Author_Institution :
Dept. of Early Childhood Educ., Univ. of Ioannina, Ioannina, Greece
Abstract :
Summary form only given. Computer games have been exploited in educational procedures, since they help in fostering creativity, in familiarization with technology, and develop problem-solving, logical thinking, communication, and collaborative skills (Sicart 2009). Games is a symptom of our societies and offer learning and strong educational advantages, as they fully motivate and engage students. The term “game” refers to a wide range of activities but, researchers (Juul, 2003, Crawford, 2003) stated that it is difficult to define in terms of necessary and sufficient features. Moreover Grendler (1996, pp. 523) defines games as “consisting of rules that describe allowable player moves, game constraints and privileges (such as ways of earning extra turns) and penalties for illegal (non permissible) actions. Further the rules may be imaginative in that they need not relate to real world-events.” According to Deterding, Sicart, Nacke, O´Hara and Dixon (2011), gamification “is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement”. Thus, game designers intent to identify and create non-game contexts, products, like points into the game, affecting the players´ attitudes and ideas. According to Dang et al. (2007) new video games are ethically affecting people who play them. Additionally, the ethical issues include: violence, rating, education, stereotyping against women, community and addiction. Since computer games usage is increasingly spreading, concern must be placed on the ethical issues that are built in them. There are many games involving violent acts as well as other content related to violence. Thus, many people may believe that playing these types of video games can cause a person to be more violent (Dang et al., 2007). From the education perspective, gaming can be used to teach different things, some positive while others are negat- ve. Educational system must play important role in the ethical improvement of game culture. Responsible game developers need to be informed and take under consideration the research findings concerning the effects of the medium they utilize. Also, game designers and developers need to make knowledgeable decisions for the game content, purpose and goals (Dodig-Crnkovic and Larsson, 2005). Another idea is to design games whose specific goal is to teach ethical principles.
Keywords :
computer aided instruction; computer games; ethical aspects; social aspects of automation; UX; addiction; community; computer games; educational system; ethical issues; game culture ethical improvement; gamification; nongaming systems; stereotyping against women; user engagement improvement; user experience improvement; video game elements; violence; Computers; Conferences; Context; Educational institutions; Games; Mobile communication;