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Computer games and ethical issues

机译:电脑游戏和道德问题

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Summary form only given. Computer games have been exploited in educational procedures, since they help in fostering creativity, in familiarization with technology, and develop problem-solving, logical thinking, communication, and collaborative skills (Sicart 2009). Games is a symptom of our societies and offer learning and strong educational advantages, as they fully motivate and engage students. The term “game” refers to a wide range of activities but, researchers (Juul, 2003, Crawford, 2003) stated that it is difficult to define in terms of necessary and sufficient features. Moreover Grendler (1996, pp. 523) defines games as “consisting of rules that describe allowable player moves, game constraints and privileges (such as ways of earning extra turns) and penalties for illegal (non permissible) actions. Further the rules may be imaginative in that they need not relate to real world-events.” According to Deterding, Sicart, Nacke, O'Hara and Dixon (2011), gamification “is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement”. Thus, game designers intent to identify and create non-game contexts, products, like points into the game, affecting the players' attitudes and ideas. According to Dang et al. (2007) new video games are ethically affecting people who play them. Additionally, the ethical issues include: violence, rating, education, stereotyping against women, community and addiction. Since computer games usage is increasingly spreading, concern must be placed on the ethical issues that are built in them. There are many games involving violent acts as well as other content related to violence. Thus, many people may believe that playing these types of video games can cause a person to be more violent (Dang et al., 2007). From the education perspective, gaming can be used to teach different things, some positive while others are negat- ve. Educational system must play important role in the ethical improvement of game culture. Responsible game developers need to be informed and take under consideration the research findings concerning the effects of the medium they utilize. Also, game designers and developers need to make knowledgeable decisions for the game content, purpose and goals (Dodig-Crnkovic and Larsson, 2005). Another idea is to design games whose specific goal is to teach ethical principles.
机译:仅提供摘要表格。计算机游戏已被用于教育程序,因为它们有助于培养创造力,熟悉技术并发展解决问题,逻辑思维,沟通和协作能力(Sicart 2009)。游戏是我们社会的症状,并能充分激发学生的积极性,并提供学习和强大的教育优势。 “游戏”一词指的是各种各样的活动,但是研究人员(Juul,2003; Crawford,2003)指出,很难根据必要和充分的特征进行定义。此外,Grendler(1996,pp。523)将游戏定义为“由规则组成,这些规则描述了允许的玩家移动,游戏的约束和特权(例如获得额外回合的方式)以及对非法(不允许的)行为的惩罚。此外,这些规则可能具有想象力,因为它们不必与真实世界的事件有关。”根据Deterding,Sicart,Nacke,O'Hara和Dixon(2011)的说法,游戏化“是在非游戏系统中使用视频游戏元素来改善用户体验(UX)和用户参与度的非正式概括性术语”。因此,游戏设计师意图识别并创建非游戏环境,产品,例如进入游戏的点,从而影响玩家的态度和想法。据党等。 (2007)新的视频游戏在道德上影响了玩视频游戏的人。此外,道德问题包括:暴力,等级,教育,对妇女的陈规定型观念,社区和成瘾。由于计算机游戏的使用越来越广泛,因此必须关注计算机内置的道德问题。有许多涉及暴力行为的游戏以及与暴力有关的其他内容。因此,许多人可能认为玩这些类型的视频游戏会导致一个人变得更加暴力(Dang等,2007)。从教育的角度来看,游戏可以用来教授不同的东西,有些是积极的,而有些则是消极的。教育制度必须在游戏文化的伦理改善中发挥重要作用。需要告知负责任的游戏开发人员,并考虑有关他们使用的媒体的影响的研究结果。此外,游戏设计师和开发人员需要针对游戏的内容,目的和目标做出明智的决策(Dodig-Crnkovic和Larsson,2005年)。另一个想法是设计游戏,其特定目标是教授道德原则。

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