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	<title>Valuable Games &#187; Morality, theories of</title>
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	<link>http://blogs.law.harvard.edu/games</link>
	<description>join the quest for morally deep games</description>
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		<title>My heroes meet: Will Wright and E.O. Wilson</title>
		<link>http://blogs.law.harvard.edu/games/2009/09/01/my-heroes-meet-will-wright-and-eo-wilson/</link>
		<comments>http://blogs.law.harvard.edu/games/2009/09/01/my-heroes-meet-will-wright-and-eo-wilson/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 16:03:10 +0000</pubDate>
		<dc:creator>Gene Koo</dc:creator>
				<category><![CDATA[Cross-Media]]></category>
		<category><![CDATA[Morality, theories of]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/?p=152</guid>
		<description><![CDATA[NPR&#8217;s Open Mic featured a fascinating discussion between two of my personal heroes, Will Wright and E.O. Wilson. Their overlap, naturally, was in ants, which were a personal fascination of mine since very young. I remember with great fondness that my roommates bought me SimAnt as a gift during my freshman year of college (it [...]]]></description>
			<content:encoded><![CDATA[<p>NPR&#8217;s Open Mic featured a fascinating discussion between two of my personal heroes, Will Wright and E.O. Wilson. Their overlap, naturally, was in ants, which were a personal fascination of mine since very young. I remember with great fondness that my roommates bought me <a href="http://en.wikipedia.org/wiki/SimAnt">SimAnt</a> as a gift during my freshman year of college (it was also one of the few games for Mac back then), and I played the heck out of it, even though it wasn&#8217;t a terribly deep game.</p>
<p>Wilson is typically far-sighted in seeing video games as pointing the way to better education. While he imagines this future teaching centered on virtual reality, I continue to believe the greatest hope for learning will be in teaching systems-thinking, something that Wright has excelled at doing.</p>
<p>For Wilson, the greatest unanswered question in biology is &#8220;the origin of altruistic social behavior.&#8221; I suspect this question is what drew me to my interest in ants as a child: how these animals work together as a social organism to accomplish incredible tasks. And again this is the kind of concept that&#8217;s best conveyed via a video game &#8211; complex interactions among many small parts, as well as the ability to switch perspectives to take the point of view of one of those parts. I&#8217;d love to see Wright take on this grand task that Wilson has laid out: can altruism be the basis of a fun, exciting, blockbuster game?</p>
<p>Read/listen to the story: <a href="http://www.npr.org/templates/story/story.php?storyId=112203095">Ant Lovers Unite! Will Wright and E.O. Wilson on Life and Games</a>.</p>
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		<title>Peter Molyneux on good and evil</title>
		<link>http://blogs.law.harvard.edu/games/2009/05/04/peter-molyneux-on-good-and-evil/</link>
		<comments>http://blogs.law.harvard.edu/games/2009/05/04/peter-molyneux-on-good-and-evil/#comments</comments>
		<pubDate>Mon, 04 May 2009 19:50:38 +0000</pubDate>
		<dc:creator>Gene Koo</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Morality, theories of]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/?p=116</guid>
		<description><![CDATA[In this in-depth interview with Gamasutra (May 1), game developer Peter Molyneux explains how he approaches offering players deep moral choices:
PM: What&#8217;s fascinating about it is that when we thought about good and evil, it&#8217;s so tempting to say, &#8220;Well, good is saving lives, and evil is hurting lives and killing people.&#8221; But actually, I [...]]]></description>
			<content:encoded><![CDATA[<p>In this <a href="http://www.gamasutra.com/view/feature/4011/peter_molyneux_the_essence_of_.php">in-depth interview with Gamasutra</a> (May 1), game developer Peter Molyneux explains how he approaches offering players deep moral choices:</p>
<blockquote><p>PM: What&#8217;s fascinating about it is that when we thought about good and evil, it&#8217;s so tempting to say, &#8220;Well, good is saving lives, and evil is hurting lives and killing people.&#8221; But actually, I think where the real emotion comes is when you really start testing people.</p>
<p>If I said to you, &#8220;Your family is over there. What would you do to save them?&#8221; &#8220;Well, I would do anything.&#8221; &#8220;Really? Would you really do anything? Would you actually kill a thousand people to save your family? And what does that say about you?&#8221;</p>
<p>I think, finally, that decision made people think, because it forced them to think, &#8220;My goodness, my natural reaction is of course I&#8217;d save my family. Of course I would save the people I love.&#8221; But actually, when it comes down to it, would you? Would you sacrifice everything for that very selfish act of having what you want? There are a lot of philosophical questions that come up in your mind when you&#8217;re doing that. </p></blockquote>
<p>David Nieborg had written an excellent <a href="http://blogs.law.harvard.edu/games/2008/11/19/morality-and-gamer-guilt-in-fable-2/">review of Fable 2&#8217;s moral dimensions</a> earlier.</p>
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		<title>Talk on Games, Morals, and Ethics</title>
