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- W2190227568 abstract "Abstract'This war of mine' is a critical game depicting war experience from a civilian's perspective. As a game, it relies on its interactivity in order to offer player an immersive experience. As a critical game, it challenges design conventions while also encouraging self-reflection. 'This war of mine' proposes interpretations of both real life and in an ethical and realistic manner. We show means it employs as a medium for sending a message: its content, rhetoric, presentation, as well as debates that it stirs. Thus, as games are played in a cloud of comments and reviews, we also explore collaborative process of moral learning in 'This war of mine' and we discuss game's efficiency as a medium in delivering an ethical gameplay experience.KeywordsCritical games, ethical gameplay, collaborative knowledge, procedural rhetoricIntroductionUnlike other media, considered 'passive', games invite players' interaction. Interactivity is a core property of games, and if players do not have enough scope for acting, they may not consider it a game anymore. These actions take place in a space of rules that define winning and losing moves; also, they often take place in a fictive world, in which actions acquire an additional meaning (such as 'killing', 'asking', 'giving', 'running' and so on).Games can be persuasive through their procedures, using what Ian Bogost (Bogost 2008) names procedural rhetoric. Game affordances make certain actions possible, while others are restricted. Following affordances and story of a game, players learn how to play, what rules are, and thus they ascribe meaning to their actions. By judging results of their actions, players may consider that they played well or not, and they may continue to follow these rules or change their approach. Through its procedural rhetoric a game renders a player's actions as successful or not and they orient a player's decisions while delivering a certain type of experience.The game as a space of rules may, through its procedurality, make use of certain types of ludicity or the degree to which game allows play (Conway 2010) to deliver diverse kinds of experiences to players. These types of procedurality can be placed on a continuum from hyper-ludicity, where players either are given or obtain by themselves an advantage like a superpower, or a special weapon, to contra-ludicity (Conway 2010), when game is difficult to play, players lose an advantage or are constrained to make a difficult choice which may lead to frustration, but may also stir competition and a profound engagement with game. A good game is often considered to be a game in which constraints and players' advantages are balanced (Juul 2010; Conway 2010).In games that open a fictive world, players become co-authors of stories through their gameplay. The stories in games may open up a space for moral decisions - and many games rely heavily on creating ethical dilemmas for characters and for players (Zagal 2009), situations of difficult choice. Moral dilemmas thus rely both on design of game and its ludicity and players' capabilities and skills, along with their interpretation.Besides creating opportunities for choice, games contribute to ethically relevant actions in other ways, too. They may propose descriptions of characters or actions that imply ethical values or judgments. Also, games allocate success or failure for certain choices, thus implicitly encouraging certain courses of action through use of rhetorical procedures. Games may support ethical reflection by creating 'wicked problems' that defy computation, or, alternatively, may discourage such involvement by creating computationally tractable choices (Sicart 2009; Sicart 2010).Thus, games can be morally relevant (Sicart 2010), as a medium which offers players a time and place for making decisions and reflecting on them, judging themselves and others by way they play. …" @default.
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- W2190227568 date "2015-07-01" @default.
- W2190227568 modified "2023-09-22" @default.
- W2190227568 title "Self-reflection and morality in critical games. Who is to be blamed for war?" @default.
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