2 research outputs found
Applying Psychological Theory to in-game moral behaviors through the development of a purpose-made game
A number of video games involve moral narratives or require the players to make
moral decisions. Research from psychologists has helped to understand the effects that video
game content can have on how individuals think, feel and behave. Recent research has
examined the role of morality in video games, yet there are many inconsistencies in the
findings that could be due to the use of commercial video games for research purposes, which
contain biases such as familiarity with the game and favorite characters. By developing a
bespoke game designed specifically for the purpose of exploring morality, these potential
biases can be reduced. Before designing the game, morality in existing video games is
critically analyzed, using theories from moral psychology. From this, a game was developed
to measure behavioral outcomes through which moral decisions are made; with the aim to
address biases that are inherent in commercial games. Then, the resultant game was used to
investigate how participants make moral choices in video games
Older peoples’ preferences and challenges when using digital technology: a systematic review with particular reference to digital games
Digital games offer an increasingly important way for older people to access new knowledge and skills particularly in terms of improving health and well-being. Currently there is limited research exploring how older people interact with digital games, and this review of the literature contributes insights into the preferences and limitations that older users encounter when using digital technology. Although older users of technology do not present as a homogeneous group due to differences linked to experience, specific older age cohort, dexterity and sensory loss, several key considerations are identified. Key factors include those linked to usability, learnability, efficiency, and satisfaction for the user and the article concludes with a suggestion that bespoke tools should be developed in an inclusive way with older peoples’ needs and experiences as a central consideration