scholarly journals Ethics of Biotechnology in Bioshock’s Interactive Narrative

2019 ◽  
Author(s):  
Hasbi Thaufik Oktodila ◽  
Dhita Hapsarani

The interactivity element in video games allows the process of delivering narration through words and actions taken by the game player. The diversity of game design in delivering stories leads to a debate between ludology (game-centered) and narratology (narrative-centered). Ludology perceives game as ‘sets of rules’ because game itself is a medium that is made up of rules. On the other hand, narratology views game in terms of the narrative resulted from the rules. Narratology tends to reduce the peculiarity of the medium because it does not take game rules into account, while ludology ignores the narrative elements. However, in recent times, games combine aspects of gameplay and narration to form an interactive narrative. One video game that uses such combination is Bioshock (2007). The interactivity elements in this game are not only for conveying the story, but also for allowing players’ participation to determine the resolution of the story through the player’s interaction with the character named Little Sister. Gameplay-wise, Little Sister acts as one of the main resources that helps players complete the game. Narrative-wise, Little Sister who is a chimera (a combination between animal and human) is a representation of technological advancement. Positioned as resource both in the gameplay and the narration, the game player’s treatment toward Little Sister implies ethical and moral consequences. For these reasons, this article implements textual analysis to discuss the characterization of Little Sisters displayed in the gameplay and the narration that leads to the ethical and morality issues lies in biotechnology.

2017 ◽  
Vol 14 (7-8) ◽  
pp. 781-800 ◽  
Author(s):  
Óliver Pérez-Latorre ◽  
Mercè Oliva

An ideological analysis of video games should include both the narrative and ludic dimensions, since there can be frictions between these two dimensions and they can even contradict one another. This article’s main aim is to analyze BioShock Infinite, an illustrative case study of these conflicts. On the one hand, it is a video game that portrays a dystopian narrative, aligning itself with this genre’s critical progressive tradition; on the other hand, its gameplay has an accentuated neoliberal bent. The analysis of BioShock Infinite also helps us to critically discuss certain trends in game design in contemporary mainstream video games that connect with and reinforce neoliberal values.


2020 ◽  
Vol 32 (3) ◽  
pp. 32-52
Author(s):  
L.V. Moyzhes ◽  

The purpose of this article is to propose a method for analyzing the ideo­logical content of video games while taking into account the agency of the players. The interactivity of video games as a medium has been attracting the attention of researchers for many years, raising, in particular, the ques­tion of how this unique property serves to broadcast certain ideologies. The ability of games to make ideological statements was discussed by Bogost, Frasca, Aarseth, and many other pioneers of game studies. Video games were analyzed both in the context of older media forms that promoted certain ideas through plots, visuals, and other traditional means, and as unique types of objects that can make statements through rules. I aim to introduce the player — as a subject who is able to transform and conceptual­ize the game based on their own cultural background — to this discussion. Using James Gibson’s theory of affordances, I want to acknowledge the player’s freedom of interpretation, the potential to assign one or another ideology to the game in each playthrough. On the one hand, the player acts as a consumer of content; on the other hand, they are a co-author who will use the tools offered by the video game to produce their own state­ments, to be interpreted independently. This leaves the final decision about the ideology of the game to the consumer; thus, game studies need an ap­proach that allows the analysis of the ideological content of specific games. It is especially important in the light of more and more games prioritizing player freedom and not providing any clear plot or even victory conditions. Of course, research can still proclaim, and rightfully so, that the specific rules in such games bear traces of certain ideological systems — capitalism or secularism, for example. But individual players could undermine such interpretations both at the level of reading the game as a “text”, and at the level of interactive actions inspired by those readings.


2016 ◽  
Vol 14 (2) ◽  
pp. 106-123 ◽  
Author(s):  
Johnny Hartz Søraker

Purpose The purpose of this paper is to investigate the ethical implications of video game companies employing psychologists and using psychological research in game design. Design/methodology/approach The author first argues that exploiting psychology in video games may be more ethically problematic than familiar application domains like advertising, gambling and political rhetoric. Then an overview of the effects particular types of game design may have on user behavior is provided, taking into account various findings and phenomena from behavioral psychology and behavioral economics. Findings Finally, the author concludes that the corresponding ethical problems cannot – and should not – be addressed by means of regulation or rating systems. The author argues instead that a more promising countermeasure lies in using the same psychological research to educate gamers (children in particular) and thereby increase their capacity for meta-cognition. Originality/value The importance of this lies in the tremendous effect these behavior-modifying technologies may have upon our self-determination, well-being and social relations, as well as corresponding implications for the society.


