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Etik

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Etik og game design og gameplay Simulation og computerspil Bo Kampmann Walther I dag Computerspil og etiske problemstillinger Teori begreber Eksempler ... – PowerPoint PPT presentation

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Title: Etik


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
(No Transcript)
8
(No Transcript)
9
Kanyle-effekten
  • Myten om AFSENDER ? MODTAGER

10
SYMBOL lt gt ALLEGORI
  • Er det etisk, fordi det er det, det betyder?
  • Eller er det etisk, fordi computerspillets
    tekst henviser til noget andet (etisk
    problematisk)?

11
Miguel Sicart, ITU
12
(No Transcript)
13
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 agents ethical capacities and relationships
  • the infosphere itself
  • the impact of playing the game as perceived from
    outside
  • Example Manhunt

14
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.

15
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 players 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)

16
Spænding
  • GAME PLAY
  • Versus
  • Fiktion

17
Manhunt
18
Niko Bellic GTA 4
19
THE SIMS
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