		<link>http://blogs.law.harvard.edu/games/2008/11/18/talk-on-games-morals-and-ethics/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/11/18/talk-on-games-morals-and-ethics/#comments</comments>
		<pubDate>Tue, 18 Nov 2008 14:56:13 +0000</pubDate>
		<dc:creator>Gene Koo</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Morality, theories of]]></category>
		<category><![CDATA[lecture]]></category>
		<category><![CDATA[MIT]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/?p=87</guid>
		<description><![CDATA[I gave a talk yesterday morning on video games, morals, and ethics in Doris Rusch&#8217;s class at MIT:

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			<content:encoded><![CDATA[<p>I gave a talk yesterday morning on video games, morals, and ethics in Doris Rusch&#8217;s class at MIT:</p>
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		<title>What might a pro-social rating system look like?</title>
		<link>http://blogs.law.harvard.edu/games/2008/07/30/what-might-a-pro-social-rating-system-look-like/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/07/30/what-might-a-pro-social-rating-system-look-like/#comments</comments>
		<pubDate>Wed, 30 Jul 2008 19:42:15 +0000</pubDate>
		<dc:creator>editorial staff</dc:creator>
				<category><![CDATA[Morality, theories of]]></category>
		<category><![CDATA[Opinion & Advocacy]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/2008/07/30/what-might-a-pro-social-rating-system-look-like/</guid>
		<description><![CDATA[This was the mostly-serious question I put to our games group last night at our monthly meeting. The question emerged from previous discussions we’d had about how the meta-game-industry – critics, player feedback – influences game development. While the ESRB ratings are about as fuzzy as MPAA film ratings – and equally subject to manipulation [...]]]></description>
			<content:encoded><![CDATA[<p>This was the mostly-serious question I put to our games group last night at our monthly meeting. The question emerged from previous discussions we’d had about how the meta-game-industry – critics, player feedback – influences game development. While the ESRB ratings are about as fuzzy as MPAA film ratings – and equally subject to manipulation – there’s no doubt that they influence actual design decisions. One former developer talked about how his team worked to keep a shooter at a “Teen” rating, which meant, for example, that players should not be able to manipulate dead bodies. (Shooting them while alive, of course, is perfectly fine!).<br />
<a href="http://www.cheatcc.com/extra/esrb1.html"><img src="http://blogs.law.harvard.edu/games/files/2008/07/esrb-alt.PNG" alt="Cheat Code Central" align="right" /></a><br />
We struck on a range of possibilities: an ESRB-like rating system, better search categories in game databases, better game criticism, and of course self-critical game design. Although it opens the door to even more subjectivity, we were all interested in shifting the focus from a checklist of features (blood? gore? bad language?) to an evaluation of the gameplay experience. Whether the graphics feature blood or not, does the game encourage cooperation and mutual sacrifice?<br />
<span id="more-73"></span><br />
Some general ideas that emerged:</p>
<ul>
<li>“Book club” style questions, either scaffolded around or built into the gameplay</li>
<li>“Director’s commentary,” like Half-Life 2 and Portal, but with stronger focus on the game’s artistic and moral vision and how that influenced design decisions</li>
<li>Interpretative walkthroughs, like the 500-page one for Silent Hill 2</li>
<li>Some frameworks that might prove rich mining for frameworks:</li>
<ul>
<li>the “habits of mind”</li>
<li>the “seven intelligences”</li>
<li>the Partnership for 21st Century Skills</li>
<li>from “five minds for the future,” the “respectful mind” and the “cooperative mind”</li>
</ul>
<li>Specific terms that did leap to mind, though not necessarily for use in an ESRB fashion: depth of choice, existential intelligence, sharing, trust, reflection, awareness, problem-solving, citizenship, collaboration, professional ethics, empathy, responsibility, interpersonal skills, intrapersonal skills</li>
</ul>
<p>Note that, given our focus on moral and ethical values, the last list does not include other positive experiences that a game might offer – for example, mathematical problem-solving. And we tried to steer clear from whether the game would produce any particular effects, instead focusing more on the game experience.</p>
<p>I’d welcome any additional ideas to add to the above brainstorm list!</p>
<p><em>- Gene Koo</em></p>
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		<title>Wii Fit and Games of Guilt</title>
		<link>http://blogs.law.harvard.edu/games/2008/06/24/wii-fit-and-games-of-guilt/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/06/24/wii-fit-and-games-of-guilt/#comments</comments>
		<pubDate>Wed, 25 Jun 2008 03:13:18 +0000</pubDate>
		<dc:creator>editorial staff</dc:creator>
				<category><![CDATA[Detailed Review]]></category>
		<category><![CDATA[Morality, theories of]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/2008/06/24/wii-fit-and-games-of-guilt/</guid>
		<description><![CDATA[Most games play on a narrow range of human emotion, rarely straying from excitement, anxiety, or awe. So it’s worth noting when a game comes along that relies on a rather unusual feeling for an entertainment title: guilt.
