The ethics of representation and action invirtual reality
Ethics and Information Technology
Information ethics: On the philosophical foundation ofcomputer ethics
Ethics and Information Technology
Artificial evil and the foundation of computer ethics
Ethics and Information Technology
Mapping the foundationalist debate in computer ethics
Ethics and Information Technology
On the intrinsic value of informationobjects and the infosphere
Ethics and Information Technology
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Violent computer games, empathy, and cosmopolitanism
Ethics and Information Technology
A Humean approach to assessing the moral significance of ultra-violent video games
Ethics and Information Technology
The Method of Levels of Abstraction
Minds and Machines
Wicked games: on the design of ethical gameplay
DESIRE '10 Proceedings of the 1st DESIRE Network Conference on Creativity and Innovation in Design
Getting `virtual' wrongs right
Ethics and Information Technology
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This paper offers an analytical description of the ethics of game design and its influence in the ethical challenges computer games present. The paper proposes a set of game design suggestions based on the Information Ethics concept of Levels of Abstraction which can be applied to formalise ethical challenges into gameplay mechanics; thus allowing game designers to incorporate ethics as part of the experience of their games. The goal of this paper is twofold: to address some of the reasons why computer games present ethical challenges, and to exploit the informational nature of games to suggest how to develop games with ethics at the core of their gameplay.