Skip to main content
Log in

Designing role-playing video games for ethical thinking

  • Research Article
  • Published:
Educational Technology Research and Development Aims and scope Submit manuscript

Abstract

How can we better design games, such as role-playing video games (RPGs), to support the practice of ethical thinking? Ethical thinking is a critical component of twenty-first century citizenship and we need to design ways to creatively support its practice. This study investigates how male participants, ages 18–34, make ethical decisions in three in-game scenarios in Fable III, an RPG, and one additional scenario. The decision-making processes of thirty participants were analyzed; twenty were randomly assigned to play Fable III and ten were assigned to a control condition of written ethical scenarios. Results suggested that participants practiced a variety of ethical thinking skills and thought processes in both conditions, including reasoning-, empathy-, reflection-, and information gathering-related skills and thought processes. Three hypotheses were investigated and detailed, and any significant differences or similarities that emerged between conditions and across game scenarios were explored. Based on this analysis, four preliminary design principles were described.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Similar content being viewed by others

References

  • Alderman, J. (2010). Fable 2 sold 3.5 m units, goal for Fable 3 is 5 m, GamerInvestments.com. Retrieved from http://gamerinvestments.com/videogamestocks/index.php/2010/03/11/.

  • Belman, J., & Flanagan, M. (2010). Designing games to foster empathy. Cognitive Technology, 14(2), 5–15.

    Google Scholar 

  • Belman, J., Nussenbaum, H., Flanagan, M., Diamond, J. (2011). Grow-A-game: A tool for values conscious design and analysis of digital games. Proceedings of DIGRA 2011 Conference. Hilversum: The Netherlands, pp. 14–17.

  • Bertozzi, E. (2014). Using games to teach, practice, and encourage interest in STEM subjects. In K. Schrier (Ed.), Learning and education games volume one: Curricular and design considerations. Pittsburgh, PA: ETC Press.

    Google Scholar 

  • Boyle, E. A., MacArthur, E. W., Connolly, T. M., Hainey, T., Manea, M., Ka¨rki, A., & van Rosmalen, P. (2014). A narrative literature review of games, animations and simulations to teach research methods and statistics. Computers & Education, 74, 1–14.

    Article  Google Scholar 

  • Bradley, L. J., & Hendricks, C. B. (2008). Ethical decision making: Basic issues. The Family Journal: Counseling and Therapy for Couples and Families, 16, 261–263.

    Article  Google Scholar 

  • Brown, K. M. (1994). Using role play to integrate ethics into the business curriculum a financial management example. Journal of Business Ethics, 13, 105–110.

    Article  Google Scholar 

  • Campbell, A. V., Chin, J., & Voo, T. C. (2007). How can we know that ethics education produces ethical doctors? Medical Teacher, 29, 431–436.

    Article  Google Scholar 

  • Consalvo, M. (2005). Rule sets, cheating, and magic circles: Studying games and ethics. International Review of Information Ethics, 4, 8–12.

    Google Scholar 

  • Cottone, R. R., & Claus, R. E. (2000). Ethical decision-making models: A review of the literature. Journal of Counseling and Development: JCD, 78, 275–283.

    Article  Google Scholar 

  • Deci, E. (1996). Why we do what we do: Understanding self-motivation. London: Penguin.

  • Doorn, N., & Kroesen, J. O. (2013). Using and developing role plays in teaching aimed at preparing for social responsibility. Science & Engineering Ethics, 19, 1513–1527.

    Article  Google Scholar 

  • Egenfeldt-Nielsen, S. (2006). Overview of research on the educational use of video games. Nordic Journal of Digital Literacy, 3. Retrieved from http://www.idunn.no/ts/dk/2006/03/overview_of_research_on_the_educationaluseof_video_games.

  • Elliott, D. (2007). Ethics in the first person. A guide to teaching and learning practical ethics. New York: Rowman and Littlefield, Publishers.

