Focus, sensitivity, judgement, action: four lenses for designing morally engaging games

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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.
Original languageEnglish
Pages (from-to)143-173
Number of pages31
JournalTransactions of the Digital Games Research Association
Volume3
Issue number2
DOIs
Publication statusPublished - 2017

Bibliographical note

Version archived for private and non-commercial use with the permission of the author/s and according to publisher conditions. For further rights please contact the publisher.

Keywords

  • game design
  • lenses
  • ethics
  • empathy
  • videogames
  • moral psychology
  • Four Component Model

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