Papers by Kevin Marín-Rubio
INTED2021 Proceedings, 2021
Research on moral learning with video games, for a long time, has focused on their connection wit... more Research on moral learning with video games, for a long time, has focused on their connection with violent or antisocial behavior. However, there is a growing field of designs and suggestions about how video games can promote ethics and pro-social learning (Darvasi, 2016). Games with social, political, or moral conflict topics are on the rise and is an issue that should interest us as educators, considering the high use rates in the youth population. Despite increasing demand and enthusiasm for these video games, the scientific evidence of their benefits is scarce. As de Aldama and Pozo (2020) note, the difference may be found in the goal: playing with an epistemic goal -aimed at building reflection and knowledge-, in contrast to following the
game’s aims of leisure.
In this study, we analyze whether playing spontaneously to Papers, Please activates moral intuitions (Haidt, 2001) that can be more oriented to an epistemic use of it. This video game is acclaimed for the treatment of ethical conflicts in immigration, international relationships, and totalitarianism. In Papers, Please, the player portrays ¡ an immigration officer tasked with examining documents and deciding upon authorization or denial of access to the country. We have turned to comments about the game on Steam to see if the speech of players shows terms and structures linked to different moral assessments.
We have identified low frequencies of moral discourses; only 5% of the comments were related to moral intuitions. On the other hand, we designed a system of categories for the analysis of moral intuitions. The categories will allow us the classification of commentaries according to the social systems, emotions, and game topics. We have carried out a preliminary analysis that will be useful for the design of future analysis.
These results are similar to other studies that have already observed that Papers, Please may not be so productive for peace and justice as it is believed. We propose that for video games to promote prosocial behavior, the reflection guided by an epistemic goal must be encouraged. Thus, we must put our efforts into designing scaffoldings and educational interventions that favor reflecting on the situations which they represent.
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Education and Information Technologies
Video games are the digital entertainment resource most in demand by young people, which has led ... more Video games are the digital entertainment resource most in demand by young people, which has led an increasing number of education experts to study their possible benefits. In particular, in this research, we set out to identify the potential of ‘Papers, Please’ to promote moral learning. Thus, we have tried to identify those objectives that go beyond the success in the video game and could favor moral learning. For this purpose, we have investigated what types of moral discourses arise from playing ‘Papers, Please’, a video game where you adopt the role of a customs inspector in a totalitarian state who must obtain the necessary money to fund their family. To do this, we analyzed the moral content of 1,560 player reviews. Results showed that only 4.94% of the reviews presented Moral Intuitions (moral content), which occurred more in the players who had played longer and had declared more Negative Emotions. As for the analysis of the Moral Intuitions, results showed that the players...
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SSRN Electronic Journal
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Thesis Chapters by Kevin Marín-Rubio
A partir del análisis de los mecanismos de poder y la libertad de acción en The Stanley Parable, ... more A partir del análisis de los mecanismos de poder y la libertad de acción en The Stanley Parable, partiendo del Modelo Lector de Eco y la psicopolítica de Han, se realizaron cinco intervenciones docentes con 21 alumnos/as de 5to de Primaria, cuyos resultados fueron el desarrollo del pensamiento crítico en la toma de consciencia de los mismos mecanismos de poder en sus formas de vida y la sobreexposición a las nuevas tecnologías, bajo el marco curricular de Primaria.
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A partir de las inquietudes sobre la presión estética social mostradas por el alumnado de 3º de E... more A partir de las inquietudes sobre la presión estética social mostradas por el alumnado de 3º de ESO durante mi período como profesor de Educación Física en prácticas en Cataluña, se diseñó e implementó una Unidad Didáctica desde las pedagogías críticas y el fitness con tal de mejorar su Autoconcepto Físico y la conciencia crítica de éste. Los resultados sugirieron que, dada la brevedad de la intervención el alumnado aumentó su conciencia al cuestionar cánones de belleza impuestos, pero no mejoró de forma generalizada su Autoconcepto Físico ni cambió la concepción de su cuerpo. En su mayoría persistió en un discurso dominante neoliberal de autoempoderamiento y no fue posible problematizar la presión estética al dicotomizar entre cuerpos saludables y “cuerpos enfermos”. Por el contrario, se encontró mejora en algunos alumnos que resignificaron su identidad en sociedad y se concibieron siempre atravesados por la misma, despatologizando su malestar con el cuerpo. Esta investigación pretende ir hacia un nuevo escenario en la idea de la idea de la Educación Física contribuyendo como práctica crítica de la materia y una innovadora aproximación a la competencia 2 de nuestro ámbito en el currículum.
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inproceedings by Kevin Marín-Rubio
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Papers by Kevin Marín-Rubio
game’s aims of leisure.
In this study, we analyze whether playing spontaneously to Papers, Please activates moral intuitions (Haidt, 2001) that can be more oriented to an epistemic use of it. This video game is acclaimed for the treatment of ethical conflicts in immigration, international relationships, and totalitarianism. In Papers, Please, the player portrays ¡ an immigration officer tasked with examining documents and deciding upon authorization or denial of access to the country. We have turned to comments about the game on Steam to see if the speech of players shows terms and structures linked to different moral assessments.
We have identified low frequencies of moral discourses; only 5% of the comments were related to moral intuitions. On the other hand, we designed a system of categories for the analysis of moral intuitions. The categories will allow us the classification of commentaries according to the social systems, emotions, and game topics. We have carried out a preliminary analysis that will be useful for the design of future analysis.
These results are similar to other studies that have already observed that Papers, Please may not be so productive for peace and justice as it is believed. We propose that for video games to promote prosocial behavior, the reflection guided by an epistemic goal must be encouraged. Thus, we must put our efforts into designing scaffoldings and educational interventions that favor reflecting on the situations which they represent.
Thesis Chapters by Kevin Marín-Rubio
inproceedings by Kevin Marín-Rubio
game’s aims of leisure.
In this study, we analyze whether playing spontaneously to Papers, Please activates moral intuitions (Haidt, 2001) that can be more oriented to an epistemic use of it. This video game is acclaimed for the treatment of ethical conflicts in immigration, international relationships, and totalitarianism. In Papers, Please, the player portrays ¡ an immigration officer tasked with examining documents and deciding upon authorization or denial of access to the country. We have turned to comments about the game on Steam to see if the speech of players shows terms and structures linked to different moral assessments.
We have identified low frequencies of moral discourses; only 5% of the comments were related to moral intuitions. On the other hand, we designed a system of categories for the analysis of moral intuitions. The categories will allow us the classification of commentaries according to the social systems, emotions, and game topics. We have carried out a preliminary analysis that will be useful for the design of future analysis.
These results are similar to other studies that have already observed that Papers, Please may not be so productive for peace and justice as it is believed. We propose that for video games to promote prosocial behavior, the reflection guided by an epistemic goal must be encouraged. Thus, we must put our efforts into designing scaffoldings and educational interventions that favor reflecting on the situations which they represent.