skip to main content
Skip header Section
The Ethics of Computer GamesMay 2009
Publisher:
  • The MIT Press
ISBN:978-0-262-01265-2
Published:29 May 2009
Pages:
280
Skip Bibliometrics Section
Bibliometrics
Skip Abstract Section
Abstract

Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.

Cited By

  1. ACM
    Väkevä J, Mekler E and Lindqvist J From Disorientation to Harmony: Autoethnographic Insights into Transformative Videogame Experiences Proceedings of the CHI Conference on Human Factors in Computing Systems, (1-20)
  2. Ryan M, McEwan M, Formosa P, Messer J and Howarth S (2023). The effect of morality meters on ethical decision making in video games, Computers in Human Behavior, 142:C, Online publication date: 1-May-2023.
  3. ACM
    Freeman G, Wu K, Nower N and Wohn D (2022). Pay to Win or Pay to Cheat: How Players of Competitive Online Games Perceive Fairness of In-Game Purchases, Proceedings of the ACM on Human-Computer Interaction, 6:CHI PLAY, (1-24), Online publication date: 25-Oct-2022.
  4. ACM
    Arrambide K, Yoon J, MacArthur C, Rogers K, Luz A and Nacke L “I Don’t Want To Shoot The Android”: Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become Human Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, (1-15)
  5. Tanner C, Schmocker D, Katsarov J and Christen M (2021). Educating moral sensitivity in business, Computers & Education, 178:C, Online publication date: 1-Mar-2022.
  6. ACM
    A. Sparrow L, Gibbs M and Arnold M The Ethics of Multiplayer Game Design and Community Management Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, (1-13)
  7. Kelly M (2021). Designing Game-Based Writing Projects to Foster Critical Ethical Reasoning in the English Classroom, Simulation and Gaming, 52:2, (153-168), Online publication date: 1-Apr-2021.
  8. ACM
    Del-Moral M and RodrÍguez-GonzÁlez C (2020). War Video Games, Journal on Computing and Cultural Heritage , 13:4, (1-13), Online publication date: 8-Dec-2020.
  9. ACM
    Praetorius A and Görlich D How Avatars Influence User Behavior Proceedings of the 15th International Conference on the Foundations of Digital Games, (1-9)
  10. ACM
    Schellekens J, Caselli S, Gualeni S and Rutter Giappone K Satirical Game Design: The Case of the Boardgame Construction BOOM! Proceedings of the 15th International Conference on the Foundations of Digital Games, (1-12)
  11. ACM
    De Roure D, Hendler J, James D, Nurmikko-Fuller T, Van Kleek M and Willcox P Towards a Cyberphysical Web Science Proceedings of the 10th ACM Conference on Web Science, (65-69)
  12. Iten G, Bopp J, Steiner C, Opwis K and Mekler E (2018). Does a prosocial decision in video games lead to increased prosocial real-life behavior? The impact of reward and reasoning, Computers in Human Behavior, 89:C, (163-172), Online publication date: 1-Dec-2018.
  13. ACM
    Tancred N, Vickery N, Wyeth P and Turkay S Player Choices, Game Endings and the Design of Moral Dilemmas in Games Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, (627-636)
  14. Szykman A, Brandão A, Gois J and Katchabaw M (2018). Development of a Gesture-Based Game Applying Participatory Design to Reflect Values of Manual Wheelchair Users, International Journal of Computer Games Technology, 2018, Online publication date: 1-Jan-2018.
  15. ACM
    de Wildt L and Aupers S Bibles and BioShock Proceedings of the Annual Symposium on Computer-Human Interaction in Play, (463-475)
  16. ACM
    Kultima A and Sandovar A Game design values Proceedings of the 20th International Academic Mindtrek Conference, (350-357)
  17. Gabriels K and De Backer C (2016). Virtual gossip, Computers in Human Behavior, 63:C, (683-693), Online publication date: 1-Oct-2016.
  18. Kim T and Werbach K (2016). More than just a game, Ethics and Information Technology, 18:2, (157-173), Online publication date: 1-Jun-2016.
  19. ACM
    Kimppa K, Heimo O and Harviainen J (2016). First dose is always freemium, ACM SIGCAS Computers and Society, 45:3, (132-137), Online publication date: 5-Jan-2016.
  20. ACM
    Raftopoulos M Playful Card-Based Tools for Gamification Design Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, (109-113)
  21. Sköld O, Adams S, Harviainen J and Huvila I Studying games from the viewpoint of information Game Research Methods, (57-73)
  22. ACM
    Hall B (2014). A synthesized definition of computer ethics, ACM SIGCAS Computers and Society, 44:3, (21-35), Online publication date: 23-Oct-2014.
  23. ACM
    Perry D, Lynch A, Joshi A, Hellman K, Robinson J, Oyadomari A, Richtarik M and Aragon C Diverse player experiences in the design of science games for bioinformatics learning Proceedings of the 2013 Chilean Conference on Human - Computer Interaction, (104-109)
  24. Ruggiero D (2013). Persuasive Games as Social Action Agents, International Journal of Gaming and Computer-Mediated Simulations, 5:4, (75-85), Online publication date: 1-Oct-2013.
  25. ACM
    Mobile communication, gamification and ludification Proceeding of the 16th International Academic MindTrek Conference, (295-301)
  26. Paoli S and Kerr A (2012). On crimes and punishments in virtual worlds, Ethics and Information Technology, 14:2, (73-87), Online publication date: 1-Jun-2012.
  27. Zagal J Heavy rain Well played 3.0, (51-62)
  28. ACM
    Bergström K The implicit rules of board games Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments, (86-93)
  29. Sicart M Wicked games Proceedings of the 1st DESIRE Network Conference on Creativity and Innovation in Design, (101-111)
  30. ACM
    Wilson D and Sicart M Now it's personal Proceedings of the International Academic Conference on the Future of Game Design and Technology, (40-47)
Contributors
  • IT University of Copenhagen

Recommendations

John M. Artz

Less nuanced approaches to the ethics of computer games may suggest that one can ascertain the moral quality of a game purely based on its content. For example, it may be too violent; it may over-sexualize women; or it may encourage undesirable behavior, such as cheating or deception. Sicart suggests that there is more to it than that. You have a moral object (the game) that is designed and has moral content, as far as the values it embodies are concerned. You have a moral agent (the player) who bears some responsibility with regard to how the game is played and what is taken from the game. And you have the agent's experience of the game, as different players will derive different experiences from the same game. In order to study the ethics of computer games, one must consider the way in which these three aspects interact with each other: Understanding the ethics of any computer game involves researching the interplay between a designed moral object, a moral experience derived from that object, and the moral agent that experiences the game. The relations between these three elements determine the ethics of computer games. The problem with this book is that the author spends way too much time stating what he is going to do in the book and why he is going to do it; then, after he does it, he further explains what he did and why he did it. It makes for tedious reading. However, being difficult to read because of the complexity of the ideas is one thing, and being difficult to read due to poor writing and a lack of clarity is another thing entirely. The author provides a useful framework for studying the ethics of computer games. Whether one agrees entirely with this framework or not, it is good to have one. Computer ethics went far too long without a conceptual framework, much to its detriment. But, it is a hard read and not entirely worth the effort. It appears to be Sicart's dissertation, and sadly it reads like one. If it were edited back to a short paper and rewritten for clarity, it would serve its purpose much better. Online Computing Reviews Service

Access critical reviews of Computing literature here

Become a reviewer for Computing Reviews.