2019 ◽  
Author(s):  
Amany Annaggar ◽  
Rüdiger Tiemann

<p>The aim of this study is to present how to implement the constructive learning theory and self-determination theory into a video game. This video game is designed as a new kind of teaching tool for chemistry concepts and as an assessment tool for domain-specific problem-solving competence, by applying a problem-solving model and the factors of self-determination theory through game elements. These types of video games are designed not only to have fun and motivate students, but also to help the teachers and educators to assess their students according to their weaknesses and strengths in each particular phase of the competence. Thus, educators could improve their teaching strategy or use the tools to improve weak areas. Based on this idea, we developed ALCHEMIST. ALCHEMIST targeted the 9th-grade students in the German chemistry curriculum. The scientific content is about acids, bases, and indicators, and is designed and based on the problem-solving model to access this competence of the students. The 3D game framework was chosen for this game since it makes the game efficient, interactive and drives it into more virtual reality. The designing process was complicated, as it includes multidisciplinary work across psychology, design, scientific content, development and programming, which makes it challenging. To cover these points, we followed a game design model, adding some steps to cover the educational needs and the aim of the game.</p><p>In order to make the game more effective and interactive, and to drive it into a more virtual world, the 3D game framework was chosen for this game since for this age group a 3D educational game is expected to be more effective (Gunter et al, 2008; Terzidou et al, 2012) . Moreover, the use of avatars in the 3D virtual environment establishes non-verbal communication (NVC) features, which can foster collaboration interactions, and enhance the student’s ability to apply abstract knowledge later in reality (Dede, 1992; Tsiatsos and Terzidou, 2010). The log file provided shows the player points and gameplay path which indicates the performance levels for each problem set. Also, it can help teachers to evaluate each particular phase of problem-solving competence. After the success of the development of our game-based theoretical background, it will be tested and validated by experts in chemistry education. This validation process should examine if the problem-solving model is correctly applied and test the significance of the game design, scientific content and the game’s objective.</p><p>It may also be of interest to develop such video games with scientific content and educational background in other fields. It also would be a success for the scientist to apply the scientific content through a fantasy 3D video game to the students at different ages to have fun, to learn, and to assess their competencies.</p>


2020 ◽  
Vol 6 (1) ◽  
pp. 18-31
Author(s):  
Daniel Kurniawan Salamoon ◽  
Cindy Muljosumarto

AbstrakVideo game sebagai bentuk media visual di era modern memiliki peranan dalam masyarakat sebagai salah satu bentuk hiburan yang bersifat interaktif. Video game terus berkembang dalam tata visual sebagai bentuk evolusi dari teknologi video game tersebut. Evolusi dalam video game membuat genre dalam video game juga mengalami perkembangan. Salah satu genre yang menjadi tren adalah genre post apocalyptic. Penelitian ini mencoba melihat narasi yang hendak disampaikan lewat tata visual beberapa video game dengan genre post apocalyptic. Metode yang dilakukan adalah dengan mengumpulkan data screen capture dari beberapa judul video game dengan rating yang baik. Dari metode ini, teori yang digunakan untuk melakukan analisa adalah teori semiotika khususnya yang berkaitan dengan tata visual pada video game khususnya elemen warna yang menjadi kunci genre ini dengan menggunakan software Image. Setelah itu data dianalisis lebih lanjut dengan metode AEIOU (Action, Environment, Interaction, Object, User). Studi ini memberi gambaran bagaimana tata visual yang menjadi ciri khas genre game post apocalyptic dan nilai estetis yang bisa dipelajari dari genre tersebut. Pada akhirnya studi ini dapat menjadi pondasi dalam melakukan riset warna khususnya dalam pengembangan sebuah video game Kata kunci : desain game, post apocalyptic, video game, warna AbstractVideo games as a form of visual media in the modern era has a role play in society as one of interactive entertainment form. Video games continue to grow in visual elements as evolution forms from video game technology itself. The evolution of video games also makes the genre of video games experience development. This research attempts to observe the narrative is to be conveyed through the visual elements of several video games with the Post-apocalyptic genre. The method used was to collect screen capture data from several video game titles with good ratings. The theory that used to conduct the analysis is a semiotic theory relate to visual elements, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre. The theory that used to conduct the analysis is a semiotic theory relate to visual elements of the video game, especially the colors element that is the key to this genre using image software. Afterward, data analyzed subsequently with AEIOU's (Action, Environment, Interaction, Object, User) method. This study gives a description of how the visual elements become a characteristic of the Post-apocalyptic genre and the aesthetic value that can be learned from the genre. So eventually these studies can be the foundation in conducting color research especially in the development of a video game. Keywords: color, game design, post apocalyptic, video game


