Welcome to the Nexus of Ethics, Psychology, Morality, Philosophy and Health Care

Welcome to the nexus of ethics, psychology, morality, technology, health care, and philosophy
Showing posts with label Video Game. Show all posts
Showing posts with label Video Game. Show all posts

Monday, March 16, 2020

Video Games Need More Complex Morality Systems

Hayes Madsen
screenrant.com
Originally published 26 Feb 20

Hereis an excerpt:

Perhaps a bigger issue is the simple fact that games separate decisions into these two opposed ideas. There's a growing idea that games need to represent morality as shades of grey, rather than black and white. Titles like The Witcher 3 further this effort by trying to make each conflict not have a right or wrong answer, as well as consequences, but all too often the neutral path is ignored. Even with multiple moral options, games generally reward players for being good or evil. Take inFamous for example, as making moral choices rewards you with good or bad karma, which in turn unlocks new abilities and powers. The problem here is that great powers are locked away for players on either end, cordoning off gameplay based on your moral choices.

Video games need to make more of an effort to make any choice matter for players, and if they decide to go back and forth between good and evil, that should be represented, not discouraged. Things are seldom black and white, and for games to represent that properly there needs to be incentive across the board, whether the player wants to be good, evil, or anything in between.

Moral choices can shape the landscape of game worlds, even killing characters or entire races. Yet, choices don't always need to be so dramatic or earth-shattering. Characterization is important for making huge decisions, but the smaller day-to-day decisions often have a bigger impact on fleshing out characters.

The info is here.

Thursday, January 10, 2019

China Uses "Ethics" as Censorship

China sets up a video game ethics panel in its new approval process

Owen S. Good
www.polygon.com
Originally posted December 8, 2018

In China, it’s about ethics in video games.

The South China Morning Post reports that the nation now has an “Online Game Ethics Committee,” as a part of the government’s laborious process for game censorship approvals. China Central Television, the state’s broadcaster, said this ethics-in-games committee was formed to address national concerns over internet addiction, “unsuitable content” and childhood myopia (nearsightedness, apparently with video games as a cause?)

The state TV report said the committee has already looked at 20 games, rejecting nine and ruling that the other 11 have to change “certain content.” The titles of the games were not revealed.

The info is here.

Wednesday, August 16, 2017

Learning morality through gaming

Jordan Erica Webber
The Guardian
Originally published 13 August 2017

Here is an excerpt:

Whether or not you agree with Snowden’s actions, the idea that playing video games could affect a person’s ethical position or even encourage any kind of philosophical thought is probably surprising. Yet we’re used to the notion that a person’s thinking could be influenced by the characters and conundrums in books, film and television; why not games? In fact, games have one big advantage that makes them especially useful for exploring philosophical ideas: they’re interactive.

As any student of philosophy will tell you, one of the primary ways of engaging with abstract questions is through thought experiments. Is Schrödinger’s cat dead or alive? Would you kill one person to save five? A thought experiment presents an imagined scenario (often because it wouldn’t be viable to perform the experiment in real life) to test intuitions about the consequences.

Video games, too, are made up of counterfactual narratives that test the player: here is a scenario, what would you do? Unlike books, film and television, games allow you to act on your intuition. Can you kill a character you’ve grown to know over hours of play, if it would save others?

The article is here.

Tuesday, December 8, 2015

'Fallout 4' tackles morality in an interesting way

By Antonio Villa-Boas
Business Insider
Originally published November 19, 2015

Here is an excerpt:

But the companions that accompany you throughout the game have unique perks that give you useful advantages in certain situations. The thing is, you need to gain their respect with specific behaviours and actions if you want access to those perks.

You can check which behaviours each companion prefers, but overall, they prefer that you are not a “bad” person.

Don’t murder innocent people, don’t use drugs, don’t pick locks to places or things that don’t belong to you, don’t pickpocket, and don’t steal. While you can do all those things in the game, you won’t win over most of your companions and you’ll make it harder to access their perks.

The companions turn out to be “Fallout 4’s” moral arbiters!

The entire article is here.

Monday, July 21, 2014

'Bad' video game behavior increases players' moral sensitivity

By Pat Donovan
Medical Xpress
Originally published June 27, 2014

New evidence suggests heinous behavior played out in a virtual environment can lead to players' increased sensitivity toward the moral codes they violated.

