate the role of social, moral, and political values in digital games. A primary goal of the project has been to develop a systematic approach to considering values in the design process. Another goal, complementary to this one, has been to create and disseminate curricula and instructional materials for introducing students to our approach, and, more broadly, to “values conscious” design. This paper provides an overview of curricula and instructional materials created to date, as used in a number of graduate and undergraduate game design courses

    Value annotation of web resources: the ValueML Language

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    In the multimedia design field, we have recently witnessed a shift of focus from products and the user' s experience to social effects of technologies and the quality of life. In this context, values play an important role. They may be inscribed within an artifact as symbolic meanings or as a built- in use consequence. In spite of their growing relevance, there is not yet a markup language for value annotation. This paper describes a proposal for filling this gap. After a brief review of various perspectives on the concept of value and relevant taxonomies, we discuss the syntax and semantics of a preliminary version of the ValueML language together with an example of annotation of a commercial video clip

    Mundos y sistemas: entendiendo el diseño de la gameplay ética

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    En este artículo presento un modelo que describe la estructura informativa de cualquier juego. Utilizaré este modelo para describir la naturaleza ontológica de todo juego, así como las posibilidades del diseño de juegos para crear gameplay ética.In this paper I will present an informational model that describes the structure of games, which will be applied to answering the question of the nature and possibilities of the design of ethical gameplay, both for computer games and for non-digital games

    Employee and Organization Security Value Alignment Through Value Sensitive Security Policy Design

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    Every member of the organization must be involved in proactively and consistently preventing data loss. Implementing a culture of security has proven to be a reliable method of enfranchising employees to embrace security behavior. However, it takes more than education and awareness of policies and directives to effect a culture of security. Research into organizational culture has shown that programs to promote organizational culture - and thus security behavior - are most successful when the organization\u27s values are congruent with employee values. What has not been clear is how to integrate the security values of the organization and its employees in a manner that promotes security culture. This study extended current research related to values and security culture by applying Value Sensitive Design (VSD) methodology to the design of an end user security policy. Through VSD, employee and organizational security values were defined and integrated into the policy. In so doing, the study introduced the concept of value sensitive security policy (VSP) and identified a method for using VSPs to promote a culture of security. At a time when corporate values are playing such a public role in defining the organization, improving security by increasing employee-organization value congruence is both appealing and practical
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