Games and Ethics: Theoretical and Empirical Approaches to Ethical Questions in Digital Game Cultures
365828174X, 9783658281748
The number of digital gamers is increasing worldwide, but public debates about digital games commonly focus on questiona
320
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English
Pages 256
[252]
Year 2020
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Table of contents :
Contents
Contributors
1 Ethical Questions in Digital Game Cultures—A Multi-Perspective View
1 ‘Right’ and ‘Wrong’ in the Digital Game Culture
2 Mediatization—Media Competence—Media Ethics
3 The ‘Circuit of Culture’ as a Framework for Discussions on Ethical Values
4 Structure of This Volume
to Ludography
Teil I Introductory Thoughts
2 Homo Ludens Reloaded: The Ethics of Play in the Information Age
1 Introduction
2 Play and Re-Ontologization
3 Ethics and Play Theory
4 Homo Ludens and the Ethics of Re-Ontologization
5 Conclusions
to Ludography
3 Ethical Dimensions of Digital Games
1 Introduction
2 Ethics of Digital Games: An Entertainment-Ethical Approach
3 Considering Problems and Moral Issues of Digital Games
3.1 Gaming and Addiction—A Risk of Mental Disorder?
3.2 In-Game Shops and User Mining
3.3 Sexism, Discrimination and Worldviews
3.4 In-Game Violence and Aggressive Behaviour
4 Considering Positive Effects of Gaming
4.1 Ethical Reflection Through Gaming—the Ludic Phronesis
4.2 Learning by Playing
5 Conclusion
to Ludography
Teil I Societal and Political Discourses
4 Gaming Addiction—Underdefined, Overestimated?
1 Gaming Addiction—A Public Debate
2 A Short History of Gaming Addiction Research
3 ICD-11 and DSM-5: The Current Situation
4 Does Gaming Addiction Exist? Challenges for Future Research
5 Re-Figuring Innovation in Games: A Feminist Interventionist Project
1 Background & Context
2 Description of the Project
3 Theoretical Framework & Methodology
4 Thematic Research Areas
4.1 Research Area 1: Exploring the Culture of Games and Gameplay
4.2 Research Area 2: Documenting and Studying the Digital Games Industry
4.3 Research Area 3: Informal Learning Environments: Feminist Interventions
4.4 Research Area 4: Studying Inclusive Formal Learning and Educational Opportunities
5 So What? A Working Challenge as Conclusion
6 Gamification of Terror—Power Games as Liminal Spaces
1 Gamifying Terror
2 Play as Power
3 Online Platforms as Active Matter
4 Gamified Extremism as a Liminal Space
5 Video Games and Violence Revisited
6 Destruction by Connection
to Ludography
Teil I Challenges in Digital Spaces
7 Digital Governmentality: Toxicity in Gaming Streams
1 Introduction
2 The Basics of Streaming on Twitch
3 Foucault’s Concept of Governmentality in a Digital Environment
3.1 Governmentality by Design: How to Become Popular
3.2 Governmentality by Incentives: What Kind of Behavior is Rewarded
3.3 Governmentality by Framing: Possibilities to Deal with Toxic Behavior
4 Conclusion
8 Just 1€ to Unlock This Guide! How and Why to Study Free-To-Play Game Cultures
1 Introduction
2 Why Study Free-To-Play? Financial Success and Moral Quandaries
3 A Look at Free-To-Play Phenomena
4 A Theoretical Approach to Studying F2P Culture
5 Methodological Approaches to Studying F2P Culture
6 Just 0.99€ More to Unlock a Final Word!
to Ludography
9 The “Ultimate Empathy Machine” Revisited
1 Introduction: Visions, Risks and Research Gaps
2 Virtual Realities as a Drastic Push in the Mediatization of Society
3 Challenges from the Perspective of Media Ethics
4 Conclusion and Outlook
to Ludography
Teil I Educational Approaches
10 How Do We Teach Ethics and Empathy Through Games?
1 Introduction
2 Definitions of Key Terms
3 How and Why Should We Teach Ethics and Empathy Using Games?
3.1 Games May Support Complex Learning
3.2 Perspective Taking and Role Taking
3.3 Choices and Consequences
4 Drawbacks
5 Recent Research on Using Games to Teach Ethics and Empathy
5.1 Study on Game Jams, Identity, and Empathy
5.2 Research on Quandary
5.3 Research on Spent
6 Conclusion and Next Steps
to Ludography
11 Are You Sure You Want to Do that? Teaching Values with Serious Games
1 Introduction
2 Values and Serious Games
3 The Role of Game Design
4 Research on Values in Serious Games
5 Dealing with Serious Topics
6 In Depth Game Analysis of Path Out
7 Conclusion
to Ludography
12 Digital Game Literacy—Potential, Challenges, and Ethical Implications
1 Introduction
2 Extended Perspectives on Multiple Literacy Concepts
3 Potential and Challenges of Digital Game Worlds for Young People
4 An Example for Digital Game Literacy Training
4.1 Having the Ability to Play Phone Story
4.2 Having the Ability to Understand Meanings with Respect to Phone Story
5 Conclusion and Outlook
to Ludography
13 uMed: Your Choice—Conception of a Digital Game to Enhance Medical Ethics Training
1 On the Potential of Serious Moral Games in Medical Training
2 Desired Learning Outcomes of Training with uMed: Your Choice
2.1 Empathic Concern for Relevant Groups
2.2 Awareness of Human Susceptibility to Biases and Stress
2.3 Moral Schemas and Scripts for Automatized Sensitivity Under Time Pressure
2.4 Sensitivity to Attitudes of Moral Disengagement
2.5 Skills for Speaking up About Ethical Issues
3 Selected Game Mechanisms and Their Combination
3.1 Personalization and Realism
3.2 Awarding of Points
3.3 Activities, Decisions and Consequences
3.4 Final Feedback
4 Use of the Digital Game in Study Programs
5 Discussion
6 Outlook
Teil I Design Perspectives
14 Using Digital Games for Sexual Education: Design Rules, Issues, and Applications
1 Games for (Sexual) Health—Challenges, Advantages and Disadvantages
2 The Status Quo of Sex Education Games
3 Discussion
4 Conclusion
to Ludography
15 Autonomy, Heteronomy, and Representations of Illness in Digital Games
1 Introduction
2 Autonomy in Bioethical Principlism and Game Analysis
3 Disease/Illness/Sickness
4 Analysis: Outlast
5 Analysis: Depression Quest
6 Analysis: Red Dead Redemption 2
7 Discussion
to Ludography