(cut)

"Rather than leading players to become less moral," Grizzard says, "this research suggests that violent video-game play may actually lead to increased moral sensitivity. This may, as it does in real life, provoke players to engage in voluntary behavior that benefits others."

The entire article is here.

Wednesday, May 14, 2014

The Ethics of Virtual Rape

By John Danaher
Philosophical Disquisitions
Originally published April 26, 2014

The notorious 1982 video game Custer’s Revenge requires the player to direct their crudely pixellated character (General Custer) to avoid attacks so that he can rape a Native American woman who is tied to a stake. The game, unsurprisingly, generated a great deal of controversy and criticism at the time of its release. Since then, video games with similarly problematic content, but far more realistic imagery, have been released. For example, in 2006 the Japanese company Illusion released the game RapeLay, in which the player stalks and rapes a mother and her two daughters.

The question I want to explore in this post is the morality of such representations. One could, of course, argue that they are extrinsically wrong, i.e. that they give rise to behaviour that is morally problematic and so should limited or prohibited for that reason. This is like the typical “violent video games cause real violence”-claim, and I suspect it would be equally hard to prove in practice. The more interesting question is whether there is something intrinsically wrong with playing (and perhaps enjoying) such video games. Prima facie, the answer would seem to be “no”, since no one is actually harmed or wronged in the virtual act. But maybe there is more to it than this?

The entire article is here.

Thursday, March 7, 2013

Stanford experiment shows that virtual superpowers encourage real-world empathy

Giving test subjects Superman-like flight in a virtual reality simulator makes them more likely to exhibit altruistic behavior in real life, Stanford researchers find.

By Bjorn Carey
The Stanford Report
Originally published January 31, 2013

If you give people superpowers, will they use those abilities for good?

Researchers at Stanford recently investigated the subject by giving people the ability of Superman-like flight in the university's Virtual Human Interaction Laboratory (VHIL). While several studies have shown that playing violent videogames can encourage aggressive behavior, the new research suggests that games could be designed to train people to be more empathetic in the real world.

(cut)

"It's very clear that if you design games that are violent, peoples' aggressive behavior increases," Bailenson said. "If we can identify the mechanism that encourages empathy, then perhaps we can design technology and video games that people will enjoy and that will successfully promote altruistic behavior in the real world."

The entire article is here.

Thanks to Ed Zuckerman for a lead on this article.

Thursday, December 20, 2012

Violent Video Games: More Playing Time Equals More Aggression

Ohio State University
News Release
Originally released on December 10, 2012


A new study provides the first experimental evidence that the negative effects of playing violent video games can accumulate over time.

Researchers found that people who played a violent video game for three consecutive days showed increases in aggressive behavior and hostile expectations each day they played. Meanwhile, those who played nonviolent games showed no meaningful changes in aggression or hostile expectations over that period.

Although other experimental studies have shown that a single session of playing a violent video game increased short-term aggression, this is the first to show longer-term effects, said Brad Bushman, co-author of the study and professor of communication and psychology at Ohio State University.

“It’s important to know the long-term causal effects of violent video games, because so many young people regularly play these games,” Bushman said.

“Playing video games could be compared to smoking cigarettes. A single cigarette won’t cause lung cancer, but smoking over weeks or months or years greatly increases the risk. In the same way, repeated exposure to violent video games may have a cumulative effect on aggression.”

Bushman conducted the study with Youssef Hasan and Laurent Bègue of the University Pierre Mendès-France, in Grenoble, France, and Michael Scharkow of the University of Hohenheim in Germany.

Their results are published online in the Journal of Experimental Social Psychology and will appear in a future print edition.

The study involved 70 French university students who were told they would be participating in a three-day study of the effects of brightness of video games on visual perception.

They were then assigned to play a violent or nonviolent video game for 20 minutes on each of three consecutive days.

Those assigned the violent games played Condemned 2, Call of Duty 4 and then The Club on consecutive days (in a random order). Those assigned the nonviolent games played S3K Superbike, Dirt2 and Pure (in a random order).

After playing the game each day, participants took part in an exercise that measured their hostile expectations. They were given the beginning of a story, and then asked to list 20 things that the main character will do or say as the story unfolds. For example, in one story another driver crashes into the back of the main character’s car, causing significant damage. The researchers counted how many times the participants listed violent or aggressive actions and words that might occur.

The press release is here.