    Google Scholar 

  • ESA. (2014). Essential facts about the computer and video game industry. Retrieved from http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf.

  • Ferdig, R., & Pytash, K. (2014). The use of video games for literacy acquisition and studying literate practices. In K. Schrier (Ed.), Learning and education games volume one: Curricular and design considerations. Pittsburgh, PA: ETC Press.

    Google Scholar 

  • Flanagan, M., Nissenbaum, H., Belman, J., & Diamond, J. (2007). A method for discovering values in digital games. In DIGRA 2007 conference proceedings. Tokyo, Japan.

  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.

    Google Scholar 

  • Gilligan, C. (1982). In a different voice: Psychological theory and women’s development. Cambridge, MA: Harvard University Press.

    Google Scholar 

  • Harwell, D. (2014). More women play video games than boys, and other surprising facts lost in the mess of Gamergate. Washington Post. Retrieved October 17, 2014, from https://www.washingtonpost.com/news/the-switch/wp/2014/10/17/more-women-play-video-games-than-boys-and-other-surprising-facts-lost-in-the-mess-of-gamergate/.

  • Hein, E. (2014). Music games in education. In K. Schrier (Ed.), Learning and education games volume one: Curricular and design considerations. Pittsburgh, PA: ETC Press.

    Google Scholar 

  • Hejase, H. J., & Tabch, H. (2012). Ethics education: An assessment case of the American University of Science and Technology-Lebanon. International Journal of Islamic and Middle Eastern Finance and Management, 5, 116–133.

    Article  Google Scholar 

  • Hirumi, A., Appelman, B., Rieber, L., & Eck, R. V. (2010). Preparing instructional designers for game-based learning: Part 1. TechTrends, 54(3), 27–37.

    Article  Google Scholar 

  • Jenkins, H., Clinton, K., Purushotma, R., Robison, A., & Weigel, M. (2006). Confronting the challenges of participatory culture: Media education for the 21st century. Chicago: MacArthur Foundation.

    Google Scholar 

  • Joan Ganz Cooney Center. (2014). Teachers surveyed on using games in class: A games and learning research report. Retrieved from http://www.gamesandlearning.org/2014/06/09/teachers-on-using-games-in-class/.

  • Jollife, D., & Farrington, D. P. (2006). Development and validation of the basic empathy scale. Journal of Adolescence, 29(4), 589–611.

    Article  Google Scholar 

  • Kereluik, K., Mishra, P., Fahnoe, C., & Terry, L. (2013). What knowledge is of most worth: Teacher knowledge for 21st century learning. Journal of Digital Learning in Teacher Education, 29(4), 127–140.

    Article  Google Scholar 

  • Khan, M. M., & McCleary, K. W. (1996). A proposed model for teaching ethics in hospitality. Hospitality & Tourism Educator, 8(4), 7–11.

    Google Scholar 

  • Klein, M. (2012). Enabling large-scale deliberation using attention-mediation metrics. Computer Supported Cooperative Work, 21, 449–473.

    Article  Google Scholar 

  • Kleinman, A. (2011). The art of medicine: The divided self, hidden values, and moral sensibility in medicine. The Lancet, 377, 804–805.

    Article  Google Scholar 

  • Kohlberg, L. (1976). Moral stages and moralization: The cognitive developmental approach. In T. Lickona (Ed.), Moral development and behavior: Theory, research, and social issues. New York: Holt, Rinehart & Winston.

    Google Scholar 

  • Kulman, R., Slobuski, T., & Seitsinger, R. (2014). Teaching 21st century, executive-functioning, and creativity skills with popular video games and apps. In K. Schrier (Ed.), Learning and education games volume one: Curricular and design considerations. Pittsburgh, PA: ETC Press.

  • Kunsch, P. L., & Brans, J. P. (2007). The practice of systems thinking in ethical and sustainable decision-making. Central European Journal of Operations Research, 15(3), 253–269.

