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Subtle Manipulation in Games

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Gaming as a Cultural Commons

Part of the book series: Translational Systems Sciences ((TSS,volume 28))

Abstract

In this chapter, I discuss the issue of manipulation, intentional and unintentional, in games. First, I introduce a number of cases involving ethical issues, which, despite the presence of these issues, are common in gaming due to their importance and/or playability. Second, I discuss the relationship between ethics and fidelity and the reasons why we, as game designers, researchers, facilitators, and teachers, i.e., people in the simulation and gaming community, cannot easily give up ethically problematic games in the face of achieving high fidelity given that, with high fidelity, participants can easily connect their game experience to reality, and this connection can lead to better educational effects. Third, the issue of intentional manipulation is explored, as we must recognize the darker side of game use for propaganda purposes. Fourth, two subtle types of manipulation are discussed: one with ill intent and the other unintentional. Finally, I note changing attitudes on the part of the game industry and an increased awareness of ethical issues in game design and how to solve them.

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Acknowledgments

This work was supported by JSPS KAKENHI Grant Number 18K03014.

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Kikkawa, T. (2022). Subtle Manipulation in Games. In: Kikkawa, T., Kriz, W.C., Sugiura, J. (eds) Gaming as a Cultural Commons. Translational Systems Sciences, vol 28. Springer, Singapore. https://doi.org/10.1007/978-981-19-0348-9_10

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