(In using the term &#8220;guilt,&#8221; I am primarily drawing on our colloquial understanding of the term, the feeling [...]]]></description>
			<content:encoded><![CDATA[<p>Most games play on a narrow range of human emotion, rarely straying from excitement, anxiety, or awe. So it’s worth noting when a game comes along that relies on a rather unusual feeling for an entertainment title: <strong>guilt</strong>.</p>
<p>(In using the term &#8220;guilt,&#8221; I am primarily drawing on our colloquial understanding of the term, <em>the feeling of conflict between what one has done and what one believes one should have done</em>, rather than any specific psychological or philosophical definition. I suspect much of our understanding of the word &#8220;guilt,&#8221; outside of the law, comes from marketing for diet products).</p>
<p>If Wii Fit succeeds in whipping American butts into shape, it will partially be through imparting a feeling of obligation to do some exercise every day. But it also courts danger in this regard: a nagging game can turn off a would-be exerciser as easily as its non-interactive predecessors. (How many treadmills became bulky clothes racks after the heat of zeal congealed into lethargic shame?). Serious commitments require both a carrot and a stick, but too much stick kills the fun.</p>
<p>Wii Fit employs a smörgåsbord of characters to engage players: there’s your Mii avatar, the diagram-y yoga instructors, and the anthropomorphized Wii Fit balance board. While the Mii gives some basic feedback (its shape changes as you gain/lose weight) and the yoga instructors provide tips and positive feedback, it’s the balance board that helps you set and keep your goals and chides you when you go astray.</p>
<p>The balance board character,  a strangely expressive white rectangle, is no match for the average mom, but skip a day or two and does serve up a “You don’t call, you don’t write” routine:</p>
<p><a href="http://blogs.law.harvard.edu/games/files/2008/06/pvr000.jpg"><img src='http://blogs.law.harvard.edu/games/files/2008/06/pvr000.thumbnail.jpg' /></a> <a href="http://blogs.law.harvard.edu/games/files/2008/06/wii_fit_bugger2.jpg"><img src='http://blogs.law.harvard.edu/games/files/2008/06/wii_fit_bugger2.thumbnail.jpg' alt='eh?' /></a></p>
<p>There’s no reasoning with the board on this matter. Go on a week-long business trip? Too bad – that smug little rectangle doesn’t offer excuse options. On the other hand, neither does it dwell, moving on with perfect cheer and letting bygones be bygones. Unlike a true nag, it never brings up your transgression again &#8212; the prick of guilt is instant and ephemeral. But it is there.</p>
<p>So Wii Fit, via the balance board character, “cares” whether you play with it or not, and whether you do so regularly. (Once you start, the game tracks but doesn’t mind which exercises you choose). A game that makes you feel guilty for ignoring it isn’t novel; pet simulators like Nintendogs also mark your absence, during which time your virtual puppy gets increasingly hungry, thirsty, and disheveled. The possibility of neglect, and the guilt that accompanies it, seems to stimulate some sense of care and responsibility. </p>
<p>Wii Fit doesn’t merely concern itself with your decision to play; as an interactive title that attempts to change the user, it also attempts to address your other, probably more important choices. Consider this sequence, triggered when you gain too much weight vis-à-vis your stated goal:</p>
<p><a href="http://blogs.law.harvard.edu/games/files/2008/06/pvr005_000.jpg"><img src='http://blogs.law.harvard.edu/games/files/2008/06/pvr005_000.thumbnail.jpg' alt='Overweight 1' /></a> <a href="http://blogs.law.harvard.edu/games/files/2008/06/pvr006.jpg"><img src='http://blogs.law.harvard.edu/games/files/2008/06/pvr006.thumbnail.jpg' alt='Overweight 2' /></a> <a href="http://blogs.law.harvard.edu/games/files/2008/06/pvr007.jpg"><img src='http://blogs.law.harvard.edu/games/files/2008/06/pvr007.thumbnail.jpg' alt='Overweight 3' /></a> <a href="http://blogs.law.harvard.edu/games/files/2008/06/pvr008.jpg"><img src='http://blogs.law.harvard.edu/games/files/2008/06/pvr008.thumbnail.jpg' alt='Overweight 4' /></a></p>
<p>We’ve often discussed reflection as a vital element of moral choice-making in games. On the scale of moral choices, staying healthy isn&#8217;t high up there (except for the ancient Greeks), but this device of asking the player to reflect on out-of-game, real-life decisions is worth considering for application in other games for change. Particularly notable is that it’s the player, not the software, who sets the goals in the first place. The Wii Fit is there to help keep you on the path that you’ve laid down for yourself.</p>
<p><a href="http://blogs.law.harvard.edu/games/files/2008/06/pvr004.jpg"><img src='http://blogs.law.harvard.edu/games/files/2008/06/pvr004.thumbnail.jpg' alt='Set a goal' /></a> <a href="http://blogs.law.harvard.edu/games/files/2008/06/pvr003.jpg"><img src='http://blogs.law.harvard.edu/games/files/2008/06/pvr003.thumbnail.jpg' alt='Reaching your Fit goal' /></a></p>
<p>Is this method of reflection effective as a mechanism for personal change? Or does it, together with the goal-setting and the nagging, only drive away those who have trouble staying on the bandwagon? We should start seeing some answers in the next few months.</p>
