Transactions of the Digital Games Research Association 2 (3):143-173 (2017)
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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.
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Keywords | game design ethics videogames moral psychology Four Component Model |
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References found in this work BETA
Moral Stages a Current Formulation and a Response to Critics.Lawrence Kohlberg, Charles G. Levine & Alexandra Hewer - 1983 - S Karger.
Eichmann in Jerusalem: A Report on the Banality of Evil.Hannah Arendt - 1964 - Science and Society 28 (2):223-227.
Is Radical Evil Banal? Is Banal Evil Radical?Paul Formosa - 2007 - Philosophy and Social Criticism 33 (6):717-735.
Explanatory Limitations of Cognitive-Developmental Approaches to Morality.Dennis L. Krebs & Kathy Denton - 2006 - Psychological Review 113 (3):672-675.
Citations of this work BETA
Morality Play: A Model for Developing Games of Moral Expertise.Dan Staines, Paul Formosa & Malcolm Ryan - 2019 - Games and Culture 14 (4):410-429.
Measuring Morality in Videogames Research.Malcolm Ryan, Paul Formosa, Stephanie Howarth & Dan Staines - 2020 - Ethics and Information Technology 22 (1):55-68.
Playing Around With Morality: Introducing the Special Issue on “Morality Play”.Malcolm Ryan, Paul Formosa & Rowan Tulloch - 2019 - Games and Culture 14 (4):299–305.
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2018-12-21
Total views
278 ( #37,789 of 2,497,789 )
Recent downloads (6 months)
35 ( #24,627 of 2,497,789 )
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