Learning computer ethics and social responsibility with tabletop role-playing games

2014 ◽  
Vol 12 (1) ◽  
pp. 60-75 ◽  
Author(s):  
Katerina Zdravkova

Purpose – Tabletop online role-playing games enable active learning appropriate for different ages and learner capabilities. They have also been implemented in computer and engineering ethics courses. The paper aims to discuss these issues. Design/methodology/approach – This paper presents the experience of implementing role-playing in several courses embedded in Web 2.0 environment, with an intention to confront complex and sometimes mutually conflicting concepts, and integrate them into a whole. Findings – Typical examples introducing two basic scenarios representing individual and collaborative learning scripts are presented together with the detailed analysis how the games were performed, the effort to participate in, and to maintain them. Particular attention is paid to student feedback. Originality/value – The paper concludes with the basic findings of the effects of role-playing in current learning computer ethics and social responsibilities courses, and recommendations for future implementation of similar asynchronous learning online activities in order to increase their academic value and prepare students for their forthcoming professional integration.

Author(s):  
Josep M. Basart

Engineering students are introduced to their profession's ethical and social responsibilities along with their education and training at university. This might be the only time and place where public welfare engagement may be promoted by the institution and acknowledged by students. Their future behavior as engineers heavily depends on the understanding and commitment they may develop during this process. The purpose of this chapter is to discuss the main points related to the teaching and learning of Engineering Ethics at universities. In order to gain insight into this complex educational scene, a set of questions are formulated and explored. The discussion of these questions amounts to explain what Engineering Education consists of, how to integrate Engineering Ethics courses into the curriculum and develop instructional designs for classroom teaching, who should assume teaching responsibilities, and finally, what Engineering Ethics goals should be. For each query, the primal issues, controversies, and alternatives are discussed.


2019 ◽  
Vol 29 (6) ◽  
pp. 1443-1468 ◽  
Author(s):  
Ching-I Teng

Purpose Online games are popular electronic commerce platforms in which gamers use avatars to interact with others. Avatar identification (the extent to which gamers regard avatars as an extension of themselves) is known to be related to online gamer loyalty. However, few studies have examined how avatars could be designed to enhance avatar identification and online gamer loyalty, indicating a gap. Therefore, the purpose of this paper is to contextualize self-affirmation theory into online gaming contexts, identified key theoretical elements and examined how they are related to avatar identification and online gamer loyalty. Design/methodology/approach This study surveyed 1,348 massively multi-player online role-playing game players, and their responses were analyzed using structural equation modeling. Findings The analytical results indicate that irreplaceability within a team and avatar customization are positively related to unique avatar image, while avatar customization is positively related to positive avatar image. Moreover, avatar physical attractiveness and avatar ability to achieve are positively related to positive avatar image. Both unique and positive images of an avatar (as perceived by the user) are positively related to avatar identification, and further to online gamer loyalty. Originality/value This study proposes new constructs: irreplaceability within a team, avatar ability to achieve, unique avatar image and positive avatar image. Such new constructs provide insights to aid electronic commerce managers in avatar design, thus instilling gamer identification with avatars, and thus loyalty.


2015 ◽  
Vol 25 (5) ◽  
pp. 829-851 ◽  
Author(s):  
Chwen-Yea Lin ◽  
Wei-Hsi Hung ◽  
Kwoting Fang ◽  
Chien-Chung Tu

Purpose – Achievement is considered to be an important value for students. The purpose of this paper is to explore what achievement values were derived from playing massively multiplayer online role-playing games (MMORPGs), especially for high-engaged MMORPGs players. Design/methodology/approach – The research employed two approaches to collect data: focus group and a web survey of online game players were conducted. Moreover, an addiction-engagement scale was used to ensure all participants were genuinely highly engaged MMORPGs players in data collection process. There are 12 highly engaged players were recruited as focus group members in Phase 1. The online survey yielded 315 responses, of which 267 were considered valid, and 177 of those were considered to be genuine highly engaged players in Phase 2. In the study, exploratory factor analysis was performed to reveal underlying structure of achievement values. Findings – The result focussing on popular MMORPGs reveal that highly engaged players derived six achievement values from playing MMORPGs, including fantasy satisfaction, adventure, victory, socialization ability, self-actualization, and advancement of wealth and status. Originality/value – In view of the prevalence of MMORPGs, it is imperative to draw attention to understand students’ achievement values derived from playing MMORPGs. By doing that, educators know how to bridge students’ achievement values to their academic performance.


2015 ◽  
Vol 13 (3/4) ◽  
pp. 326-345
Author(s):  
Catherine Flick

Purpose – This paper aims to introduce the concept of ETHICOMP as “community mentor” – the role that the ETHICOMP conference plays outside the standard conference fare, in which it nurtures and supports up-and-coming researchers in the field of computer ethics. Design/methodology/approach – This paper uses an auto-ethnographic methodology to reflexively explore the author’s career from PhD student to early career researcher spanning the years 2005-2013, and how the ETHICOMP community has played a significant role as a mentor in her life. The literature on mentorship is discussed, particularly focussing on the importance of mentorship for women in philosophy-related academic careers, and criteria for successful mentorship are measured against the ETHICOMP “community mentorship”. Additionally, some key philosophical concepts are introduced and reflected upon. Findings – The paper produces recommendations for other philosophical communities wishing to grow their mentorship capabilities through communities around conferences. Originality/value – This paper sheds new light on the concepts of mentorship and the practical application of mentorship within an academic community. It also provides an account of the value of the ETHICOMP conference series that is beyond the usual academic output.


