Karen Schrier
Biographic Data
| ID | 228994 |
|---|---|
| NAME | Karen Schrier |
| GIVEN NAMES | Karen |
| FAMILY NAME | Schrier |
| SIGNATURE | SCHRIER K |
| AFFILIATIONS | Marist College |
| ORCID | 0000-0003-4114-488X |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 2 |
| AUTHOR COUNT | 5 |
| EDITOR COUNT | 1 |
| FIRST PUBLICATION YEAR | 2010 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Balancing moral, financial, and legal considerations: How practitioners in the game industry justify spending on accessibility
As the global game industry expands, accessibility for players with disabilities has become a growing concern. Implementing accessibility is mostly technologically feasible, yet it remains scarce. This study investigates how practitioners justify accessibility spending in an industry marked by rapid growth, weak regulation, and platform pressures. Drawing on a mixed-method survey of 272 professionals, we identify three decision-making strategies:…
We the Gamers: How Games Teach Ethics and Civics
The world is in crisis. The people of the world are all connected, and rely on one another to make ethical decisions and to solve civic problems together. Ethics and civics have always mattered, but it is becoming more evident how much they matter. Teaching ethics and civics is essential to the future. This book argues that games can encourage the practice of ethics and civics. They can help people to connect, deliberate, reflect, and flourish. T…
Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture
In this article, we conduct a discourse analysis of 60 articles to reveal themes that describe how games journalism reflects and constitutes understandings of disability and accessibility in gaming. First, we map prior research on media’s relationship to disability, as well as approaches to disability in game studies, including the introduction of two primary paradigms for addressing issues of accessibility in gaming. Second, the project reveals …
Designing Games for Moral Learning and Knowledge Building
How can we better learn about and teach moral thinking and skills? How can we solve moral problems? One possible way is to create and use moral learning games, or games that enable players to work on moral scenarios, make moral choices, and gain relevant skills. One possible subcategory of these games is moral knowledge games, or games that aim to solve real-world moral problems and create new knowledge about morality. This article systematically…
Avatar Gender and Ethical Choices in Fable III
This study investigates how players make ethical decisions in Fable III, a video game, with consideration to avatar gender. Thirty males, 18 to 34 years old, were recruited; 20 were assigned to play Fable III, with half assigned to play as a male avatar (Condition 1), and half assigned as a female avatar (Condition 2). Any ethical thinking skills and thought processes used were identified using a researcher-developed coding scheme. Analysis sugge…
Ethics and Game Design: Teaching Values through Play
"This book addressing an emerging field of study, ethics and games and answers how we can better design and use games to foster ethical thinking and discourse in classrooms" - Provided by publisher
Designing Games for Moral Learning and Knowledge Building
How can we better learn about and teach moral thinking and skills? How can we solve moral problems? One possible way is to create and use moral learning games, or games that enable players to work on moral scenarios, make moral choices, and gain relevant skills. One possible subcategory of these games is moral knowledge games, or games that aim to solve real-world moral problems and create new knowledge about morality. This article systematically…
Ethics and Game Design: Teaching Values through Play
"This book addressing an emerging field of study, ethics and games and answers how we can better design and use games to foster ethical thinking and discourse in classrooms" - Provided by publisher
Avatar Gender and Ethical Choices in Fable III
This study investigates how players make ethical decisions in Fable III, a video game, with consideration to avatar gender. Thirty males, 18 to 34 years old, were recruited; 20 were assigned to play Fable III, with half assigned to play as a male avatar (Condition 1), and half assigned as a female avatar (Condition 2). Any ethical thinking skills and thought processes used were identified using a researcher-developed coding scheme. Analysis sugge…
Designing Games for Moral Learning and Knowledge Building
How can we better learn about and teach moral thinking and skills? How can we solve moral problems? One possible way is to create and use moral learning games, or games that enable players to work on moral scenarios, make moral choices, and gain relevant skills. One possible subcategory of these games is moral knowledge games, or games that aim to solve real-world moral problems and create new knowledge about morality. This article systematically…
We the Gamers: How Games Teach Ethics and Civics
The world is in crisis. The people of the world are all connected, and rely on one another to make ethical decisions and to solve civic problems together. Ethics and civics have always mattered, but it is becoming more evident how much they matter. Teaching ethics and civics is essential to the future. This book argues that games can encourage the practice of ethics and civics. They can help people to connect, deliberate, reflect, and flourish. T…
Disability and Video Games Journalism: A Discourse Analysis of Accessibility and Gaming Culture
In this article, we conduct a discourse analysis of 60 articles to reveal themes that describe how games journalism reflects and constitutes understandings of disability and accessibility in gaming. First, we map prior research on media’s relationship to disability, as well as approaches to disability in game studies, including the introduction of two primary paradigms for addressing issues of accessibility in gaming. Second, the project reveals …
Balancing moral, financial, and legal considerations: How practitioners in the game industry justify spending on accessibility
As the global game industry expands, accessibility for players with disabilities has become a growing concern. Implementing accessibility is mostly technologically feasible, yet it remains scarce. This study investigates how practitioners justify accessibility spending in an industry marked by rapid growth, weak regulation, and platform pressures. Drawing on a mixed-method survey of 272 professionals, we identify three decision-making strategies:…
Digital Games and Media (5 works) · Educational Games and Gamification (5 works) · Psychology (5 works) · Sociology (5 works) · Computer Science (4 works) · Media studies (3 works) · Ethics in Business and Education (2 works) · Human–computer interaction (2 works) · Multimedia (2 works) · Pedagogy (2 works)