Beyond Choices
The Design of Ethical Gameplay
Bibliographic Data
| ID | 19975841 |
|---|---|
| Authors | Miguel Sicart (0000-0002-8356-5394, corresponding author) |
| Year | 2013 |
| Pages | 200 |
| Publication date | 2013-09-06 |
| Open Access | No |
| Type | BOOK |
| Venue | Beyond Choices (SOURCE_BOOK) |
| Publisher | The MIT Press (PUBLISHER • US) |
| DOI | 10.7551/mitpress/9052.001.0001 |
| OpenAlex | W4254969434 |
| Open Library | OL28510811M |
| ISBN | 9780262317122 |
| Language | EN |
| Citations received | 43 |
How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play
Digital Games and Media · Digital Media and Philosophy · Ethics, Aesthetics, and Art · Psychology · 794.8 · Gv1469.34.c67 s52 2013 · Moral and ethical aspects · Philosophy · Video games
Branching narratives for intercultural learning
Melancholic Masculinity in Naughty Dog's The Last of Us Part II (2020)
Media Ethics and Global Justice in the Digital Age
Wicked problems’ as catalysts for learning in educational ethics games
Moral complexity in multiperspective video games
Quiénes somos en los juegos de estrategia? Un análisis de las posiciones encarnadas e imaginadas por los jugadores en Frostpunk
Designing Games for Ethical Deliberation
‘The Time Is out of Joint’
The Reader as Player
Only you can save the world (of videogames)
There is no cure
Ethical judgments of esports spectators regarding cheating in competition
Digital Games as Media for Teaching and Learning
Exploring the impact of game framing on the motivational appeal of persuasive strategies and their effectiveness in behaviour change games
Moral decision‐making in video games
Between plumbers and mushrooms. The cinema adaptation of the classic videogame Super Mario Bros
Who Will Play Terebi Gēmu When No Japanese Children Remain
Morality Meters and Their Impacts on Moral Choices in Videogames
Gameplay 2.0
Dark Patterns Meet the Gamer's Dilemma
The Invention of Leshy
Unplayable
Exploring game grammars
The undying ideologies of race and gender
I did it without hesitation. Am I the bad guy?”
Pay for your choices”
Playing the Other
Counter-hegemonic commemorative play
Towards an Affective Ludo-ethics of Re-enactment
Videogame analysis
Can E-Sport Gamers Permissibly Engage with Off-Limits Virtual Wrongdoings
Reading Ren’Py
Developing Meaning
Minecraft and Bad Objects in the Classroom
Fiction vidéoludique et réalité de la surveillance de masse. Orwell
Semiotic and discursive consequences of the cybertextual condition
Migration and interactive narrative in video games
Morality Play
Paradox and Pedagogy in The Stanley Parable
There Is No Solution
Designing Games for Moral Learning and Knowledge Building
Playing a Better Me
Playing with Trauma
| Unique citing works | 43 |
|---|---|
| Citations per year | 3,91 |
| Citation span | 2015 - 2026 (12) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 41 |