Four lenses for designing morally engaging games

Research output: Chapter in Book/Report/Conference proceedingConference proceeding contributionpeer-review

2 Citations (Scopus)

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 they may 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 them.
Original languageEnglish
Title of host publicationDiGRA/FDG '16
Subtitle of host publicationproceedings of the first international joint conference of DiGRA and FDG
Place of PublicationDundee, Scotland
PublisherDigital Games Research Association and Society for the Advancement of the Science of Digital Games
Pages1-16
Number of pages16
Publication statusPublished - 2016
EventJoint International Conference of Digital Games Research Association and Foundation of Digital Games (1st : 2016) - Dundee, Scotland, United Kingdom
Duration: 1 Aug 20166 Aug 2016

Publication series

NameDiGRA conference proceedings
PublisherDigital Games Research Association and Society for the Advancement of the Science of Digital Games
Number1
Volume13
ISSN (Electronic)2342-9666

Conference

ConferenceJoint International Conference of Digital Games Research Association and Foundation of Digital Games (1st : 2016)
Abbreviated titleDiGRA/FDG 2016
Country/TerritoryUnited Kingdom
CityDundee, Scotland
Period1/08/166/08/16

Keywords

  • empathy
  • ethics
  • game design
  • judgement
  • lenses

Fingerprint

Dive into the research topics of 'Four lenses for designing morally engaging games'. Together they form a unique fingerprint.

Cite this