<p><em>- Gene Koo</em></p>
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		<title>GTA4: reintegrating the divided self</title>
		<link>http://blogs.law.harvard.edu/games/2008/05/23/gta4-reintegrating-the-divided-self/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/05/23/gta4-reintegrating-the-divided-self/#comments</comments>
		<pubDate>Fri, 23 May 2008 19:17:06 +0000</pubDate>
		<dc:creator>editorial staff</dc:creator>
				<category><![CDATA[Detailed Review]]></category>
		<category><![CDATA[Morality, theories of]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/2008/05/23/gta4-reintegrating-the-divided-self/</guid>
		<description><![CDATA[By the close of our discussion about GTA4 on Wednesday, some of us expressed pessimism that computer games possessed any capacity to invigorate moral reasoning or reflection. Matthew remained hopeful, but expressed his dismay that the critical reception of GTA4 seems to set a ceiling, not a floor, for morally-deep games:
&#8230;The series cheered (and criticized) [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.law.harvard.edu/games/files/2008/05/gta4-2nikos.jpg"><img src='http://blogs.law.harvard.edu/games/files/2008/05/gta4-2nikos.thumbnail.jpg' alt='2 faces of Niko' align='right' /></a>By the close of our discussion about GTA4 on Wednesday, some of us expressed pessimism that computer games possessed any capacity to invigorate moral reasoning or reflection. Matthew remained hopeful, but expressed his dismay that the critical reception of GTA4 seems to set a ceiling, not a floor, for morally-deep games:</p>
<blockquote><p>&#8230;The series cheered (and criticized) for glorifying violence has taken an unexpected turn: it&#8217;s gone legit. Oh sure, you&#8217;ll still blow up cop cars, run down innocent civilians, bang hookers, assist drug dealers and lowlifes and do many, many other bad deeds, but at a cost to main character Niko Bellic&#8217;s very soul. GTA IV gives us characters and a world with a level of depth previously unseen in gaming and elevates its story from a mere shoot-em-up to an Oscar-caliber drama. Every facet of Rockstar&#8217;s new masterpiece is worthy of applause&#8230;<br />
&#8211; <a href="http://ps3.ign.com/articles/869/869541p1.html">IGN review</a> by Hilary Goldstein</p></blockquote>
<p>Maybe Niko loses his soul, and maybe you, the player, care. Or at least try to care. And so maybe through its long reach, however flawed, GTA4 also opens new frontiers to explore, and it becomes our duty to turn that perceived ceiling of possibility into a challenge.</p>
<p>Andrea Flores, responding to the recurring theme of &#8220;schizophrenia&#8221; throughout the discussion, brought in the idea of ritual, especially as described by anthropologists like Arnold Van Gennep and Victor Turner, to understand the interplay between real (the player) and game (the character). Like the &#8220;liminal space&#8221; of ritual, perhaps the &#8220;magic circle&#8221; of games offers a passage from one state to the next. If so, the tension among player, avatar, and character might well be something to exploit rather than bemoan; indeed, I find quite compelling the idea of the avatar as a &#8220;symbol&#8221; that the player manipulates to conduct the game-as-ritual.</p>
<p>From a positivist perspective, there is certainly much to learn from real players&#8217; experience of the moral dimensions of a game like Grand Theft Auto. (<a href="http://www.amazon.com/Grand-Theft-Childhood-Surprising-Violent/dp/0743299515/ref=pd_bbs_sr_1?&amp;qid=1211569073">Grand Theft Childhood</a> is one place to start; the <a href="http://www.goodworkproject.org/research/digital.htm">GoodPlay Project</a>, where Andrea and Sam research, is another). From a normative and developer&#8217;s standpoint, there&#8217;s also so much to imagine, to build, and to test.</p>
<p>(gk)</p>
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		<title>Soul of the Machine: Awakening the moral conscience of impersonal systems</title>
		<link>http://blogs.law.harvard.edu/games/2008/05/15/soul-of-the-machine/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/05/15/soul-of-the-machine/#comments</comments>
		<pubDate>Thu, 15 May 2008 17:30:28 +0000</pubDate>
		<dc:creator>editorial staff</dc:creator>
				<category><![CDATA[Decision-Making]]></category>
		<category><![CDATA[Gaming, theories of]]></category>
		<category><![CDATA[Morality, theories of]]></category>
		<category><![CDATA[Systems-thinking]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/2008/05/15/soul-of-the-machine-awakening-the-moral</guid>
		<description><![CDATA[Ever since Ultima IV showed us how computer games might embrace virtue, I&#8217;ve longed for similar titles with moral depth. Over a year ago, Kent Quirk awoke me to the power that computer games offer and why they are so important right now. At a local Games for Change meetup, Kent showed off Melting Point, [...]]]></description>
