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  1. The banality of simulated evil: Designing ethical gameplay. [REVIEW]Miguel Sicart - 2009 - Ethics and Information Technology 11 (3):191-202.
    This paper offers an analytical description of the ethics of game design and its influence in the ethical challenges computer games present. The paper proposes a set of game design suggestions based on the Information Ethics concept of Levels of Abstraction which can be applied to formalise ethical challenges into gameplay mechanics; thus allowing game designers to incorporate ethics as part of the experience of their games. The goal of this paper is twofold: to address some of the reasons why (...)
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  • Homo ludens: A study of the play‐element in cult.Johan Huizinga - 1949 - Routledge/Thoemms Press.
  • Focus, Sensitivity, Judgement, Action: Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2017 - Transactions of the Digital Games Research Association 2 (3):143-173.
    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 (...)
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  • Rule sets, cheating, and magic circles: Studying games and ethics.Mia Consalvo - 2005 - International Review of Information Ethics 4 (2):7-12.
    This paper provides frameworks for understanding how ethics might be expressed in gameplay situations, and how we can study the ethical frameworks that games offer to players. There are many ways to delve into such topics, and this paper considers only a few approaches. It briefly surveys some of the important ques-tions and critiques arising from audience studies, theories of play and games, and work on cheating, and begins to build a framework for considering ethics in relation to games and (...)
     
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