Being There: Putting Brain, Body, and World Together Again
Being There: Putting Brain, Body, and World Together Again
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Presence: Teleoperators and Virtual Environments - Virtual environments: Virtual environments and mobile robots: Control, simulation, and robot pilot training
Game Design: Theory and Practice
Game Design: Theory and Practice
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
The Philosophy of Computer Games
The Philosophy of Computer Games
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This article builds upon earlier research McDaniel & Fiore, 2010 in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of gameplay. To update and expand this original work, the authors reviewed contemporary research on identity, cognition, and self in relation to video game environments as well as literature dealing more specifically with ethics and video games. From this literature base and their applied design experiences, the authors offer ten guidelines as best practices to follow for aspiring ethics game developers.