Books  |    |  December 31, 2010

Designing Games for Ethics: Models, Techniques and Frameworks

Book edited by Karen Schrier and David Gibson.
Published by IGI Global.
406 pages.

As games become increasingly embedded into everyday life, understanding the ethics of their creation and use, as well as their potential for practicing ethical thinking, becomes more relevant. Designing Games for Ethics: Models, Techniques and Frameworks brings together the diverse and growing community of voices and begin to define the field, identify its primary challenges and questions, and establish the current state of the discipline. Such a rigorous, collaborative, and holistic foundation for the study of ethics and games is necessary to appropriately inform future games, policies, standards, and curricula.

Topics Covered

The many academic areas covered in this publication include, but are not limited to:

  • Classification and criticism of ethical games
  • Critical gameplay
  • Ethical dilemmas in gameplay
  • Ethics and the representation of marginalized groups in videogames
  • Ethics of the videogame controller
  • Fostering character education with games
  • Leveraging digital games for moral development
  • Social and moral development in virtual worlds
  • The ethics of reverse engineering for game technology
  • War and play

Table of Contents

Introducing Ethics and Games

  • Quick Takes on Ethics and Games: Voices from Industry and Academia — Mia Consalvo, Greg Costikyan, et al
  • Ethical Reasoning and Reflection as Supported by Single-Player Videogames — Jose P. Zagal
  • A Framework for Classification and Criticism of Ethical Games — Jamey Stevenson

Game Design Critiques

  • The Axis of Good and Evil — Jonathan Melenson
  • Ethical Dilemmas in Gameplay: Choosing Between Right and Right — Ian Schreiber, Bryan Cash, Link Hughes
  • War and Play: Insensitivity and Humanity in the Realm of Pushbutton Warfare — Devin Monnens
  • God of War: What is it Good For? Nietzsche’s “Master Morality” and the Single-Player Action/Adventure Genre — Peter Rauch

Design, Production, and Use of Games

  • The Ethics of Reverse Engineering for Game Technology — David I. Schwartz, Jessica D. Bayliss
  • Critical Gameplay: Design Techniques and Case Studies — Lindsay Grace
  • How Games Can Touch You: Ethics of the Videogame Controller — Mitu Khandaker
  • Toward an Ethic of Representation: Ethics and the Representation of Marginalized Groups in Videogames — Adrienne Shaw

Designing for Learning and Development

  • The New Backyard: Social and Moral Development in Virtual Worlds — Nathan G. Freier, Emilie T. Saulnier
  • Teaching Executive Functions, Self-Management, and Ethical Decision-Making through Popular Videogame Play — Randy Kulman, Gary Stoner, Louis Ruffolo, Stephanie Marshall, Jennifer Slater, Amanda Dyl, Alice Cheng
  • Fostering Character Education with Games and Interactive Story Generation — Rania Hodhod, Paul Cairns, Daniel Kudenko
  • Leveraging Digital Games for Moral Development in Education: A Practitioner’s Reflection — Ross FitzGerald, Jennifer Groff

Designing for Social Change and Civic Engagement

  • Power to the People: Anti-Oppressive Game Design — Andrea Gunraj, Susana Ruiz, Ashley York
  • The Doctor Will Be You Now: A Case Study on Medical Ethics and Role Play — Nahil Sharkasi
  • Games, Ethics, and Engagement: Potential Consequences of Civic-Minded Game Design and Gameplay — Sharman Siebenthal Adams, Jeremiah Holden
  • Uganda’s Road to Peace May Run through the River of Forgiveness: Designing Playable Fictions to Teach Complex Values — Sasha Barab, Edward Gentry, Asmalina Saleh, Patrick Pettyjohn

About the Editors

  • Karen Schrier is a doctoral student at Columbia University and an adjunct professor at Parsons The New School for Design. She also currently works full-time as an executive producer at Scholastic, where she spearheads digital initiatives for the Corporate and International divisions.
  • David Gibson is research assistant professor in the College of Engineering and Mathematical Sciences, University of Vermont and Executive Director of The Global Challenge, a team and project-based learning and scholarship program for high school students funded by the National Science Foundation that engages small teams in studying science, technology, engineering and mathematics in order to solve global problems.