Sunday, October 14, 2012

Mirrored Morality: An Exploration of Moral Choice in Video Games

By Andrew J. Weaver, Ph.D., and Nicky Lewis, M.A.
CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING
Volume 15, Number 11, 2012
DOI: 10.1089/cyber.2012.0235


Abstract

This exploratory study was designed to examine how players make moral choices in video games and what effects these choices have on emotional responses to the games. Participants (n = 75) filled out a moral foundations questionnaire (MFQ) and then played through the first full act of the video game Fallout 3. Game play was recorded and content analyzed for the moral decisions made. Players also reported their enjoyment of and emotional reactions to the game and reflected on the decisions they made. The majority of players made moral decisions and behaved toward the nonplayer game characters they encountered as if these were actual interpersonal interactions. Individual differences in decision making were predicted by the MFQ. Behaving in antisocial ways did increase guilt, but had no impact on enjoyment.

(cut)

Discussion

As moral choices are increasingly utilized as plot devices in video games, they present a unique opportunity to examine the underlying factors involved in moral decision making.  This exploratory study indicates that moral decisions in games largely play out the same way that moral judgments in real-world interactions would. The suspension of disbelief that has long been a feature of fictional entertainment consumption occurred in this game context as well, with players often interacting with nonplayer characters as if they were real people, experiencing the same emotions (e.g., guilt) that they would feel in actual interpersonal interactions. In this study, we found that not only did most players avoid antisocial behavior, but they cited moral considerations for their behavior. Although a subset of the sample did describe their choices in strategic terms, moral disengagement was not typical in this context when a player was given moral agency.

The entire paper can be found here.

Wednesday, August 31, 2011

Importing Research Based Anti-Bullying Program

University of Kansas

An interdisciplinary team of researchers at the University of Kansas plan to bring a highly successful anti-bullying effort, the KiVa program, to American schools. Starting as early as the 2012-13 school year, a pilot program could kick off in selected classrooms in Lawrence, Kan. If shown to be successful there, soon afterward the model could expand nationally.

KiVa, implemented in Finland in 2007, has impressed researchers with its proven reduction in bullying incidents. According to one recent study, KiVa "halved the risk of bullying others and of being victimized in one school year."

"Any time you see an intervention reported in the literature, if they work, they barely work," said Todd Little, KU professor of psychology and director of the Center for Research Methods and Data Analysis. "This is one of the first interventions we're seeing with effects that are impressive and pervasive. We here at KU are going to be the sole source for testing KiVa in the U.S."

The program takes a holistic approach to the bullying problem, including a rigorous classroom curriculum, videos, posters, a computer game and role-play exercises that are designed to make schools inhospitable to bullying. When bullying episodes do occur within the school, a small team of trained employees addresses the incident individually with the victim and bully or bullies to ensure bullying is ultimately stopped.

"The KiVa program targets the peer environment, trying to create an ecology where bullying is no longer tolerated," said Anne Williford, assistant professor of social welfare at KU. "Instead of targeting only a bully and victim for intervention, it targets the whole class, including kids who are uninvolved in bullying behavior. KiVa fosters skills to help students take actions, either large or small, to shift the peer ecology toward one that does not support bullying."

The researchers said the program works because it recognizes that bullies sometimes may earn higher social status from their behavior.

"People have traditionally framed bullying as social incompetence, thinking that bullies have low self-esteem or impulse problems," said Patricia Hawley, KU associate professor of developmental psychology. "But recent research shows that bullying perpetrators can be socially competent and can win esteem from their peers."

By changing perceptions of peers who are neither bullies nor victims, the program undercuts a social environment that supports bullying.

"It changes the rewards structure," Hawley said. "At the end of the day, the goals of the bully are like yours and mine — they want friendship and status. They have human goals, not pathological ones. With KiVa, bystanders are set up to win by intervening, and their status can go up. As a bystander, I can achieve goals of friendship and status by standing up to a bully."

In Lawrence schools, the KU researchers hope to compare instances of bullying and victimization in both intervention and control groups to establish the strength of the KiVa program in a U.S. setting.

School district officials welcomed the opportunity.

"We're pleased to have the opportunity to collaborate with Dr. Williford and KU's School of Social Welfare on the KiVa anti-bullying project," said Kim Bodensteiner, Lawrence USD 497's chief academic officer. "Given our experiences using other bullying prevention programs, Lawrence Public Schools' teachers and staff can provide valuable feedback to researchers during the development of KiVa program materials. We look forward to the possibility of participating in a future pilot study."

Results from the pilot program are to be measured by KU's Center for Research Methods and Data Analysis.