2015 ◽  
Vol 13 (3/4) ◽  
pp. 176-189 ◽  
Author(s):  
Richard Volkman

Purpose – The paper aims to examine the nature of computer ethics as a field of study in light of 20 years of Ethicomp, arguing that computer ethics beyond mere compliance will have to be pluralistic and sensitive to the starting places of various audiences. Design/methodology/approach – The essay offers a philosophical rather than empirical analysis, but the ideal of open inquiry is observed to be manifest in the practice of Ethicomp. Findings – If computer ethics is to constitute a real engagement with industry and society that cultivates a genuine sensitivity to ethical concerns in the creation, development and implementation of technologies, a genuine sensitivity that stands in marked contrast to ethics as “mere compliance”, then computer ethics will have to persist in issuing an open invitation to inquiry. Originality/value – The celebration of 20 years of Ethicomp is an occasion to reflect on who we are and what we mean to be doing. Inclusive of previous accounts (e.g. Moor and Gotterbarn), while going beyond them, an inquiry-based conception of computer ethics makes room for all the various dimensions of computer ethics.


2018 ◽  
Vol 56 (3) ◽  
pp. 550-569 ◽  
Author(s):  
Xue Lin ◽  
Christabel Man-Fong Ho ◽  
Geoffrey Qiping Shen

Purpose The purpose of this paper is to describe the development of a collaborative framework for balancing stakeholder power and social responsibilities in construction projects. To resolve the problems of unclear responsibility that is common in construction projects, the framework is designed to help stakeholders identify their roles in various issues and to facilitate collaborative endeavours by elucidating their responsibilities. Design/methodology/approach The framework is designed using a scientific approach based on a problem-solution paradigm. It is developed as a model that would provide strategies for responding to various issues and that would also balance stakeholder responsibilities with power. A case study is conducted to validate the framework in an ongoing real estate project in China. Findings The effectiveness of the framework is validated from the case study, which found that the engagement of stakeholders is improved by adopting the framework. It is also found that use of the framework led to enhancement of communication and trust, and better collaboration through a collective form of responsibility. Originality/value The study provides valuable insights into stakeholder collaboration on social responsibility issues in construction projects. The dynamic nature of stakeholders is addressed, and an easy-to-follow framework is offered for use in construction projects.


2018 ◽  
Vol 35 (3) ◽  
pp. 254-263
Author(s):  
Jacob L. Hiler ◽  
Laurel Aynne Cook ◽  
William Magnus Northington

Purpose This paper aims to investigate the phenomenon of co-competition, within service-dominant logic, whereby multiple parties with mutually exclusive goals compete for the rights to co-create with a firm. Design/methodology/approach Within the context of a massively multiplayer online role-playing game, the paper uses a naturalistic inquiry approach guided by the core objectives of qualitative research provided by Belk et al. (2012). These objectives include understanding the construct of study, the antecedents and consequences of what is being studied and, finally, the process used by the consumer during the phenomena. Additionally, the results are presented within an idiographic framework. Findings This study finds that co-competition arises when heterogeneous segments of consumers attempt different co-creation strategies with the firm, an overlooked dark side of co-creation and co-production of value. Additionally, the study finds evidence that co-competition may have led to co-destruction of value for both consumer parties and the firm. Originality/value The outcomes of this process could have significant financial and reputational impacts for the firm resultant from alienating both types of consumers competing for the rights to co-create. The conceptual framework established here provides a guide through which further investigation of co-creative forces can occur.


2016 ◽  
Vol 32 (3) ◽  
pp. 10-12

Purpose – This paper aims to review the latest management developments across the globe and pinpoint practical implications from cutting-edge research and case studies. Design/methodology/approach – This briefing is prepared by an independent writer who adds their own impartial comments and places the articles in context. Findings – Sustainability has become one of the most important issues for businesses today. Growing concerns about environmental welfare has guaranteed that eco-sustainability is now high on many company agendas around the globe. The critical nature of sustainability is without question. Firms that fail to recognize this might be seriously jeopardizing competitiveness, growth and success in the longer term. Organizations face a pretty formidable challenge. The natural quest to attain economic goals must be balanced by the obligation to meet existing and future environmental and social responsibilities. Some companies can’t be faulted for their efforts in this respect. Moves to reduce their carbon footprint and improve production systems are testimony to that. But in spite of such moves, natural resources continue to diminish as a result of business activities. Practical implications – The paper provides strategic insights and practical thinking that have influenced some of the world’s leading organizations. Originality/value – The briefing saves busy executives and researchers hours of reading time by selecting only the very best, most pertinent information and presenting it in a condensed and easy-to-digest format.


2016 ◽  
Vol 58 (1) ◽  
pp. 94-111 ◽  
Author(s):  
Grainne Oates ◽  
Roshanthi Dias

Purpose – The purpose of this paper is to identify whether ethics is incorporated into the curriculum in postgraduate banking and finance programmes. There is growing concern that moral failure preceded the global financial crisis with waves of ethical scandals overwhelming the global banking industry highlighting a lack of integrity. Consequently, banking and financial institutions have received much criticism for focusing on higher financial returns that bring personal rewards with significant costs to the majority of society. Design/methodology/approach – The population for this study is Australian universities offering banking and finance postgraduate programs. The data for this study were collected from information available on university websites. The study uses content analysis to examine course content in 897 courses offered within banking and finance programmes. Findings – Findings reveal that 809 (90 per cent) out of 897 courses do not incorporate ethics into banking and finance programmes. Most of the 88 courses incorporating ethics as include the course as “core”, with a relatively small number offering ethics as an “elective”. Only a few courses were offered as stand-alone ethics courses. It appears from the information available that little focus is given to assessment of ethics. Originality/value – This is the first study to explore whether ethics is featured in postgraduate banking and finance programmes.


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