3,901 research outputs found
Papers, Please and the systemic approach to engaging ethical expertise in videogames
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
Playing Around With Morality: Introducing the Special Issue on “Morality Play”
This special issue of Games and Culture focuses on the intersection between video
games and ethics. This introduction briefly sets out the key research questions in the
research field and identifies trends in the articles included in this special issu
Using gaming paratexts in the literacy classroom
This paper illustrates how digital game paratexts may effectively be used in the high school English to meet a variety of traditional and multimodal literacy outcomes. Paratexts are texts that refer to digital gaming and game cultures, and using them in the classroom enables practitioners to focus on and valorise the considerable literacies and skills that young people develop and deploy in their engagement with digital gaming and game cultures. The effectiveness of valorizing paratexts in this manner is demonstrated through two examples of assessment by students in classes where teachers had designed curriculum and assessment activities using paratexts
Focus, Sensitivity, Judgement, Action: Four Lenses for Designing Morally Engaging Games
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 these skills can 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 these games
Just war? War games, war crimes, and game design
Military shooters have explored both historical and modern settings and remain one of the most popular game genres. While the violence of these games has been explored in multiple studies, the study of how war and the rules of war are represented is underexplored. The Red Cross has argued that as virtual war games are becoming closer to reality, the rules of war should be included. This article explores the argument put forward by the Red Cross and its reception by games media organizations, in order to consider how the concept of “just war” is represented within games. This article will focus on concerns over games adherence to the criteria of jus in bello (the right conduct in war) and will also consider the challenges that developers face in the creation of entertainment products in the face of publisher and press concerns
Editorial: Positive Technology: Designing E-experiences for Positive Change
While there is little doubt that our lives are becoming increasingly digital, whether this change
is for the better or for the worse is far from being settled. Rather, over the past years concerns
about the personal and social impacts of technologies have been growing, fueled by dystopian
Orwellian scenarios that almost on daily basis are generously dispensed by major Western media
outlets. According to a recent poll involving some 1,150 experts, 47% of respondents predict that
individuals’ well-being will bemore helped than harmed by digital life in the next decade, while 32%
say people’s well-being will bemore harmed than helped. Only 21% of those surveyed indicated that
the impact of technologies on people well-being will be negligible compared to now (Pew Research
Center, 2018)
Morality Play: A Model for Developing Games of Moral Expertise
According to cognitive psychologists, moral decision-making is a dual-process
phenomenon involving two types of cognitive processes: explicit reasoning and
implicit intuition. Moral development involves training and integrating both types of
cognitive processes through a mix of instruction, practice, and reflection. Serious
games are an ideal platform for this kind of moral training, as they provide safe spaces
for exploring difficult moral problems and practicing the skills necessary to resolve
them. In this article, we present Morality Play, a model for the design of serious games
for ethical expertise development based on the Integrative Ethical Education framework
from moral psychology and the Lens of the Toy model for serious game design
The birth of roboethics
The importance, and urgency, of a Roboethics lay in the lesson of our recent history. Two of the front rank fields of science and technology, Nuclear Physics and Genetic Engineering, have already been forced to face the ethical consequences of their research’s applications under the pressure of dramatic and troubling events. In many countries, public opinion, shocked by some of these effects, urged to either halt the whole applications, or to seriously control them.
Robotics is rapidly becoming one of the leading field of science and technology, so that we can forecast that in the XXI century humanity will coexist with the first alien intelligence we have ever come in contact with - robots. It will be an event rich in ethical, social and economic problems. Public opinion is already asking questions such as: “Could a robot do "good" and "evil”? “Could robots be dangerous for humankind?”
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Persuasive technology and digital design for behaviour change
Copyright @ 2012 Social Science Research NetworkThe convergence of the 'digital' and 'real' worlds has been rapid and transformative of everyday life, as well as design practice - to the extent that talking about 'digital design' and 'the digital context' seems anachronistic and redundant. Nevertheless, the arrival of digital technology, the Internet and social media has, from a design perspective, created a new field of a ffordances, constraints, information flows and possibilities. This paper reviews some of the ways in which digital architecture infl uences behaviour, and what the implications could be for designers seeking to infl uence behaviour for social and environmental bene fit. Topics covered include Persuasive Technology, gami fication, Lessig's 'Code is Law' perspective, digital rights management and Zittrain's concept of generativity
Revisiting the Twentieth Century Through the Lens of Generation X and Digital Games: A Scoping Review
Video games have been around since the 1960s and have impacted upon society in a myriad of different ways. The purpose of this scoping review is to identify existing literature within the domain of video games which recruited participants from the Generation X (1965–1980) cohort. Six databases were searched (ACM, CINHAL Google Scholar, PubMed, Scopus, and Web of Science) focusing on published journal papers between 1970 and 2000. Search results identified 3186 articles guided by the PRISMA Extension for Scoping Reviews (PRISMA-ScR); 4 papers were irretrievable, 138 duplicated papers were removed, leaving 3048 were assessed for eligibility and 3026 were excluded. Articles (n = 22) were included into this review, with four papers primarily published in 1997 and in 1999. Thematic analysis identified five primary themes: purpose and objectives, respective authors’ reporting, technology, ethics and environment) and seven secondary themes: populations, type of participants (e.g. children, students), ethical approval, study design, reimbursement, language, type of assessments. This scoping review is distinctive because it primarily focuses on Generation X, who have experienced and grown-up with videogames, and contributes to several disciplines including: game studies, gerontology and health, and has wider implications from a societal, design and development perspective
of video games
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