Projects per year
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 language | English |
|---|---|
| Pages (from-to) | 143-173 |
| Number of pages | 31 |
| Journal | Transactions of the Digital Games Research Association |
| Volume | 3 |
| Issue number | 2 |
| DOIs | |
| Publication status | Published - 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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Dive into the research topics of 'Focus, sensitivity, judgement, action: four lenses for designing morally engaging games'. Together they form a unique fingerprint.Projects
- 1 Finished
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Designing for moral engagement in videogames
Ryan, M. (Primary Chief Investigator), Formosa, P. (Chief Investigator), Howarth, S. (Chief Investigator) & Messer, J. (Associate Investigator)
1/01/18 → 31/12/19
Project: Research