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

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  • Don Gotterbarn

    (East Tennessee State University)

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.

Suggested Citation

  • Don Gotterbarn, 2010. "The ethics of video games: Mayhem, death, and the training of the next generation," Information Systems Frontiers, Springer, vol. 12(4), pages 369-377, September.
  • Handle: RePEc:spr:infosf:v:12:y:2010:i:4:d:10.1007_s10796-009-9204-x
    DOI: 10.1007/s10796-009-9204-x
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    Cited by:

    1. Chulhwan Chris Bang, 2015. "Information systems frontiers: Keyword analysis and classification," Information Systems Frontiers, Springer, vol. 17(1), pages 217-237, February.
    2. Jaana Porra & Mary Lacity & Michael S. Parks, 2020. "“Can Computer Based Human-Likeness Endanger Humanness?” – A Philosophical and Ethical Perspective on Digital Assistants Expressing Feelings They Can’t Have”," Information Systems Frontiers, Springer, vol. 22(3), pages 533-547, June.

    More about this item

    Keywords

    Video game ethics; Video game curricula;

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