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Computer Games - Ethics: Gameplay

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Gameplay

The term gameplay refers to the overall experience a player has whilst playing a computer or video game (Wikipedia, 2005). It is also “One or more causally linked series of challenges in a simulated environment�? (Rollings and Adams, 2003, pg 201).

Violent Gameplay

Violence in computer and video games has been part of the mass media’s attention since the conception of the industry. Games such as Manhunt and Mortal Kombat contain violent gameplay where murder and immoral acts are the primary objectives. Players experience violence through taking on the role of an avatar or playable character. A study found that 80% of 33 popular Nintendo and Sega games were violent in nature (Marshall, 2002, pg 268).

According to studies conducted by the American Psychological Association's (APA) Journal of Personality and Social Psychology and general popular belief, violent computer and video game gameplay can cause aggressive thoughts, feelings and behaviours due to its interactivity (APA, 2000). Conversely, Leech (1994) argues that violent gameplay “…[provides] a harmless outlet for the natural aggression that exists to some degree in [a] child's subconscious�?. Research also suggests that whilst experiencing a game, players prefer to utilise their full range of emotional states that include both aggression and anger (Jones and Sutherland, 2005). Therefore aspects of violent gameplay can enhance a player’s experience, as they are able to interact using a wider range of emotions.

Sexual Gameplay

Sex and sexually related material in computer and video games is not new to the industry as games such as Custer’s Revenge and Leisure Suit Larry were released in the 1980s (Wikipedia, 2005). Games such as these are sexually themed rather than having sex as part of the gameplay where the player acts as a third person directing his or her avatar with a list of options (Adams, 2005). In the game Grand Theft Auto III, it is possible to choose to have sex with a prostitute however the player does not actively engage in the sex, but rather the act of sexual intercourse is implied. Adams (2005) argues that no computer or video game could represent sex or allow realistic sexual gameplay as a computer lacks appropriate physical and emotional attributes.

Educational Gameplay

Research group Teachers Evaluating Educational Multimedia (TEEM) claim that simulation games such as Sim City and RollerCoaster Tycoon help develop strategic thinking and planning skills with children (BBC News, 2002). Apparently gameplay such as in Sim City where players create towns and cities acts as an educational tool when it comes to practical situations like town planning (Squire, 2002). Linderoth, Lindstrom and Alexandersson (2004, pg 158) state that “…games increase the learner’s motivation, giving them the educational advantage of being more fun than other learning methods�?.

Although computer and video games can be helpful for educational purposes, studies suggest that the teacher still needs to play a significant role in the learning processes (BECTA, 2005). Video and computer games can also be addictive which can apparently lead to worsening grades and irritable moods when not playing a computer or video game (Media Family, 2005).

Further Information

External Links


  • Gameplay: Chapter 7 taken from Ernest Adams and Andrew Rollings book 'Game Design'
  • BECTA: British Educational Communications and Technology Agency on Computer Games in Education

See Also:


References


  • PRINT DOCUMENTS

Linderoth, J., Lindstrom, B. and Alexandersson, M. (2004) “Learning With Computer Games,�? in J. Goldstein, D. Buckingham and G. Brougere (ed.) Toys, Games, and Media, New Jersey: Lawrence Earlbaum Associates, Inc., pg 157-176. ISBN 0805849033

Marshall, P.D. (2002) “Video and Computer Gaming�?, in S. Cunningham and G. Turner (ed.) The Media and Communications in Australia, Sydney: Allen & Unwin, pg 258-274. ISBN 1865086746

  • WEB DOCUMENTS

Adams, E. (2000, October 5) “Sex in Computer Games Part 2: Explicit Sex,�? Gamasutra, retrieved October 24, 2005, from http://www.designersnotebook.com/Columns/034_Sex_Part_2/body_034_sex_part_2.htm

A.P.A: American Psychological Association (2000) Violent Video Games Can Increase Aggression, retrieved October 24, 2005, from http://www.apa.org/releases/videogames.html

BBC News (2002, March 18) “Video Games ‘Stimulate Learning’,�? BBC News: Education, retrieved October 21, 2005, from http://news.bbc.co.uk/1/hi/education/1879019.stm

B.E.C.T.A: British Educational Communications and Technology Agency (2005) Computer games in Education Project, retrieved October 25, 2005, from http://www.becta.org.uk/research/research.cfm?section=1&id=2846

Jones, C.M. and Sutherland, J. (2005) Creating an Emotionally Reactive Computer Game Responding to Affective Cues in Speech, retrieved October 24, 2005, from http://www.cee.hw.ac.uk/isl/publications/jones&s.pdf

Leech, B. (1994) “Computer Games, Violence and Children,�? PC Update Online!, retrieved October 23, 2005, from http://www.melbpc.org.au/pcupdate/9410/9410article14.htm

Media Family (2005) Fact Sheet: Computer and Video Game Addiction, retrieved October 25, 2005, from http://www.mediafamily.org/facts/facts_gameaddiction.shtml

Rollings, A. and Adams, E. (2003) “Chapter 7: Gameplay,�? in Andrew Rollings and Ernest Adams on Game Design, retrieved October 23, 2005, from http://www.designersnotebook.com/Rollings_and_Adams-Gameplay.pdf

Squire, K. (2002) “Cultural Framing of Computer/Video Games,�? Gamestudies, vol. 2, issue 1, retrieved October 25, 2005, from http://www.gamestudies.org/0102/squire/

Wikipedia (2005) “Custer’s Revenge,�? retrieved October 24, 2005, from http://en.wikipedia.org/wiki/Custer%27s_Revenge

Wikipedia (2005) “Gameplay,�? retrieved October 24, 2005, from http://en.wikipedia.org/wiki/Game_play

Wikipedia (2005) “Leisure Suit Larry,�? retrieved October 24, 2005, from http://en.wikipedia.org/wiki/Leisure_Suit_Larry


Terence Otto 06:33, 28 Oct 2005 (EST)

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