"I Don't Want To Shoot The Android": Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become Human

被引:6
作者
Arrambide, Karina [1 ]
Yoon, John [2 ]
MacArthur, Cayley [3 ]
Rogers, Katja [3 ]
Luz, Alessandra [4 ]
Nacke, Lennart E. [3 ]
机构
[1] Univ Waterloo, Dept Syst Design Engn, Waterloo, ON, Canada
[2] Univ Waterloo, Dept English, Waterloo, ON, Canada
[3] Univ Waterloo, Stratford Sch Interact Design & Business, Waterloo, ON, Canada
[4] Univ Waterloo, Cheriton Sch Comp Sci, Waterloo, ON, Canada
来源
PROCEEDINGS OF THE 2022 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI' 22) | 2022年
基金
加拿大创新基金会; 加拿大健康研究院; 加拿大自然科学与工程研究理事会;
关键词
interactive narrative; morality; decision-making; choice; interactive story; games; thematic analysis; moral foundations theory; moral foundations questionnaire; VIDEO GAME; DISENGAGEMENT;
D O I
10.1145/3491102.3502019
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
In interactive story games, players make decisions that advance and modify the unfolding story. In many cases, these decisions have a moral component. Examining decision-making in these games illuminates whether players mobilize their real-life morality to make in-game decisions and what impact this has in both the game world and real life. Using mixed-methods consisting of semi-structured interviews and the Moral Foundations Questionnaire (MFQ30), we collected data from 19 participants who played the game Detroit: Become Human. We analyzed how participants applied their real-life morals toward in-game decisions using thematic analysis and statistical analysis of the MFQ30 results. Qualitative findings indicate that participants mobilize their moral intuitions to make in-game decisions and how much participants cared about their game characters influenced their choices. We contribute a better understanding of how players react to moral dilemmas in interactive story games for game designers to help them improve player experience.
引用
收藏
页数:15
相关论文
共 48 条
[1]  
[Anonymous], 2012, THE WALKING DEAD
[2]  
[Anonymous], 2021, QUALITY QUANTITY, DOI DOI 10.1007/S11135-021-01182-Y
[3]  
[Anonymous], 2011, Halfreal: Video games between real rules and fictional worlds
[4]   SELECTIVE ACTIVATION AND DISENGAGEMENT OF MORAL CONTROL [J].
BANDURA, A .
JOURNAL OF SOCIAL ISSUES, 1990, 46 (01) :27-46
[5]  
Bentley T., 2005, Proceedings of the 17th Australia Conference on Computer-Human Interaction: Citizens Online: Considerations for Today and the Future, P1
[6]  
Bethesda Games Studios, 2011, SKYR GAM MICR WIND P
[7]  
BioWare, 2010, MASS EFF 2 GAM WIND
[8]  
BioWare, 2007, MASS EFF GAM XBOX360
[9]   A massively moral game? Mass Effect as a case study to understand the influence of players' moral intuitions on adherence to hero or antihero play styles [J].
Boyan, Andy ;
Grizzard, Matthew ;
Bowman, Nicholas David .
JOURNAL OF GAMING AND VIRTUAL WORLDS, 2015, 7 (01) :41-57
[10]  
Braun V., 2006, Qual Res Psychol, V3, P77, DOI [DOI 10.1191/1478088706QP063OA, DOI 10.1080/10875549.2021.1929659, https://doi.org/10.1191/1478088706qp063oa]