The ethics of video games: Mayhem, death, and the training of the next generation

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dc.contributor.author Gotterbarn, D. W. en
dc.date.accessioned 2012-08-08T15:48:38Z
dc.date.available 2012-08-08T15:48:38Z
dc.date.issued 2010-12
dc.identifier.citation Gotterbarn, D. (2010) The ethics of video games: Mayhem, death, and the training of the next generation. Information Systems Frontiers, 12 (4), pp 369-377 en
dc.identifier.issn 1387-3326
dc.identifier.uri http://hdl.handle.net/2086/6731
dc.description.abstract There is a significant and previously unidentified ethics problem with many e-games; many of them are designed in such a way that they encourage and train game players to follow a narrow and dangerous model of decision making. It is argued that extending this model of decision making beyond an e-game’s virtual reality has significant negative societal consequences. Unfortunately most e-game courses focus primarily on game engine design and other technical issues. E-game curricula and e-game designers need to follow standards which recognize this ethical concern and recognize that their work is not independent from the societal impacts of the technology they develop. Modifying design approaches can reduce the problems caused by the ethical decision making model. en
dc.language.iso en en
dc.publisher Springer en
dc.subject video game ethics en
dc.subject video game curricula en
dc.title The ethics of video games: Mayhem, death, and the training of the next generation en
dc.type Article en
dc.identifier.doi http://dx.doi.org/10.1007/s10796-009-9204-x
dc.researchgroup Centre for Computing and Social Responsibility en
dc.peerreviewed Yes en


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