    Article  Google Scholar 

  • Levitt, D. H., & Aligo, A. A. (2013). Moral orientation as a component of ethical decision making. Counseling & Values, 58, 195–204.

    Article  Google Scholar 

  • Lynn, C. (2010). Teaching ethics with an integrated online curriculum. Journal of Hospitality, Leisure, Sport, & Tourism Education, 9(2), 123.

    Article  Google Scholar 

  • McMillan, J., & Schumacher, S. (2001). Research in education: A conceptual introduction. London: Allyn & Bacon.

    Google Scholar 

  • Meng, C. L., Othman, J., D’Silva, J. L., & Omar, Z. (2014). Ethical decision making in academic dishonesty. International Education Studies, 7(3), 126.

    Article  Google Scholar 

  • Merriam, S. (2004). The role of cognitive development in Mezirow’s transformational learning theory. Adult Education Quarterly, 55(1), 60–68.

    Article  Google Scholar 

  • Montgomery, D., & Walker, M. (2012). Enhancing ethical awareness. Gifted child today, 35(2), 95–101.

    Article  Google Scholar 

  • Morris, L., & Wood, G. (2011). A model of organizational ethics education. European Business Review, 23(3), 274–286.

    Article  Google Scholar 

  • Narvaez, D., & Rest, D. (1995). The four components of acting morally. In W. Kurtines & J. Gewirtz (Eds.), Moral behavior and moral development: An introduction (pp. 385–400). New York: McGraw-Hill.

    Google Scholar 

  • Noddings, N. (1984). An ethics of care. Reprinted in M. Timmons (Ed.), (2012). Conduct & Character: Readings in moral theory (pp. 244–254). Belmont, CA: Wadsworth/Thomson Learning.

    Google Scholar 

  • Noddings, N. (2003). Caring: A feminine approach to ethics and moral education (2nd ed.). Berkeley: University of California Press.

    Google Scholar 

  • Noddings, N. (2010). Moral education and caring. Theory and Research in Education, 8(2), 145–151.

    Article  Google Scholar 

  • NPD Group. (2012). Gamer segmentation report 2012. Retrieved from https://www.npd.com/latest-reports/video-gamer-segmentation-brief/.

  • NPD Group. (2014). 2013 Games Market Dynamics. Retrieved from https://www.npd.com/wps/portal/npd/us/news/press-releases/research-shows-15.39-billion-dollars-spent-on-video-game-content-in-the-us-in-2013-a-1-percent-increase-over-2012/.

  • Nussbaum, M. (2008). Collaborative discourse, argumentation, and learning: Preface and literature review. Contemporary Educational Psychology, 33(345–59), 349.

    Google Scholar 

  • Nussbaum, M. (2010). Not for profit: Why democracy needs the humanities. Princeton, NJ: Princeton University Press.

    Google Scholar 

  • O’Fallon, & Butterfield, (2005). A review of the empirical ethical decision-making literature: 1996–2003. Journal of Business Ethics, 59(4), 375–413.

    Article  Google Scholar 

  • Patrick, J. J. (2003). Teaching democracy. Bloomington, IN: Educational Resources Information Center Digest (ERIC Digest).

    Google Scholar 

  • Paul, R., & Elder, L. (2009). Critical thinking: Ethical reasoning and fairminded thinking, part I. Journal of Developmental Education, 33(1), 36.

    Google Scholar 

  • Paul, R., & Elder, L. (2012). Critical thinking: Competency standards essential to the cultivation of intellectual skills, part V. Journal of Developmental Education, 36(1), 30.

    Google Scholar 

  • Plass, J. L., Homer, B. D., Kinzer, C., Frye, J., & Perlin, K. (2011). Learning mechanics and assessment mechanics for games for learning (Games 4 Learning Institute, New York University). White Paper. Retrieved from http://steinhardtapps.es.its.nyu.edu/create/classes/2505/reading/Plass%20et%20al%20LAMechanics%202505.pdf.

