Designing Games for Ethics: Models, Techniques and Frameworks

Designing Games for Ethics: Models, Techniques and Frameworks

Karen Schrier (Marist College, USA) and David Gibson (University of Vermont, USA)
Indexed In: SCOPUS
Release Date: December, 2010|Copyright: © 2011 |Pages: 406
ISBN13: 9781609601201|ISBN10: 1609601203|EISBN13: 9781609601225|DOI: 10.4018/978-1-60960-120-1

Description

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 and List of Contributors

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Author(s)/Editor(s) Biography

David Gibson is research assistant professor in the College of Engineering and Mathematical Sciences, University of Vermont and Executive Director of The Global Challenge (www.globalchallengeaward.org), 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. His research and publications include work on complex systems analysis and modeling of education, web applications and the future of learning, and the use of technology to personalize education. His books include Games and Simulations in Online Learning, which outlines the potential for games and simulation-based learning, and Digital Simulations for Improving Education, which explores cognitive modeling, design and implementation. He is creator of simSchool (www.simschool.org), a classroom flight simulator for training teachers, currently funded by the US Department of Education FIPSE program. His business, CURVESHIFT, is an educational technology company (www.curveshift.com) that assists in the acquisition, implementation and continuing design of games and simulations, e-portfolio systems, data-driven decision making tools, and emerging technologies.

Indices

Editorial Board

  • Mia Consalvo, Massachusetts Institute of Technology, USA
  • Nathaniel Croce, Ganz Entertainment, Inc., Canada
  • Drew Davidson, Carnegie Mellon University, USA
  • Stephen Jacobs, Rochester Institute of Technology, USA
  • David Gibson, Arizona State University, USA
  • Charles Kinzer, Columbia University, USA
  • Karen Schrier, Columbia University, USA
  • David Shaenfield, Columbia University, USA
  • José Zagal, Depaul University, USA