Author(s):  
Italo Felipe Capasso-Ballesteros ◽  
Fernando De la Rosa-Rosero

Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.


2000 ◽  
Vol 9 (5) ◽  
pp. 448-462 ◽  
Author(s):  
José Pablo Zagal ◽  
Miguel Nussbaum ◽  
Ricardo Rosas

Extensive research has shown that the act of play is extremely important in the lives of human beings. It is thus not surprising that games have a long and continuing history in the development of almost every culture and society. The advent of computers and technology in general has also been akin to the need for entertainment that every human being seeks. However, a curious dichotomy exists in the nature of electronic games: the vast majority of electronic games are individual in nature whereas the nonelectronic ones are collective by nature. On the other hand, recent technological breakthroughs are finally allowing for the implementation of electronic multiplayer games. Because of the limited experience in electronic, multiplayer game design, it becomes necessary to adapt existing expertise in the area of single-player game design to the realm of multiplayer games. This work presents a model to support the initial steps in the design process of multiplayer games. The model is defined in terms of the characteristics that are both inherent and special to multiplayer games but also related to the relevant elements of a game in general. Additionally, the model is used to assist in the design of two multiplayer games. “One of the most difficult tasks people can perform, however much others may despise it, is the invention of good games …”


Author(s):  
Carmen Van Ommen ◽  
Barbara S. Chaparro

According to a survey conducted by the CDC, it is estimated that 26% of Americans are living with a disability. Of those with disabilities in the United States, it is estimated that 33 million play video games. People with disabilities face many barriers in gaming, which is likely to impact game satisfaction. Measuring game satisfaction among this population can be problematic if the scale is not adapted to their needs, which can vary significantly based on the disability. To understand how best to assess game satisfaction among these populations, we discuss the issues people with cognitive, sensory, and/or motor disabilities may face when completing assessment scales and then use the validated Game User Experience Satisfaction Scale (GUESS) as a framework for understanding the game design issues that may impact satisfaction.


Gamification ◽  
2015 ◽  
pp. 1991-2004
Author(s):  
Björn Strååt ◽  
Fredrik Rutz ◽  
Magnus Johansson

Usability evaluation tools in the form of heuristic lists can be very helpful in software development. In the field of video game design, researchers are continuously developing new heuristic tools aimed specifically at video game productions. However, through previous studies, the authors have found that even though these tools are frequent and common, design issues regularly appear in video games. This study examines whether video game heuristics are able to capture and evaluate softer values of video game interaction, based on the challenges, flow and immersion of gameplay. By conducting a heuristic evaluation on low scoring and high scoring games the authors manage to show which kind of design issues are most frequent in both high and low scoring games. As a further result of the study, two new heuristics are presented.


Author(s):  
Janna Jackson Kellinger

Most teachers only dream of their students spending the amount of motivation, attention, passion, and critical thinking on their classes that some do playing video games. Many teachers have thought “How can I compete with that?” as they confiscate a hand-held gaming device from a student. However, more and more teachers are incorporating video games into their curriculum, instead of banning them. This chapter argues that it is not just video games that can transform teaching, video game techniques can as well. By using video game design principles such as game stories and quests, teachers can restructure their teaching so students do not just learn the curriculum, they experience it. This chapter explores the research on using game-based teaching and learning with the Next Generation including how game-based teaching can be used to achieve 21st century goals as outlined by business leaders within 21st century educational constraints.


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