Applied Ethics Game Design

Author(s):  
Rudy McDaniel ◽  
Stephen M. Fiore

This chapter presents a case study of the design and development of two original ethics games entitled Veritas University and Knights of Astrus. Through this case study and a review of relevant literature, the authors explore the content creation of, and theoretical rationale for, the design and development of ethics games. Both games use the Adobe Flash® platform and are geared toward an undergraduate student audience as casual games to be completed in a few hours of gameplay. To ground the development of these games, the authors review contemporary research on identity, cognition, and self in relation to video game environments; they also argue for the need for further research and development in this area. From this literature base and their applied design experiences, the authors offer six guidelines as practical suggestions for aspiring ethics game developers.

2012 ◽  
Vol 2 (4) ◽  
pp. 1-23
Author(s):  
Rudy McDaniel ◽  
Stephen M. Fiore

This article builds upon earlier research (McDaniel & Fiore, 2010) in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of gameplay. To update and expand this original work, the authors reviewed contemporary research on identity, cognition, and self in relation to video game environments as well as literature dealing more specifically with ethics and video games. From this literature base and their applied design experiences, the authors offer ten guidelines as best practices to follow for aspiring ethics game developers.


2019 ◽  
Vol 15 (8) ◽  
pp. 1004-1025
Author(s):  
Matthew E. Perks

Games critics arguably influence the form games take, identities of players, and identities of game developers. However, very little work in Game Studies examines how critical games journalism, games, developers, and independent actors intersect. This article argues that pragmatic sociology of critique, developed by Luc Boltanski, can act as a theoretical framework to aid in understanding these processes of critique. Utilizing a theoretical lens such as this helps us better understand the function of games critique within the video game industry. Applying this framework to a case study of monetization and “loot boxes,” this article emphasizes the role and power of journalistic critique in shaping gaming cultures, and the consumption and production of media more generally.


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.


Author(s):  
Patricia A. Young

The global game industry expects substantial growth in the next decades. Massive multiplayer online games (MMOG) are expected to skyrocket from the $3.8 billion reported in 2006 to $11.8 billion by 2011 (Olausson, 2007). The video game industry is expected to grow at an annual rate of 9.1%, or from a $31.6 billion in 2006 to $48.9 by 2011. Serious games are the new growth area. These games are reportedly not for entertainment purposes and are being developed by and for industries such as government, education, health, and business (Scanlon, 2007). Given these figures, the role of game design will have global implications for groups of people around the world. Therefore, design and development must meet the challenges of this technological revolution.


Information ◽  
2020 ◽  
Vol 11 (12) ◽  
pp. 566
Author(s):  
Urbano Gómez-Prada ◽  
Martha Orellana-Hernández ◽  
Jesús Salinas-Ibáñez

There is low adoption of Information Technologies (IT) in the administration of small bovine production systems which causes that most decisions are made based on the experience of the administrators and not based on data. This study proposes a methodological strategy to improve the adoption and appropriation of a Decision Support System (DSS) in the aforementioned kind of systems. The strategy includes gamification elements in the training supported in three IT tools, which help with the understanding of the connection between the tools. The tools are a simulation model, a serious video game, and the DSS. The design and development of the strategy used Design and Development Research and Case Study, System Dynamics to develop the simulation model and a Rational Unified Process to develop the serious video game and the DSS. The methodology was implemented in Santander, Colombia with informative sessions and working with producers in aided simulated environments with the goal of getting participants to use the proposed tools in their environments in a voluntary, autonomous, lasting way. Results showed the impact of the ludic and pedagogical components for the appropriation of the technology. 22 months after finishing the aided sessions 34% of the farmers show appropriation of the DSS and use it on their farms.


2020 ◽  
Author(s):  
Quan-Hoang Vuong ◽  
Manh-Toan Ho ◽  
Minh-Hoang Nguyen ◽  
Thanh-Hang Pham ◽  
Ho Hoang Anh ◽  
...  

Currently, gaming is the world’s favorite form of entertainment. Various studies have shown how games impact players' perceptions and behaviors, prompting opportunities for purposes beyond entertainment. This study uses Animal Crossing: New Horizons (ACNH)—a real-time life-simulation game—as a unique case study of how video games can affect humans' environmental perceptions. A dataset of 584 observations from a survey of ACNH players and the Hamiltonian MCMC technique has enabled us to explore the relationship between in-game behaviors and perceptions. The findings indicate a probabilistic trend towards exploiting the in-game environment despite players' perceptions, suggesting that the simplification of commercial game design may overlook opportunities to engage players in pro-environmental activities.


Author(s):  
Len Annetta ◽  
James Minogue ◽  
Shawn Holmes ◽  
Meng-Tzu Cheng ◽  
Elizabeth Folta ◽  
...  

This chapter will provide concrete examples of how a research group at North Carolina State University is using case studies as the narrative/backstory for video game design and development. The chapter will begin with a background on video games for learning, followed by a description of case-based learning, and will conclude with five specific examples from games created through three different funded projects. The first example is a simulated case where a haptic feedback device was used to enhance student learning. The second case was derived from a video case on racial and ethical sensitivity. Cases on training and development for adult learners are explained in the next two descriptions. Finally, a case from a field trip was turned into a game for entomology students.


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