  • Purushotma, R. (2005). Commentary: You’re not studying, you’re just . . . . Language Learning & Technology, 9(1), 80–96.

  • Rest, J. R. (1986). Moral development: Advances in research and theory. New York: Praeger.

    Google Scholar 

  • Rogerson, M., Gottlieb, M. C., Handelsman, M. M., Knapp, S., & Younggren, J. (2011). Nonrational processes in ethical decision making. American Psychologist, 66, 614–623.

    Article  Google Scholar 

  • Ryan, T. G., & Bisson, J. (2011). Can ethics be taught? International Journal of Business and Social Science, 2, 44–52.

    Google Scholar 

  • Saldana, J. (2011). Fundamentals of qualitative research (1st ed.). New York: Oxford University Press, Inc.

    Google Scholar 

  • Saldana, J. (2012). The coding manual for qualitative researchers (2nd ed.). New York: SAGE Publications.

    Google Scholar 

  • Salen, K., & Zimmerman, E. (2003). Rules of play. Cambridge, MA: MIT Press.

    Google Scholar 

  • Schrier, K. (2010). Introduction. In K. Schrier & D. Gibson (Eds.), Ethics and game design: Teaching values through play. Hershey, PA: IGI Global.

    Chapter  Google Scholar 

  • Schrier, K. (2011). Ethical thinking and video games: The practice of ethics in Fable III. Doctoral dissertation.

  • Schrier, K. (2012). Avatar gender and ethical thinking in Fable III. Bulletin of Science, Technology & Society, 32(5), 375–383.

    Article  Google Scholar 

  • Schrier, K. (2014a). Designing and using games to teach ethics and ethical thinking. In K. Schrier (Ed.), Learning and education games volume one: Curricular and design considerations. Pittsburgh, PA: ETC Press.

    Google Scholar 

  • Schrier, K. (2014b). Ethical thinking and sustainability in Fable III. Simulation & Gaming: Sage Publications.

    Google Scholar 

  • Schrier, K. (2014c). Designing digital games to teach history. In K. Schrier (Ed.), Learning and education games volume one: Curricular and design considerations. Pittsburgh, PA: ETC Press.

    Google Scholar 

  • Schrier, K. (2014d). Introduction. In K. Schrier (Ed.), Learning, education and games vol. 1: Curricular and design considerations. Pittsburgh, PA: ETC Press.

    Google Scholar 

  • Schrier, K. (2015a). Emotion, empathy, and ethical thinking in Fable III. In S. Tettegah & W. D. Huang (Eds.), Emotions, technology, and digital games. New York: Elsevier.

    Google Scholar 

  • Schrier, K. (2015b). EPIC: A framework for using video games in ethics education. Journal of Moral Education., 44(4), 393–424.

    Article  Google Scholar 

  • Schrier, K. (2016). Knowledge games: How playing games can solve problems, create insight, and make change. Baltimore: Johns Hopkins University Press.

    Google Scholar 

  • Schrier, K., Diamond, J., & Langendoen, D. (2010). Using Mission US: For Crown or Colony? to develop historical empathy and nurture ethical thinking. In K. Schrier & D. Gibson (Eds.), Ethics and game design: Teaching values through play. IGI Global: Hershey, PA.

    Chapter  Google Scholar 

  • Schrier, K., & Kinzer, C. (2009). Using digital games to develop ethical teachers. In D. Gibson (Ed.), Games and simulations. IGI Global: Hershey, PA.

    Google Scholar 

  • Shafer-Landau, R. (2010). The fundamentals of ethics. New York: Oxford University Press.

    Google Scholar 

  • Shaffer, D. (2006). How computer games help children learn. New York: Palgrave Macmillan.

    Book  Google Scholar 

  • Sherman, T. M., & Kurshan, B. L. (2005). Constructing learning: Using technology to support teaching for understanding. Learning & Leading with Technology, 32, 5.

