Authors
Paul Formosa
Macquarie University
Abstract
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.
Keywords game design  ethics  videogames  moral psychology  Four Component Model
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References found in this work BETA

Is Radical Evil Banal? Is Banal Evil Radical?Paul Formosa - 2007 - Philosophy and Social Criticism 33 (6):717-735.

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Citations of this work BETA

Measuring Morality in Videogames Research.Malcolm Ryan, Paul Formosa, Stephanie Howarth & Dan Staines - 2020 - Ethics and Information Technology 22 (1):55-68.

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