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Erschienen in: Ethics and Information Technology 3/2016

14.07.2016 | Original Paper

Papers, Please and the systemic approach to engaging ethical expertise in videogames

verfasst von: Paul Formosa, Malcolm Ryan, Dan Staines

Erschienen in: Ethics and Information Technology | Ausgabe 3/2016

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Abstract

Papers, Please, by Lucas Pope (2013), explores the story of a customs inspector in the fictional political regime of Arstotzka. In this paper we explore the stories, systems and moral themes of Papers, Please in order to illustrate the systemic approach to designing videogames for moral engagement. Next, drawing on the Four Component model of ethical expertise from moral psychology, we contrast this systemic approach with the more common scripted approach. We conclude by demonstrating the different strengths and weaknesses that these two approaches have when it comes to designing videogames that engage the different aspects of a player’s moral expertise.

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Fußnoten
1
As is common practice in philosophy and other disciplines, we shall use “ethics” and “morality” as interchangeable terms here.
 
2
In addition to these two, Stevenson (2010, p. 38) has a third category: “static” ethical games, or games that incorporate ethical themes but grant the player little or no ethical agency—e.g. Shadow of the Colossus (Team Ico 2005). We consider static ethical games a sub-type of the scripted approach.
 
3
So-called “speedrunning”—in which gamers strive to finish games as quickly as possible within specific parameters—is reactive play in its purest form. Elaborating on the strategy behind his world record holding Papers, Please run, Joel 'Bisqwit' Yliluoma explains that: “In general, I choose my denial/approval options for special entrants … to maximize the number of entrants I can process during that day. If I seem too heartless when dealing with some particular case, it's just because they talk too much” (Yiluoma 2014).
 
4
Sicart (2009) argues that games which alienate “the player from reflecting about the ethics of their actions [while] outsourcing moral evaluation to a closed, pre-designed system” (p. 193) limit the player’s ethical agency in a way that recalls the banality of evil: the player is “deprived of their ethical capacities in favour of a procedural external system that will evaluate their choices” (p. 198). What makes Papers, Please remarkable is that it that does this intentionally and very effectively.
 
5
As Pope (personal communication, 7 February 2015) points out: a “1980s communist state having strict definitions of sex and gender isn't a surprise. It contrasts nicely with how we think about the same thing today.”
 
6
Although the sex/gender distinction is sometimes seen as problematic (Friedman 1991), it is nonetheless useful for this discussion.
 
7
The Four Component Model is a holistic account of moral expertise and as such there is significant overlap between each of the above-listed skills as well as their associated sub-skills. Thus, when we write below about PP “engaging” a specific component, such as moral judgment, we mean it engages that component more extensively than other components.
 
8
Although, with characteristic irony, the game deliberately undermines this professional identity by revealing the player as an untrained neophyte and the player’s superiors as uncaring and corrupt.
 
9
The karma system still exists within the game but it is of much less importance than in earlier Fallout titles or other CRPGs.
 
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Metadaten
Titel
Papers, Please and the systemic approach to engaging ethical expertise in videogames
verfasst von
Paul Formosa
Malcolm Ryan
Dan Staines
Publikationsdatum
14.07.2016
Verlag
Springer Netherlands
Erschienen in
Ethics and Information Technology / Ausgabe 3/2016
Print ISSN: 1388-1957
Elektronische ISSN: 1572-8439
DOI
https://doi.org/10.1007/s10676-016-9407-z

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