    Google Scholar 

  • Sicart, M. (2009). Ethics and computer games. Cambridge, MA: MIT Press.

    Book  Google Scholar 

  • Simkins, D. (2011). Teaching ethics through gaming environments: Design, development and research perspectives. Presentation at the 2011 conference of the Society for Information Technology in Teacher Education (SITE). Nashville, TN: American Association for Computers in Education (AACE).

  • Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age. New York: Teachers College Press.

    Google Scholar 

  • Staines, D. (2010). Videogames and moral pedagogy: A Neo-Kohlbergian approach. In K. Schrier & D. Gibson (Eds.), Ethics and game design: Teaching values through play (pp. 35–51). Hershey, PA: IGI Global.

  • Steinkeuhler, C., & Simkins, D. (2008). Critical ethical reasoning and role play. Games & Culture, 3, 333–355.

    Article  Google Scholar 

  • Thomas, S, Schott, G., & Kambouri, M. (2003). Designing for learning or designing for fun? Setting usability guidelines for mobile educational games. In Proceedings of MLEARN 2003: Learning with Mobile Devices, London.

  • Tierney, N. (1994). Imagination and ethical ideals: Prospects for a unified philosophical and psychological understanding (SUNY series in ethical theory). New York: SUNY Press.

    Google Scholar 

  • Turkay, S., Hoffman, D., Kinzer, C., Chantes, P., & Vicari, C. (2014). Toward understanding the potential of games for learning: Learning theory, game design characteristics, and situating video games in classrooms. Computers in the Schools, 31(1–2), 2–22.

    Article  Google Scholar 

  • Vacca, R., Bromley, M., Leyrer, J., Sprung, M., & Homer, B. (2014). Designing games for emotional health. In K. Schrier (Ed.), Learning and education games volume one: Curricular and design considerations. Pittsburgh, PA: ETC Press.

    Google Scholar 

  • Weisstein, E. W. (2015). Fisher’s Exact Test. From MathWorld: A Wolfram Web Resource. Retrieved December 22, 2015, from http://mathworld.wolfram.com/FishersExactTest.html.

  • Weitz, C. (2016). Minecraft with second graders. In K. Schrier (Ed.), Learning and education games volume two: Bringing games into educational contexts. Pittsburgh, PA: ETC Press.

    Google Scholar 

  • Werner, L., Denner, J., & Campe, S. (2014). Using computer game programming to teach computational thinking skills. In K. Schrier (Ed.), Learning and education games volume one: Curricular and design considerations. Pittsburgh, PA: ETC Press.

    Google Scholar 

  • Williamson, B., & Facer, K. (2004). More than just a game: the implications for schools of children‘s computer games communities. Education, Communication, and Information, 4(2/3), 255–270.

    Article  Google Scholar 

  • Wines, W. A. (2008). Seven pillars of business ethics: Toward a comprehensive framework. Journal of Business Ethics, 79, 483–499.

    Article  Google Scholar 

  • Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249.

    Article  Google Scholar 

  • Zagal, J. P. (2009). Ethically notable videogames: Moral dilemmas and gameplay. Proceedings of the 2009 Digital Games Research Association International Conference (DiGRA). London.

  • Zagal, J. P. (2011). Ethical reasoning and reflection as supported by single-player videogames. In K. Schrier & D. Gibson (Eds.), Designing games for ethics: Models, techniques and frameworks. Hershey: IGI Global.

    Google Scholar 

  • Zagal, J. P. (2012). Heavy Rain: Morality in inaction, the quotidian, and the ambiguous. In K. Poels & S. Malliet (Eds.), Vice city virtue: Moral issues in digital game play. Belgium: Acco Academic.

    Google Scholar 

  • Zgheib, P. W. (2015). Learning and teaching of ethics. In P. W. Zgheib (Ed.), Business ethics and diversity in the modern workplace (pp. 1–15). Hershey, PA: IGI Global.

