Video games were some of the earliest computer programs dating back to the 1950s with the creation of Bertie the Brain or the Nimrod computer. However, despite their long history, the role that video games ‘play’  in society has changed dramatically in just the last decade because of the rise in mobile computing and multi-player gaming platforms.

These innovations in gaming have broken down boundaries between cultures and created new e-sports venues, but these innovations have also created new problems with managing online conduct in an anonymous world.

Video games have become so prevalent in society that the WHO have officially named ‘gaming disorder’ an official disease. Ethical questions have arisen about the dangers of loot boxes, an in-game form of gambling that allows players the chance to access new features of the game. In addition to looking at these current ethical issues in the creation of video games as a form of digital engagement, this module will also explore a question that has plagued the gaming industry for decades: does video game violence promote real life violence?

Goal:

The goal is to think about the implications of video games for society and the role of developers in creating these digital artifacts.

Related Themes and Technologies:

In this module we will read and watch narratives about video games before participating in virtual line-up and discussion activities.

Pre-Module

Please complete the following before we meet:

  1. Answer this short concept check, which takes approximately 5 minutes. Then, read and watch the following narratives:

    • Association for Psychological Science
    • 2019
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    When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being

    Video games are a source of technology based entertainment and leisure. While there are a significant number of studies that suggest there may be a link between video games and digital addiction, this article investigates the potential prosocial behaviors and how the effects of gaming on well-being are moderated by and depend on the motivation for gaming, outside variables, the presence of violence, social interaction, and physical activity. This study suggests there may be evidence of an “optimal gaming profile” that can be used in the future for both academic- and industry-related research.

Activity 1: The New Illnesses of a Gaming Society

Please complete the following when we meet in class:

  1. Respond to the two discussion questions based on the narratives you read or watched:

    Then, complete the virtual lineup.

    • 17 min
    • Kinolab
    • 2018
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    Digital Escapism and Online Connections

    Wade Watts lives in an imagined future in which the OASIS, a limitless virtual reality world, acts as a constant distraction from the real world for the majority of citizens. Anything constructed in the virtual world, from possessions to relationships, is valued and taken as real by users. When a large corporation headed by Nolan Sorrento attempts to gain sole ownership of the virtual reality network, Wade’s avatar Parzival inspires a revolution among the citizens in the digital world, ultimately winning for himself and his friends the ownership of, and the power to regulate, the OASIS.

    • 3 min
    • Kinolab
    • 2018
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    The Digitization of Memory and its Consequences

    Wade Watts lives in an imagined future in which the OASIS, a limitless virtual reality world, acts as a constant distraction from the real world for the majority of citizens. In this scene, his virtual avatar Parzival visits the Halliday Journals, a complete archive of the memories of James Halliday, the creator of the OASIS. These memories are digitized in their complete abstract form, and seem freely accessible to anyone.

  2. After finishing Activity 1, please view results of the virtual line up (provided by instructor) and respond to the following question after you have read the following four narratives:

    What makes time and resources spent engaged in online video games different than other forms of games targeted at minors (e.g., Magic the Gathering, sports, etc.)? How might these new narratives influence your thinking about video game addiction and minors?

Activity 2: Multiplayer Communities - Building Up and Breaking Down Relationships

Please complete the following when we meet in class:

  1. (Optional Video game trivia activity)

    As a warmup, we will play Kahoot: Video Games by the Numbers (10 minutes)

  2. Discuss the following questions in small groups. Take notes on your discussion on a shared document and be prepared to share out to the rest of the class. (20-25 minutes)

    • Why might video games be different from other non-digital games we play?
    • How do they introduce new ethical issues that did not exist before the advent of game played using computing tech?

    • How does the scale (size), scope (variety), span (production), and speed (innovation) of the video game technologies industry make them different than other non-digital games we play?

    • 4 min
    • Kinolab
    • 2018
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    Digitizing the Fictional and Copyright Claims

    Wade Watts lives in an imagined future in which the OASIS, a limitless virtual reality world, acts as a constant distraction from the real world for the majority of citizens. In this scene, the virtual avatars of himself and his team search for a McGuffin item in the digitally rendered atmosphere of the film The Shining, with features of the film such as the twin girls making an appearance.

