Moral engagement in interactive narrative games: An exploratory study on ethical agency in the walking dead and life is strange
Publication date
2018-08-07
Editors
Deterding, Sebastian
Khandaker, Mitu
Risi, Sebastian
Font, Jose
Dahlskog, Steve
Salge, Christoph
Olsson, Carl Magnus
Advisors
Supervisors
Document Type
Part of book
Metadata
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License
taverne
Abstract
The present paper focuses on moral choices in interactive narrative games. Particularly, it investigates factors that contribute to moral engagement in short-term decision making in games; as opposed to the somewhat better understood factors that underlie moral disengagement in games. To this end, the paper proposes factors for assessing moral engagement in games, that build upon (1) the general aggression model, (2) the moral disengagement model, and (3) self-determination theory. The paper reports on two case studies that explore the factors in actual interactive video games; it investigates meaningful choices in the games Life is Strange and The Walking Dead Season 1.
Keywords
Taverne, Software, Human-Computer Interaction, Computer Vision and Pattern Recognition, Computer Networks and Communications
Citation
Dechering, A & Bakkes, S 2018, Moral engagement in interactive narrative games : An exploratory study on ethical agency in the walking dead and life is strange. in S Deterding, M Khandaker, S Risi, J Font, S Dahlskog, C Salge & C M Olsson (eds), Proceedings of the 13th International Conference on the Foundations of Digital Games, FDG 2018., 23, ACM International Conference Proceeding Series, Association for Computing Machinery, 13th International Conference on the Foundations of Digital Games, FDG 2018, Malmo, Sweden, 7/08/18. https://doi.org/10.1145/3235765.3235779, conference