			<content:encoded><![CDATA[<p>Ever since <a href="http://en.wikipedia.org/wiki/Ultima_IV">Ultima IV</a> showed us how computer games might embrace virtue, I&#8217;ve longed for similar titles with moral depth. Over a year ago, <a href="http://cognitoy.com/bios.html">Kent Quirk</a> awoke me to the power that computer games offer and why they are so important right now. At a local <a href="http://gamesforchange.org">Games for Change</a> meetup, Kent showed off <a href="http://www.cognitoy.com/meltingpoint/">Melting Point</a>, a game about climate change. What impressed me about Melting Point was that Kent wasn&#8217;t proselytizing for a particular policy or worldview but rather hoping players would understand the interplay of complex systems (climate and economy) and make up their own minds about what, if anything, we should do about it.</p>
<p>This made me realize that computer games can merge two important features &#8212; player choice and systems-modeling &#8212; to achieve something even more powerful: nurturing <strong>morally aware systems-thinking</strong>. In other words, I began to see games as a tool to enable people to see that the complex systems around us &#8212; whether global trade or ocean ecosystems &#8212; have moral consequences, and that we aren&#8217;t just idle observers but actors both within and over those systems.</p>
<p>And it&#8217;s at this very moment in human history that we, as a species, <em>must</em> learn to see ourselves as moral agents within systems.</p>
<p>Never before has humanity had the power to destroy each other and the world as we know it, whether in clouds of radiation or of carbon dioxide. Never before has so much of humanity been at the mercy not of human tyrants and local lords but of machine code and faraway tribunals. The world, as Max Weber predicted, is becoming an iron cage of systems and bureaucracies beyond human ken.</p>
<p>It&#8217;s beyond our common understanding because <em>homo sapiens</em> didn&#8217;t evolve to naturally grasp large, complex systems but rather small networks of people. As psychologists are steadily <a href="http://blogs.law.harvard.edu/games/2008/01/15/the-science-of-morality-a-laypersons-primer/">learning</a>, scruples aren&#8217;t merely nice but actually hard-wired into our brains. Ask someone whether it&#8217;s right to push a big man in front of a runaway train to save the lives of five bystanders, and parts of our brains begin firing to tell us, &#8220;no.&#8221; But ask whether it&#8217;s OK to throw a switch that decides between the fate of a man on one track versus that of five on the other, and those same neurons stay quiet.</p>
<p>So our genetic code instructs us to treat our face-to-face relationships as potentially moral, but our innate moral sense may not extend into our systemic or mediated relationships. Bringing chicken soup to our sick neighbor strikes us as self-evidently virtuous, but shaping our nation&#8217;s health care policy &#8212; not so much, at least not until it begins affecting us personally. Viewing policy as a structure that embodies collective morality is learned, not instinctual.</p>
<p>Computer games offer at least two possible responses to our collective human predicament. First, they can open players&#8217; eyes to the moral implications of systems by experimenting with them and witnessing the results. Games might offer moments of reflection and of epiphany, connecting personal morality with systemic awareness. A player might see how tweaking health care policies affects a family&#8217;s lives, or how environmental regulation could shape the destiny of a polar bear. Games might lead people to begin to see a soul within the machine.</p>
<p>And perhaps systems might begin to learn lessons from game design. Why must the computer systems that exercise more and more control over our daily lives be morally inert? If computer games &#8212; mere software &#8212; can lead players to <a href="http://www.mobygames.com/forums/dga,2/dgb,5/dgm,22882/">weep</a>, perhaps the mechanization of our world needn&#8217;t be soulless. If a global society demands that our interpersonal relations become abstracted into an iron cage of systems, can&#8217;t we re-envision such systems as a purposeful tool for realizing our collective moral vision?</p>
<p>Computer games won&#8217;t solve the problems that face humanity and our planet. But media, from cuneiform to newspapers to film, have always assisted humanity to reach new levels of moral self-realization and galvanize moral action. How fortuitous it may prove that computer games with their unique capacity for choice and systems-modeling should arise at this critical juncture of our evolution.</p>
<p><em>- Gene Koo</em></p>
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		<title>New Perspectives on Splinter Cell: Double Agent</title>
		<link>http://blogs.law.harvard.edu/games/2008/04/24/new-perspectives-on-splinter-cell-double-agent/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/04/24/new-perspectives-on-splinter-cell-double-agent/#comments</comments>
		<pubDate>Thu, 24 Apr 2008 17:51:11 +0000</pubDate>
		<dc:creator>editorial staff</dc:creator>
				<category><![CDATA[Decision-Making]]></category>
		<category><![CDATA[Morality, theories of]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/2008/04/24/new-perspectives-on-splinter-cell-doubl</guid>
		<description><![CDATA[Yesterday, Matt demonstrated a scene from Splinter Cell: Double Agent involving an interesting moral exercise.
