A number of video games involve moral narratives or require the players to make moral decisions. Research from psychologists has helped to understand the effects that video game content can have on how individuals think, feel and behave....
moreA number of video games involve moral narratives or require the players to make moral decisions. Research from psychologists has helped to understand the effects that video game content can have on how individuals think, feel and behave. Recent research has examined the role of morality in video games, yet there are many inconsistencies in the findings that could be due to the use of commercial video games for research purposes, which contain biases such as familiarity with the game and favorite characters. By developing a bespoke game designed specifically for the purpose of exploring morality, these potential biases can be reduced. Before designing the game, morality in existing video games is critically analyzed, using theories from moral psychology. From this, a game was developed to measure behavioral outcomes through which moral decisions are made; with the aim to address biases that are inherent in commercial games. Then, the resultant game was used to investigate how participants make moral choices in video games. Much-publicized concerns have been raised in the past about the moral content of video games, such as the Grand Theft Auto series (GTA; Rockstar, 1997Rockstar, -2015)), which includes content and activities such as nudity, prostitution, guns, drug dealing and driving recklessly. Kocurek (2012) draws a parallel between GTA and Death Race (Exidy, 1976), an earlier game that raised considerable controversy, as they are both based on similar acts of violence and moral violations (such as running over pedestrians and damaging other vehicles). Furthermore, Kocurek (2012) explains that the reason Death Race received this controversy is due to the type of violent content it contained. Violent content which is related to war is more socially and culturally acceptable as it is a part of history, whereas violence towards innocent people, such as running over pedestrians, would be outside the social and cultural norms . It is important to note that Bowman (2016a) reports on how even early media and technology, including telephones and comic books, have caused controversy. However, one of the reasons for the specific controversy around video games is that, unlike other forms of media such as films, video games are more interactive and include a behavioral component. Bowman (2016a) highlights that it is the interactivity and the simulations of these behavioral acts that render video games controversial, particularly due to the violent content such as, notably, acts of murder. As video games have advanced as a medium, so have the graphical depictions and possibilities within them, creating this way additional concern over the content and the behaviors carried out in these virtual worlds. Games move beyond other media by not simply showcasing moral violations, but also providing players with the opportunities to both encounter morality and respond to it. Jesse Schell, a pivotal game designer, described how video game design needs to evolve to allow for the prospect of the medium to produce the equivalent of Shakespearean work, a notable example of literature . GTA has been suggested to be focusing more on moral themes within the gameplay . In this spirit, and in reflection of the increased maturity of moral themes in video games for the following part of this chapter we look to discuss the research, specifically related to the measuring of moral considerations of the players through designing and creating a bespoke video game. Thomas ( ) notes that, compared with other media, there is a different level of involvement, agency and interactivity in videogames. Agency is the feeling produced from the player's perception of the level of control or choice they have in a video game . For example, this highlights the difference between watching someone killed onscreen (i.e. a character being killed) and the individual taking action by pressing a button to kill the character. Thus, many video games provide the player the opportunity to make decisions and have in-game behavioral outcomes. These behavioral outcomes are a fundamental part of the video game experience. Agency is therefore not only unique to the medium of video games, but also directly related to the understanding of in-game behaviors. Other researchers have suggested that interactivity, as per above, but also presence too, are fundamental parts of video games and are aspects of what makes video games different from other forms of media . Interactivity has been defined as the degree to which the users (i.e. the players) can change and control the 'form' and 'content' within the environment (i.e. the game; Steuer, 1992). Other definitions have distinguished between the interaction produced by the player (i.e. interactivity as process) and the system/game (i.e. interactivity as product; . highlight the many definitions of interactivity, but similarly suggest it is the relationship between the game and player, as well as the choices the players make within the