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Etik – og game design og gameplay

Etik – og game design og gameplay . Simulation og computerspil Bo Kampmann Walther. I dag. Computerspil og etiske problemstillinger Teori – begreber Eksempler Øvelser Opgaveskrivning fortsat. Spørgsmål . Det store spørgsmål: Hvor ” er ” etikken i computerspil …?. Spørgsmål.

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Etik – og game design og gameplay

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  1. Etik – og game design og gameplay Simulation og computerspil Bo Kampmann Walther

  2. I dag • Computerspil og etiske problemstillinger • Teori – begreber • Eksempler • Øvelser • Opgaveskrivning fortsat

  3. Spørgsmål • Det store spørgsmål: • Hvor ”er” etikken i computerspil …?

  4. Spørgsmål • Indenfor eller udenfor …?

  5. Spørgsmål • Direkte • eller indirekte • …?

  6. Medie-panik

  7. Kanyle-effekten … • Myten om: AFSENDER  MODTAGER

  8. SYMBOL < > ALLEGORI • Er det ”etisk”, fordi det er det, det betyder? • Eller er det ”etisk”, fordi computerspillets ”tekst” henviser til noget andet (etisk problematisk)?

  9. Miguel Sicart, ITU

  10. ETHICAL PLAYERS • Sicart, “Banality of Simulated Evil,” 2009 • Agents having the capacity and the duty with in a “ludic infosphere” to constitute themselves as ethical agents. • Playing configures the game state • Playing also configures • the agent’s ethical capacities and relationships • the infosphere itself • the impact of playing the game as perceived from outside • Example: Manhunt

  11. ETHICAL GAME PLAY • Sicart, “Banality of Simulated Evil,” 2009 The outcome of designing the relations between the mechanical and semantic levels of abstraction Most “ethical” games fail because they focus on capabilities and capacities at the mechanical level. Ethical game play can exploit the tension between player as agent (avatar) within the gameworld and player as input provider for the “state machine”.

  12. ETHICAL GAME DESIGN • Sicart, “Banality of Simulated Evil,” 2009 1. Create an ethically relevant game world. • Introduce ethics as important part of world (eg not Tetris or Mario). 2. Do not quantize your player’s actions: let them live in a world that reacts to their values. • World reacts to ethical choices. (e.g., Manhunt) 3. Exploit the tension of being an ethical player. • Push the boundaries of ethical conventions while letting players exert full ethical agency. (e.g., September 12th, Dues Ex, Shadow of the Colossus) 4. Insert other agents with constructivist capacities and possibilities. • Open to players creating and implementing their own values. (e.g., Eve Online) 5. Challenge the poietic capacities of players, by expanding or constraining them. • Limit ability to do what is wrong in the gameworld. (e.g., Manhunt)

  13. Spænding • GAME – PLAY • Versus • ”Fiktion”

  14. Manhunt

  15. Niko Bellic – GTA 4

  16. THE SIMS

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