Advertisement

Conducting Ethical Research with a Game-Based Intervention for Groups at Risk of Social Exclusion

  • Ian Dunwell
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7522)

Abstract

With developers of entertainment games increasingly exploiting the potential the platform affords for capturing rich data on user behaviour, adopting similar paradigms for "serious" purposes such as positive social change or public health intervention is a tempting prospect. However, exploitation of this potential must be tempered by a careful consideration of how ethical principles can be adhered to and applied to foster and sustain trust amongst end-users. This is particularly the case for at-risk groups, who may be particularly vulnerable to misunderstanding or misinterpreting requests to participate in research activities. In this paper, several key areas in which serious games present unique ethical considerations are presented and discussed: the unique nature of play as a source of data for analysis, the motivating role of the game and its use as an incentive for participation, and the impact of the entertainment gaming industry and its conventions user expectations. A case is presented based on preliminary work in developing a serious game for European migrants, and a number of key areas for consideration described. Through discussion of the emergence of methods and techniques for the analysis of data arising through play, the technological urgency for development of mechanisms to support ethical capture and processing of data from game-based learning environments is noted. To conclude the paper, future ethical dilemmas brought by success in achieving technological platforms capable of stimulating and managing behavioural changes are discussed.

Keywords

Video Game Social Exclusion Social Network Service Ethical Approach European Migrant 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

References

  1. 1.
    ISFE, Video Gamers in Europe, in ISFE Consumer Survey 2010, Interactive Software Federation of Europe (2010) Google Scholar
  2. 2.
    Norris, P.: Digital Divide: Civic Engagement, Information Poverty, and the Internet Worldwide 2001. Cambridge University Press (2001)Google Scholar
  3. 3.
    Adams, A., Blandford, A., Lunt, P.: Social empowerment and exclusion: A case study on digital libraries. ACM Trans. Comput.-Hum. Interact. 12(2), 174–200 (2005)CrossRefGoogle Scholar
  4. 4.
    David, M.: The politics of communication: information technology, local knowledge and social exclusion. Telemat. Inf. 20(3), 235–253 (2003)CrossRefGoogle Scholar
  5. 5.
    Ureta, S.: Mobilising Poverty?: Mobile Phone Use and Everyday Spatial Mobility Among Low-Income Families in Santiago, Chile. The Information Society 24(2), 83–92 (2008)CrossRefGoogle Scholar
  6. 6.
    Glenister, D., Tilley, S.: Discourse, social exclusion and empowerment. J. Psychiatr Ment Health Nurs 3(1), 3–5 (1996)CrossRefGoogle Scholar
  7. 7.
    Wright, D.: A framework for the ethical impact assessment of information technology. Ethics and Inf. Technol. 13(3), 199–226 (2011)CrossRefGoogle Scholar
  8. 8.
    Davis, L.: Liemandt Foundation launches hidden agenda contest: university students vie for a $25,000 prize by building video games that secretly teach middle school subjects. Comput. Entertain. 1(1), 4 (2003)CrossRefGoogle Scholar
  9. 9.
    Knight, J.F., et al.: Serious gaming technology in major incident triage training: a pragmatic controlled trial. Resuscitation 81(9), 1175–1759 (2010)CrossRefGoogle Scholar
  10. 10.
    Kato, P.M., et al.: A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial. Pediatrics 122(2), 305–317 (2008)CrossRefGoogle Scholar
  11. 11.
    Rebolledo-Mendez, G., et al.: Societal impact of a serious game on raising public awareness: the case of FloodSim. In: Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games 2009, pp. 15–22. ACM, New Orleans (2009)Google Scholar
  12. 12.
    Dormann, C., Biddle, R.: Understanding game design for affective learning. In: Proceedings of the 2008 Conference on Future Play: Research, Play, Share 2008, pp. 41–48. ACM, Toronto (2008)CrossRefGoogle Scholar
  13. 13.
    Tychsen, A., Hitchens, M., Brolund, T.: Motivations for play in computer role-playing games. In: Proceedings of the 2008 Conference on Future Play: Research, Play, Share 2008, pp. 57–64. ACM, Toronto (2008)CrossRefGoogle Scholar
  14. 14.
    Cikic, S., et al.: What FarmVille can teach us about cooperative workflows and architectures. SIGCAS Comput. Soc. 41(2), 18–31 (2011)CrossRefGoogle Scholar
  15. 15.
    Zimmer, M.: But the data is already public: on the ethics of research in Facebook. Ethics and Inf. Technol. 12(4), 313–325 (2010)CrossRefGoogle Scholar
  16. 16.
    Kam, M., et al.: Designing e-learning games for rural children in India: a format for balancing learning with fun. In: Proceedings of the 7th ACM Conference on Designing Interactive Systems 2008, pp. 58–67. ACM, Cape Town (2008)Google Scholar
  17. 17.
    Böhme, R., Köpsell, S.: Trained to accept?: a field experiment on consent dialogs. In: International Conference on Human Factors in Computing Systems 2010, pp. 2403–2406. ACM, Atlanta (2010)Google Scholar
  18. 18.
    Baranowski, T., et al.: Squire’s Quest! Dietary outcome evaluation of a multimedia game. Am. J. Prev. Med. 24(1), 52–61 (2003)CrossRefGoogle Scholar
  19. 19.
    Thompson, D., et al.: Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game. Simulation & Gaming 41(4), 587–606 (2010)CrossRefGoogle Scholar
  20. 20.
    Zyda, M., et al.: The MOVES institute’s America’s army operations game. In: Proceedings of the 2003 Symposium on Interactive 3D Graphics 2003, pp. 219–220. ACM, Monterey (2003)Google Scholar
  21. 21.
    Cuzzocrea, A., Song, I.-Y., Davis, K.C.: Analytics over large-scale multidimensional data: the big data revolution! In: Proceedings of the ACM 14th international workshop on Data Warehousing and OLAP 2011, pp. 101–104. ACM, Glasgow (2011)Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2012

Authors and Affiliations

  • Ian Dunwell
    • 1
  1. 1.Serious Games InstituteCoventry UniversityUnited Kingdom

Personalised recommendations