Download references

Acknowledgments

Special thanks to David Shaenfield, Alyssa Shaenfield, Noah Shaenfield, Charles Kinzer, Sandra Okita, and Joey Lee, as well as to the reviewers of this manuscript.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Karen Schrier.

Appendices

Appendix 1: Sample journal entry (game condition)

JOURNAL ONE

This journal will cover:

From the very beginning of the game until you reach the beginning of the quest named “The Bowerstone Resistance.” NOTE: This is the point in the game when you first get to Bowerstone Industrial, right after you killed Lieutenant Simmons, and first meet Page, the leader of the Bowerstone Resistance. It is when you first need to earn 100 guild points.

If you just do the Main Quest part, this journal will cover about 3 ½ hours of game play, so you may want to take notes as you go along. You do not need to complete this whole part in one sitting. You can take as long as you want to reach each point, and do not have to do it in one sitting. Just fill out a journal after you reach the end of the portion of the game. You only need to complete the Main Quest story line (top quest in the list of quests), but you can

do any other side quests too.

Fill out these questions and send it to XXXXXXX@gmail.com.

  1. 1.

    Your ID Number (given in the instructions email): ______________________________

  2. 2.

    (optional) Date/time of day played the game: ________________________

  3. 3.

    (optional) Approximate length of time playing the game: ______hours________minutes

  4. 4.

    What are the quests or activities you participated in today? (If you do not know the name, just describe the goal(s) or choice(s) involved.)

  5. 5.

    Name one, two or three ethical decisions you made as part of the quests or activities. Use your judgment as to what was an ethical decision. Explain why you think these were ethical decisions.

  6. 6.

    Choose one of the ethical decisions you had to make. Be as detailed as possible. Describe the options you had, the setting and people that were involved, the context, dialogue, situation, and what types of action or behaviors you chose.

  7. 7.

    Why did you make this decision? What aspects of the game or game play (characters, scenarios, art, dialogue, points, mission, etc.) helped you make those decisions? Was there anything outside of the game you used to help you make a decision (e.g., other people, other resources)? What did you think about? How did you feel? Be as detailed as possible in describing how you made the decision.

  8. 8.

    If you were going to walk through this scenario with another person, who hasn’t played the game yet, what would you tell him/her? What strategies and tips would you share with him/her?

  9. 9.

    On a scale from 1 to 10(most satisfied), how satisfied are you with your decision? Optional questions:

  10. 10.

    Did you think about this decision later, after you already made the decision and acted?

  11. 11.

    Did you take into account other character’s feelings when making your decision? What about other character’s motivations? What about other character’s perspectives? If so, how did you use this in your decision-making process?

  12. 12.

    Did you gather any information when making your decision? If so, what did you use? What else would you have liked to know?

  13. 13.

    Did you discuss the decision with others (other characters or other people) before making it? If so, who? Did you ask questions?

  14. 14.

    Did you think about the consequences of your decision before you made it? Were you surprised by the consequences when you did experience them?

  15. 15.

    Did you think about any prior experiences to make your decision? If so, how did they factor in?

Appendix 2: Sample control scenario

Imagine you are living in a time of wizards and dragons, princesses and princes, castles and moats, set in the Middle Ages in an imaginary European city. You are the prince or princess of the land called Albion. You are living in a castle in a kingdom. Your parents have been killed, and your older brother, Logan, is the ruler of the land. You have never gotten along with your brother, and you start to notice some suspicious activity. One day, Logan has the guards capture you. He also has captured your very close friend—a childhood friend whom you have grown up with.

Logan visits you and your childhood friend in captivity. He tells you that he has a few of the Albion townspeople held in a dungeon. Logan says he will release the townspeople if you trade your friend for the townspeople, but he won’t let you sacrifice yourself. What do you do?

