Abstract

Videogames1 have the potential to promote ethical reasoning and reflection in players, however, designing games with this goal poses unique challenges. One way developers have attempted to introduce ethical choices into their games is by creating game systems that evaluate the players' moral actions, often representing them through a linear scale such as a karma meter. At the same time, these ethical systems often work contrary to the design goals of the game by taking player choices that are framed as ethical and reducing them to strategic decisions. The aim of this paper is to build off the work that has already been done in game design and ethics in order to evaluate effective and ineffective approaches to creating engaging ethical systems in games. In particular, this paper will look at the use of intentional ambiguity as a method of encouraging ethical decision making while deterring purely instrumental player choices.

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