Designing Games for Ethics: Models, Techniques and Frameworks: Models, Techniques and Frameworks

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Schrier, Karen
Idea Group Inc (IGI), Dec 31, 2010 - Games - 406 pages
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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.

 

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Just a quick note to say that Google Books has the wrong cover ("Geospatial web services" is the title in the cover image)

Contents

Quick Takes on Ethics and Games Voices from Industry and Academia
1
Ethical Reasoning and Reflection as Supported by SinglePlayer Videogames
19
A Framework for Classification and Criticism of Ethical Games
36
Section 2
56
The Axis of Good and Evil
57
Ethical Dilemmas in Gameplay
72
War and Play
83
God of War
98
The New Backyard
179
Teaching Executive Functions SelfManagement and Ethical DecisionMaking through Popular Videogame Play
193
Fostering Character Education with Games and Interactive Story Generation
208
Leveraging Digital Games for Moral Development in Education
234
Section 5
252
Power to the People
253
The Doctor Will Be You Now
275
Games Ethics and Engagement
291

Section 3
109
The Ethics of Reverse Engineering for Game Technology
110
Critical Gameplay
128
How Games Can Touch You
142
Toward an Ethic of Representation
159
Section 4
178
Ugandas Road to Peace May Run through the River of Forgiveness
312
Compilation of References
334
About the Contributors
361
Index
371
Copyright

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About the author (2010)

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. [Editor]

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