The situation: The protagonist Sam Fisher, an NSA operative, is undercover in a terrorist group, the JBA.  To effectively serve the NSA, he must maintain his cover within the group.  If he does not make himself useful to the [...]]]></description>
			<content:encoded><![CDATA[<p>Yesterday, Matt demonstrated a scene from <em>Splinter Cell: Double Agent</em> involving an interesting moral exercise.</p>
<p>The situation: The protagonist Sam Fisher, an NSA operative, is undercover in a terrorist group, the JBA.  To effectively serve the NSA, he must maintain his cover within the group.  If he does not make himself useful to the terrorists, his cover will be blown; if he does not make himself useful to the NSA, they will assume he&#8217;s gone rogue and treat him as a terrorist.  This is represented by two &#8220;trust bars,&#8221; as we call them, that effectively measure how useful Sam is to the two groups, and&#8211;since trust grants greater freedom in gameplay&#8211;how useful they can be to him.</p>
<p>In the scenario we viewed in class, Sam is given a handgun and ordered to execute an innocent civilian, a news pilot called to the scene by a third party.  Although the game generally takes place from a third-person perspective, this scene plays out from a first-person view, helping to conceal the distinction between the player and the protagonist.  Since there&#8217;s no obvious &#8220;don&#8217;t shoot&#8221; button, the player might be led to assume that he has no choice but to shoot the pilot; a look at the HUD, however, reveals that the gun (which appears to be a WWII-era Luger 9mm, for some reason) contains only one bullet, and putting it into the wall counts as sparing the man&#8217;s life.  (In the demonstration we saw, the player took too long to decide, and an NPC shot the man anyway, taking the decision out of Sam&#8217;s hands.)</p>
<p>The first thing this scene does is to remind us that videogames are very good at encouraging people to do things, but a bit less so at encouraging people to not do things.  This varies by player and genre, of course, and the stealth genre is arguably all about training the player to not do things (don&#8217;t step into that hallway without checking for cameras, don&#8217;t attack that guard if you can avoid him, etc.)  Still, player action is generally affirmative rather than abstinent in nature.</p>
<p>The second thing this scene does is to remind us that Sam Fisher and the player are not the same person.  The decision can be seen as a purely tactical one.  If there is any guilt involved&#8211;and rational people can disagree on whether or not there should be&#8211;it&#8217;s extremely unclear whether Sam or the player ought to be feeling guilty.  If Sam does not seem to be shaken by the experience, is it because he honestly doesn&#8217;t care?  Is it because he conceals his emotions, as he&#8217;s no doubt been trained to do?  Or is it because Sam is conditionally sharing an identity with the player, and the player is the one who&#8217;s supposed to be &#8220;feeling&#8221; for Sam?</p>
<p>The third thing this scene does is to suggest the importance of clearly defined consequences in (fictional) decision-making.  While the player is deciding whether or not to shoot, the trust bars demonstrate, in a fairly straightforward way, the consequences of either choice.  While the player might not know exactly how those consequences will affect later gameplay, (s)he can guess with some accuracy how much they will.</p>
<p>It was suggested, in discussion, that making the consequences more or less obvious might change people&#8217;s reactions to the scene.  So let&#8217;s go into that a bit. If we start from the assumption that moral actions are actions that produce moral consequences, we&#8217;ll likely soon find ourselves in a utilitarian framework.  As consequences go, pleasure and pain are relatively easy to measure, especially when placed against metaphysical ideas of &#8220;the good,&#8221; the will of supernatural beings, etc.  So what are the consequences of Sam&#8217;s/your decision to shoot/not shoot the pilot?  We already know that Sam&#8217;s status with either the NSA or the JBA will be enhanced or degraded, but that&#8217;s hardly the kind of thing people think of morally.  Let&#8217;s think of some other consequences.</p>
<p>1. If Sam does not kill the pilot, his cover will be blown immediately.  In this case, killing the pilot could be construed (dubiously) as an act of self-defense, since the JBA will not look kindly on a double agent.  This argument is weakened somewhat by the fact that Sam is partially responsible for being in that situation in the first place.  (Very few games make any allowance for martyrdom, traditionally seen as one of the highest demonstrations of morality there is, but I digress.)</p>
<p>2.  If Sam does not kill the pilot, the pilot will be let go.  At first glance, it would appear that this is the ideal scenario.  Assuming it doesn&#8217;t make Sam&#8217;s mission completely impossible, letting the man go would seem ideal.  Except, by utilitarian standards, letting the man go is only good insofar as it produces positive consequences.  So&#8230;</p>
<p>2b. The pilot is let go, and Sam accomplishes his mission anyway.  A year later, laid off from his job, the pilot walks into his old office with a submachinegun and kills twenty people.  Does knowing this in advance change the decision to be made?  What if there&#8217;s only a 50/50 chance the surviving pilot will go on a killing spree?  What if the player is told there&#8217;s a &#8220;significant&#8221; chance, but not told the actual odds?</p>
<p>One of the major criticisms of consequentialist ethics, after all, is that consequences are difficult to accurately predict in practice.  A deontological (rule-based) approach would presumably refer to a rule such as &#8220;don&#8217;t kill innocent people,&#8221; something that&#8217;s fundamentally hard to argue with until you&#8217;re presented with extremely unlikely scenarios like the one detailed above.  When such moral rules seem to require martyrdom, pure ideas of moral duty are basically all that can constrain human action, at least in real life&#8211;deontological ethics might be more intuitive to human beings if we could refer to status screens that would display to us the sum morality of our actions in an objective fashion.  All kidding aside, this seems like it could be an interesting thing for games to tackle.</p>