  3. We will now move into breakout rooms/small groups to discuss the following questions. Take notes on your discussion on a shared document and be prepared to share out to the rest of the class. (30-45 minutes)

    •   How does engaging with online video games shape our relationships with others — inside and outside the games? (Groups 1 and 2)

    • Should game companies be responsible for monitoring and maintaining a certain level of conduct and behavior in their multiplayer experiences? Why or why not? If they should, how could they do so in an effective way? If they shouldn’t, how should we fix the problems that currently plague multiplayer games? (Groups 3 and 4)

  4. After finishing Activity 2, please read the narrative and answer these questions.

Activity 3: Immersion and Virtual Violence

Please complete the following when we meet in class:

  1. Review the Gotterbarn and Moor (2009) article on Jamboard here and then read the narrative below (APA Resolution).

  2. Submit a question, prompt, or easily understood statement pertaining to the readings on increasing immersive experiences and video game violence in Jamboard here.

  3. Reflect on why the societal impact of video games is relevant you as a computer science student on Jamboard here.

Post-Module

Please complete the following before we meet:

  1. Please complete this short module assessment, which takes approximately 10 minutes.

For Instructors - Module Goal and Learning Objectives

The goal of this module is to provide students with an opportunity to consider video games technologies and the ethical issues surrounding impact on individuals and society. The module is designed for introductory to intermediate CS courses (i.e., Intro to CS through Algorithms). It follows the CEN format asking students to consider their preexisting ideas and knowledge about the technology (Pre-Activity), consider the history of who created the technology, its original/intended purpose, the impact of its widespread applications (Activity 1), reflect on society level impact from multiple perspectives (technology creator, campus community member, person in society) (Activity 2), and assess existing ethical guidelines from technology organizations (Post-Activity).

  • Students will be able to identify a technology, who designed it, and the purpose it was designed for.

  • Students will be able to identify who the technology was not intended for and who it potentially may harm.

  • Students will be able to articulate how the technology has changed over time and the different purpose it now serves.

  • Students will be able to articulate and discuss possible benefits (such as increased security and ease of identification) and issues (such as harvesting of personal information) with an increase in facial recognition technology.

We have provided examples of assessments you may want to copy and use on your own LMS for secure student data collection. The rationale, format, and time length for the module components are listed below.

Pre-Activity is an online pre-module assignment asking students to respond to a series of questions about what they know about this technology and viewing provided links to narratives.

Activity 1 is a class activity (0.5 hours) that places students into small groups to read and discuss a set of provided narratives to inform them about certain perspectives on facial recognition technology.

Activity 2 is a class activity (1.5 hours) that provides a chance for the class to break into groups (n=~24 or more with larger class/online class) to evaluate the positive and negative impacts of video game technologies from multiple perspectives using several prompt questions on a class bulletin board (aka jamboard or something like it).

Post-Activity is an online post-module assignment that asks students to respond again to a series of questions about what they now know about this technology based on the narratives they viewed or read and the Activity 1 or 2 discussions.

Additional Resources

  • 12 min
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Personalized and Occupational Dangers of Digital Realities

Cooper, a world traveller whose father recently died of Alzheimer’s disease, is payed to play-test a virtual reality game in which a brain-computer interface will be inserted through his neck in order to place his consciousness into a horror scenario in which he is plagued by his deepest fears. After several terrifying vignettes, he begins to lose all of his memories, mirroring his ultimate concern of succumbing to Alzheimer’s like his father and continuing to ignore or forget his mother. After this, he appears to be rescued by the game’s managers, but the truth of his real-life situation is later revealed to be far more gruesome.

  • Kinolab
  • 2016
  • 15 min
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Relationships and Exploration of Identity in Virtual Worlds

Danny, Karl, and Theo are a trio of friends who all once lived together. In their adult years, after Danny and Theo have married, Karl gifts Danny with the most recent release of their favorite fighting video game, Striking Vipers X. In this virtual reality simulation, Danny and Karl are able to become their avatars, Lance and Roxette respectively, and feel pain and pleasure in the virtual world through them. After the avatars begin to form an intimate connection within the virtual reality video game, Danny, Theo, and Karl find themselves needing to negotiate new terms of their relationships with one another, struggling to find if connections in the virtual world can coexist with connections in the real world.

  • Kinolab
  • 2019
  • 17 min
image description
Digital Escapism and Online Connections

Wade Watts lives in an imagined future in which the OASIS, a limitless virtual reality world, acts as a constant distraction from the real world for the majority of citizens. Anything constructed in the virtual world, from possessions to relationships, is valued and taken as real by users. When a large corporation headed by Nolan Sorrento attempts to gain sole ownership of the virtual reality network, Wade’s avatar Parzival inspires a revolution among the citizens in the digital world, ultimately winning for himself and his friends the ownership of, and the power to regulate, the OASIS.

  • Kinolab
  • 2018