Appendix 3: Chart of example ethical decisions made in Fable III

Name of scenario

Choices in scenario

Associated journal

“Surrender a Friend”

a. Sacrifice friend

b. Sacrifice villagers

Journal 1

“Walter”

a. Save walter

b. Leave walter behind

Journal 2

“Logan”

a. Spare brother logan

b. Kill brother logan

Journal 3

“Donate the diamond”

a. Donate a diamond

b. Keep a diamond

Journal 4

“Tax the Parents”

a. Give benefits to parents

b. Stay the same

c. Raise taxes for parents

Journal 5

“Mine the lake”

a. Drain a lake for money

b. Preserve the lake

Observation/talk aloud

Appendix 4: Chart of skills and thought processes (coding scheme)

Skills

Category

Consider another’s character or values

Empathy-related (also arguably reasoning-related)

Consider someone’s motivation

Empathy-related

Perspective-taking/consider someone’s perspective

Empathy-related

Consider another’s emotions/feelings

Empathy-related

Consider/assess relationship with another character/person

Empathy-related

Consider other’s opinions

Empathy-related

Search for other’s opinions

Information gathering-related

Gather information not included in scenario

Information gathering-related

Choices depend on new information

Information gathering-related

Discuss with real people

Information gathering-related

Discuss with other characters

Information gathering-related

Interpret information

Reasoning-related

Use evidence to support choices

Reasoning-related

Provide reasons for a decision

Reasoning-related

Weigh different options

Reasoning-related

Interpret rules

Reasoning-related

Evaluate social standing or status

Reasoning-related

Evaluate agreement or promise

Reasoning-related

Consider one’s role or responsibility

Reasoning-related

Consider longer-term effects

Reasoning-related

Consider short-term effects

Reasoning-related

Identify pros and cons

Reasoning-related

Consider consequences

Reasoning-related

Analysis of situation or context

Reasoning-related

Prioritizing goals or factors

Reasoning-related

Financial assessment

Reasoning-related

Military resource assessment

Reasoning-related

Consider own emotions

Empathy-related

Consider past events in game/play experience

Reflection-related

Consider past events outside game

Reflection-related

Consider media (TV, film) outside of game

Reflection-related

Reflect after decision

Reflection-related

Conduct cost-benefit analysis

Reasoning-related

Search for/seek more information

Information gathering-related

Thought processes

Category

Prioritization of other’s perspectives when making a decision

Empathy-related

Prioritization of one’s personal ethics/morality when making a decision

Reasoning-related; empathy-related

Prioritization of individual or self-interests

Reasoning-related

Prioritization of safety and people’s lives over all other factors

Empathy-related

Prioritization of financial/resource gain when making a decision

Reasoning-related

Prioritization of greater good over individual interests

Reasoning-related

Prioritization of feelings or emotions to help make decisions

Empathy-related

Prioritization of relationships to help make decisions

Empathy-related

Prioritization of agreements or promises to help make decisions

Reasoning-related

Prioritization of one’s roles and responsibilities in making a decision

Reasoning-related

Decision based on number of lives harmed

Reasoning-related

Decision based on the evaluation of future value of a person or people as a resource

Reasoning-related

Evaluation of long term results over short term results

Reasoning-related

Assessment of past experiences within the game, and use it to predict the future

Reflection-related

Analysis of prior choices to justify current choice

Reflection-related

Prioritization of someone else’s feelings to make a decision

Empathy-related

Will not make a decision without first gathering information to predict future outcomes

Information gathering-related

Imagining what if scenarios and possible consequences to justify decision

Reasoning-related

Liking a character/person as a reason for doing something

Empathy-related

Judgment that someone is a friend/romantic partner influences decision

Empathy-related

Problem solve from another’s perspective and use it to make one’s decision

Empathy-related

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Schrier, K. Designing role-playing video games for ethical thinking. Education Tech Research Dev 65, 831–868 (2017). https://doi.org/10.1007/s11423-016-9489-7

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11423-016-9489-7

Keywords

Navigation