<p>But back to our consequentialist game.  We have thus far only briefly mentioned the problem of guilt.  While the consequences we&#8217;ve discussed so far are external, guilt is an internal consequence that presents some difficulty from a design perspective.  Some work is being done in the area of modeling protagonist psyches; as <em>Eternal Darkness</em> notably suggested, the protagonist does not need to be rational just because the player is.  Alternatively, one could just focus the players&#8217; attention on imagining, in detail, what it would be like to kill an innocent. Terror management theory gets some interesting results by asking people to ponder their own deaths, but how would it affect players&#8217; perception of this scene if they were asked, before they picked up a controller, to spend several minutes thinking about both dying and killing?</p>
<p>There are, of course, a few other ways of doing this.  One could model a kinship system and work that into the game&#8217;s engine, i.e. it &#8220;hurts&#8221; the player more to do bad things to the terrorists or the NSA than the unfortunate strangers caught in the middle.  There&#8217;s also the virtue ethics approach, attempting to parse out what virtues are demonstrated by either shooting the innocent and focusing on the big picture or refusing to be complicit in cold-blooded murder.  We could probably trot out a hundred versions of the scene we watched yesterday, and I&#8217;d be curious to see if tweaking it will produce notably different feelings in players.</p>
<p>-<em>Peter Rauch</em></p>
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		<title>Towards a unified theory of meaningful games (rough draft)</title>
		<link>http://blogs.law.harvard.edu/games/2008/04/17/a-unified-theory-of-meaningful-games/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/04/17/a-unified-theory-of-meaningful-games/#comments</comments>
		<pubDate>Thu, 17 Apr 2008 22:20:21 +0000</pubDate>
		<dc:creator>editorial staff</dc:creator>
				<category><![CDATA[Gaming, theories of]]></category>
		<category><![CDATA[Morality, theories of]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/2008/04/17/towards-a-unified-theory-of-meaningful-</guid>
		<description><![CDATA[From the many conversations we&#8217;ve been having over the past half-year, a set of consistent ideas keep re-emerging. I&#8217;m hoping to pull those ideas together into a coherent statement about what we mean when we talk about games with moral depth. I&#8217;ll be pulling from Bioshock for examples.

The game offers meaningful choice along a moral [...]]]></description>
			<content:encoded><![CDATA[<p>From the many conversations we&#8217;ve been having over the past half-year, a set of consistent ideas keep re-emerging. I&#8217;m hoping to pull those ideas together into a coherent statement about what we mean when we talk about games with moral depth. I&#8217;ll be pulling from <a href="http://blogs.law.harvard.edu/games/2007/12/21/choice-and-freedom-in-bioshock/">Bioshock</a> for examples.</p>
<ol>
<li>The game offers <strong>meaningful choice</strong> along a moral axis. All real games offer choice of some kind, but we seek choices that successfully integrate both narrative and gameplay imperatives and evoke human values in a realistic way. By way of counterexample, Bioshock offers the player a relatively shallow choice regarding what to do with Little Sisters by pitting an obvious good vs. an obvious evil (&#8221;<a href="http://www.escapistmagazine.com/articles/view/editorials/zeropunctuation/1394-Zero-Punctuation-BioShock">Mother Theresa vs. baby-eating</a>&#8220;). Contrast choices that are between two goods (<a href="http://mason.gmu.edu/~lsmithg/ahegel.htm">Hegel&#8217;s interpretation of Antigone</a>), or two evils (politics, anyone?).</li>
<li>The games&#8217; <strong>choices are consequential</strong> to both the narrative and the gameplay. To keep both story and code manageable, most games employ some variant of &#8220;<a href="http://en.wikipedia.org/wiki/Card_force#Magician.27s_Choice">magician&#8217;s choice</a>,&#8221; but if real choices prove impractical, the games we seek at least maintain the <em>illusion</em> of choice well. In Bioshock, choosing to liberate Little Sisters generates fewer Adam points than harvesting them, but as the game progresses, the difference between these choices evens out when Little Sisters compensate the player with loot. While the narrative consequence of these choices diverge, the gameplay outcome does not (in any significant way). The personal sacrifice entailed in liberating Little Sisters might have been underlined more sharply if the contrast between choices was also sharper.</li>
<li>The game offers an opportunity to <strong>reflect on the player&#8217;s choices and their consequences</strong>. Perhaps this aims at Aristotelean <a href="http://">catharsis</a>, or at Joycean <a href="http://theliterarylink.com/joyce.html">epiphany</a>. But at some point(s) in the game, we hope the player achieves a moment of awareness, connecting the game to some &#8220;truth&#8221; about the world or about herself. In Bioshock, this moment comes as a moment of near-perfect identification between the main character&#8217;s plight and the player&#8217;s own. Of course, in Bioshock the player awakens not to the consequences of his choices, but rather his complete <em>lack</em> of choice within the game.</li>
</ol>
<p>I&#8217;ve been using Bioshock as an example not just because I&#8217;m a shameless fanboy (though I am), but because that game so thoroughly deconstructed the world of games as they are &#8212; devoid of meaningful choice &#8212; that we&#8217;re left yearning all the more for new games that could be. Perhaps these three basic ideas can help point the way.</p>
<p><em>- Gene Koo</em></p>
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		<title>Ideology and persuasion</title>
