Moral judgement tasks and morality-based gameplay are designed into video games with increasing frequency. Historical discourse related to video games and morality has predominantly focused on 'ethically problematic' content and the...
moreMoral judgement tasks and morality-based gameplay are designed into video games with increasing frequency. Historical discourse related to video games and morality has predominantly focused on 'ethically problematic' content and the effects that playing these games will have on those who play them. Gamers' perceptions of their own morality and the morality-based choices that they make in-game have been under-explored to date. An emic perspective of the context of morality-system gameplay proved valuable in providing a thick, rich description of this social phenomenon. The game Dishonored was selected for this research study due to the simplistic morality-system integral to its core mechanics and storytelling engine. Dishonored is a firstperson, stealth action-adventure video game developed by Arkane Studios and published by Bethesda Softworks in 2012. This study utilised a theoretically pluralistic approach comprising identification, ludology and social constructionism. Research methods included in-depth, personal interviews and an autoethnography. Findings indicated that Dishonored gamers make moralitybased gameplay choices for moral reasons both when these choices align with their personal moral positioning and when they are in conflict. When moral choices align with personal moral positioning, gamers experience empathy for Non-Player Characters (NPCs) and feel morally accountable for salient moral infractions. When moral choices conflict with moral positioning, gamers morally disengage in order to mitigate the negative consequences of the conflicting moral choice. It was found that gamers also make morality-based gameplay choices for reasons entirely unrelated to personal moral positioning. These amoral choices relate to exploration of the core mechanics and the narrative of the game as well as gamers' individual personalities and motivations. It was found through analysis and interpretation of the autoethnographic account that moral salience plays a pivotal role in moral choices predicated upon personal moral positioning. A limitation of the study may have been a small sample size, but it was counterpoised both through the triangulation of methods and the purpose of the study which was to gain an in-depth and rich understanding of the topic. It is recommended that future studies focus on the impact of demographic differentiators, such as gender identity, on morality-based gameplay choices, particularly since the sequel to the game under study, Dishonored 2, facilitates the choice of either a male or a female avatar. CHAPTER 1 INTRODUCTION 1.1 and with them that produce meaning (Egenfeldt-Neilson, 2013). Egenfeldt-Neilson (2013) further identifies the link between games and the discipline of communication by viewing games as communication media, communicating ideas and values and including aspects such as strategy, education and advertising. The International Communication Association, an academic association focussed on studying, educating, and the application of all aspects of human and mediated communication, has a Game Studies Division, recognising that video games offer opportunities for the study of human communication involving multidisciplinary approaches and merged disciplines (ICA, 2016). Key terms conceptualised for the purposes of this study include games and video games, violent video games, gamers, game design: core mechanics and storytelling engine, gameplay, and morality systems gameplay. Adams (2014) defines a game as a form of play activity within a pretended reality, where participants attempt to achieve goals within a given set of rules. Brathwaite and Schreiber (2009) state that games may or may not have goals, conflict, other players, start and end points, and decision making, but that all games are activities with rules. As a subset of this definition, 'video games' refer to a game in digital form, mediated by a computer, using a digital video screen, played on an electronic device Brathwaite & Schreiber, 2009). Multiple terms for video games are in common usage, such as 'computer games', 'electronic games' or 'digital entertainment'. These terms are not necessarily synonymous: for example, a computer game may refer to games on a personal computer whereas an electronic game may refer to electronic toys, and the term 'video game' may be used to refer exclusively to console gaming . Video games are unique and differ from other media forms due to an inherently interactive nature that requires active participation from the user (