1,537 research outputs found

    Morality Play: A Model for Developing Games of Moral Expertise

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    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

    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

    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

    Focus, Sensitivity, Judgement, Action: 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 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

    Playing Around With Morality: Introducing the Special Issue on “Morality Play”

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    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

    First Responder Mental Health

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    Over the past several years, there has been a drastic change in the training and response for police officers responding to mental health related calls. Recently, there is also a growing focus on responding to the mental health of police officers. Reported police officer suicides are increasing at a drastic rate, with jumping from 172 in 2018 to 228 in 2019. While this does not necessarily mean the rates of officer suicides are rising, the number of reported suicides is and attention is growing. Due to the inherit traumatic nature of the job, police officers are more susceptible to Post Traumatic Stress Disorder (PTSD), depression, anxiety, and other mental health related issues. These issues are not isolated to police officers and also spread across the first responder field to include firefighters, paramedics, and emergency medical technicians (EMTs). Through this paper, the author will explore possibilities for prevention of mental health problems in first responders and treatment methods for first responders already effected by mental health issues

    Resource‐based learning strategies: Implications for students and institutions

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    This paper reports some findings from a project in implementing resource‐based learning in economics, and identifies some implications for students and institutions. These include student responses to a mid‐semester evaluation and the views of the project team. The latter have been informed by action research which sought to recognize students’ individual differences, employ active learning methods and, above all, integrate IT into the curriculum. While innovative strategies are clearly welcomed, students show strong attachment to some traditional methods. Most of those who suggested changes to the range of activities asked for reinstatement of at least some lectures, generally as additions to existing activities. Implications include the need for students and staff to acquire a wide range of new skills, for large‐scale curriculum review if new learning technologies are to be fully integrated, and the need to acknowledge that, given student and staff perceptions of change, the process may be long and costly

    Thiol-reactive analogues of galanthamine, codeine and morphine as potential probes to interrogate allosteric binding within nAChRs

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    Alkaloids including galanthamine (1) and codeine (2) are reported to be positive allosteric modulators of nicotinic acetylcholine receptors (nAChRs) but the binding sites responsible for this activity are not known with certainty. Analogues of galanthamine (1), codeine (2) and morphine (3) with reactivity towards cysteine thiols were synthesised including conjugated enone derivatives of the three alkaloids 4-6 and two chloro-alkane derivatives of codeine 7 and 8. The stability of the enones was deemed sufficient for use in buffered aqueous solutions and their reactivity towards thiols was assessed by determining the kinetics of reaction with a cysteine derivative. All three enone derivatives were of sufficient reactivity and stability to be used in covalent trapping, an extension of the substituted cysteine accessibility method (SCAM), to elucidate the allosteric binding sites of galanthamine and codeine at nAChRs

    Pseudo Market Timing and Predictive Regressions

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    A number of studies claim that aggregate managerial decision variables, such as aggregate equity issuance, have power to predict stock or bond market returns. Recent research argues that these results may be driven by an aggregate time-series version of Schultz's (2003) pseudo market timing bias. We use standard simulation techniques to estimate the size of the aggregate pseudo market timing bias for a variety of predictive regressions based on managerial decision variables. We find that the bias can explain only about one percent of the predictive power of the equity share in new issues, and that it is also much too small to overturn prior inferences about the predictive power of corporate investment plans, insider trading, dividend initiations, or the maturity of corporate debt issues.
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