		<link>http://blogs.law.harvard.edu/games/2008/03/18/ideology-and-persuasion/</link>
		<comments>http://blogs.law.harvard.edu/games/2008/03/18/ideology-and-persuasion/#comments</comments>
		<pubDate>Tue, 18 Mar 2008 22:51:24 +0000</pubDate>
		<dc:creator>editorial staff</dc:creator>
				<category><![CDATA[Morality, theories of]]></category>

		<guid isPermaLink="false">http://blogs.law.harvard.edu/games/2008/03/18/ideology-and-persuasion/</guid>
		<description><![CDATA[In any sufficiently convoluted discussion of videogames and narrative, fiction, or speech, the idea of videogames as a communicative medium inevitably comes up.  The communication of facts is simple enough in any media, although making them &#8220;stick,&#8221; i.e. making them sufficiently comprehensible and memorable, is rather more difficult, especially if the medium in question [...]]]></description>
			<content:encoded><![CDATA[<p>In any sufficiently convoluted discussion of videogames and narrative, fiction, or speech, the idea of videogames as a communicative medium inevitably comes up.  The communication of facts is simple enough in any media, although making them &#8220;stick,&#8221; i.e. making them sufficiently comprehensible and memorable, is rather more difficult, especially if the medium in question is one that is widely perceived to have &#8220;failed&#8221; should boredom set in.  But facts, stubborn things though they are, are generally not what people are referring to when they speak of &#8220;free speech&#8221; or a &#8220;marketplace of ideas.&#8221;  Ideas that are not easily empirically verifiable must not only inform but persuade a given audience.  What videogames do so effectively, and where I believe lies much of the medium&#8217;s potential, is the creation of worlds that in some aspect resemble our own, and set the rules to encourage and discourage behaviors, determine the outcomes of actions, etc.  To whatever extent the gameworld resembles our own, what I find most intriguing about the possibilities of the medium is the creation of worlds inherently biased toward certain viewpoints.</p>
<p>There are a few names out there for the general type of viewpoint to which I&#8217;m referring&#8211;James Paul Gee&#8217;s &#8220;cultural models&#8221; comes to mind, as does the general idea of &#8220;worldview&#8221;&#8211;one of which is the rather troubled term &#8220;ideology.&#8221;  (Another is propaganda, which is a different post altogether.)  In <em>Ideology: An Introduction,</em> literary critic Terry Eagleton lays out sixteen commonly accepted definitions for the term:</p>
<blockquote><p>(a) the process of production of meaning, signs and values in social life;<br />
(b) the body of ideas characteristic of a particular social group or class;<br />
(c) ideas which help to legitimate a dominant political power;<br />
(d) false ideas which help to legitimate a dominant political power;<br />
(e) systematically distorted communication;<br />
(f) that which offers a position for a subject;<br />
(g) forms of thought motivated by social interests;<br />
(h) identity thinking;<br />
(i) socially necessary illusion;<br />
(j) the conjuncture of discourse and power;<br />
(k) the medium in which conscious social actors make sense of their world;<br />
(l) action-oriented sets of beliefs;<br />
(m) the confusion of linguistic and phenomenal reality;<br />
(n) semiotic closure;<br />
(o) the indispensable medium in which individuals live out their relations to a social structure;<br />
(p) the process whereby social life is converted to a natural reality.</p></blockquote>
<p>These definitions are frequently mutually contradictory, but many have obvious relevance to socially conscious videogame design.  &#8220;Action-oriented sets of beliefs&#8221; certainly relates to this project, and one might argue that the conditional &#8220;confusion of linguistic and phenomenal reality&#8221; is more or less what happens when one plays a sufficiently immersive videogame.  The current economic realities of videogame production have led some to suggest that definitions b, c, and d have great relevance to the videogame industry as it currently stands, but there&#8217;s no reason to assume that this is an inherent feature of the physical technology, as opposed to the economic basis of its production.  (Then again, a Marxist might be hesitant to separate those two, and McLuhan might agree.)  In parsing out just what ideology is or is not, Eagleton brings up a point of unequivocal importance to anyone interested in the persuasive potential of videogames:</p>
<blockquote><p>[I]n order to be truly effective, ideologies must make at least some minimal sense of people&#8217;s experience, must conform to some degree with what they already know of social reality from their practical interaction with it.  [...] They must be &#8220;real&#8221; enough to provide the basis on which individuals can fashion a coherent identity, must furnish some solid motivations for effective action, and must make at least some feeble attempt to explain away their own inconsistencies.  In short, successful ideologies must be more than imposed illusions, and for all their inconsistencies must communicate to their subjects a version of social reality which is real and recognizable enough not to be simply rejected out of hand.</p></blockquote>
<p>This almost reads as a primer for how to involve players emotionally in the in-game decision-making process: make the players recognize the world on an intuitive level, regardless of the obvious differences, motivate them to do the things you want to do, and have some explanations for the more obvious holes in the simulation.  This last one can be especially tricky; as Matt noted at the last meeting, the more &#8220;free&#8221; a game is, the more obvious and glaring the walls will appear.  While the connections may not be intuitive, the embattled notion of ideology, and literary/political theory in general, may provide some useful new ways to interpret videogame texts, helping to delineate what they are, what they do, and when/why they fail.</p>
<p>- <em>Peter Rauch</em></p>
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