Nothing Special   »   [go: up one dir, main page]

skip to main content
Reflects downloads up to 08 Feb 2025Bibliometrics
Skip Table Of Content Section
SECTION: Special Issue on Ethical Games
editorial
Free
Ethical Games: Toward Evidence-Based Guidance for Safeguarding Players and Developers
Article No.: 7, Pages 1–11https://doi.org/10.1145/3685207

As video games have moved to the mainstream of entertainment and popular culture, they also have given rise to new media fears. These span concerns for player welfare such as gaming addiction, negative effects of ‘screen time,’ gambling-like mechanics, ...

article
Playful by Design: Embedding Children's Rights into the Digital World
Article No.: 8, Pages 1–10https://doi.org/10.1145/3678469

To explore ‘what good looks like’ for children’s play in a digital world,the Digital Futures Commission consulted children, companies, policy makers, regulators and academics. Responding to public scepticism that play online could match the benefits of ...

research-article
Open Access
Museum-Inspired Video Games as a Symbolic Transitional Justice Policy: Overview, Concepts, and Research Directions
Article No.: 9, Pages 1–17https://doi.org/10.1145/3651279

Video games are maturing as a medium to tell stories inspired by historical struggles and real-life experiences. In this regard, they could work as a mechanism in Transitional Justice pursuit. In this article, we argue that games can become agents for ...

research-article
Open Access
Treating Symptoms or Treating Causes? Therapeutic Video Games for Mental Health
Article No.: 10, Pages 1–3https://doi.org/10.1145/3664282

This short viewpoint piece poses the question, ‘what are the ethical implications of designing video games that address the societal causes of mental illness rather than an individual's symptoms?’

research-article
From Avoidance to Action: A Call for Open Dialogue on Hate, Harassment, and Extremism in the Gaming Industry
Article No.: 11, Pages 1–17https://doi.org/10.1145/3656559

Over the past few decades, digital games have become increasingly important for social connection and community building. However, the features that make games fantastic spaces for social connection also harbor toxicity, including hate, harassment, and ...

research-article
Open Access
Unpacking the Dynamics of Harm in Game Cheating Communities: A Guiding Framework for Cross-Industry Intervention
Article No.: 12, Pages 1–17https://doi.org/10.1145/3656558

As a part of the broader investigation into the social dynamics within game cheating communities, this study sheds light on the risks faced by users that surpass the conventional boundaries of gaming environments. Drawing on insights from interviews with ...

research-article
The Toxic Cost of Cheap Usernames: Re-Applying Friedman and Resnick's Framework in Competitive Video Game Networks
Article No.: 13, Pages 1–17https://doi.org/10.1145/3669936

Toxicity in video games, acting in a rude, abusive, bullying, or deliberately losing manner, ruins competitive team-based video game experiences for everyone involved. Companies are experimenting with the detection, regulation, and bans of toxic players. ...

research-article
Open Access
Game On, Hate Off: A Study of Toxicity in Online Multiplayer Environments
Article No.: 14, Pages 1–13https://doi.org/10.1145/3675805

The advent of online spaces, particularly social media platforms and video games, has brought forth a significant challenge: the detection and mitigation of toxic and harmful speech. This issue is not only pervasive but also detrimental to the overall ...

research-article
Many faces, many names? Ethics in Belgian game development education
Article No.: 15, Pages 1–23https://doi.org/10.1145/3675804

What is nowadays taught to the game creators of tomorrow in terms of ethics? The current study addresses this question by focusing on 11 higher education and continuous vocational training programs for aspiring game developers taught in Belgium. We ...

opinion
Open Access
Behavioral design in video games
Article No.: 16, Pages 1–3https://doi.org/10.1145/3672088

Game design has an impact on health and well-being. Due to their evolving capacities, young people and children are especially sensitive to the negative and positive impacts of media design choices. To protect vulnerable people, ethical and responsible ...

opinion
Open Access
Why the Gaming Industry Needs Responsible AI
Article No.: 17, Pages 1–4https://doi.org/10.1145/3675803

Incorporating artificial intelligence (AI) into the development, operation, and servicing of video games adds new issues to an already-complex landscape of ethical concerns. Practices, tools, and governance structures developed in responsible AI can offer ...

opinion
Ask the players! Player-centric principles as guidelines for ethical microtransactions
Article No.: 18, Pages 1–3https://doi.org/10.1145/3675802

This viewpoint paper synthesizes the author's previous work with players on their experiences and perceptions of problematic microtransactions to provide a set of values for ethically designing microtransactions. As such, it provides a practical starting ...

discussion
Advancing Ethics in the Games Industry: A Round Table
Article No.: 19, Pages 1–11https://doi.org/10.1145/3677008

How can we institute good ethical practice in the games industry, safeguarding the welfare of players and employees alike? Inspired by the code of ethics drafted by the Ethical Games Initiative, this roundtable convenes industry regulators and leaders ...

Subjects

Comments

Please enable JavaScript to view thecomments powered by Disqus.