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Maximum_Fun_Minimal_Harm.md

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Maximum Fun, Minimal Harm: Ethics And Intentionality In Game Design

Speaker: Adrian Petterson Twitter: @Calamity_Jane95

  • Sources of Harm

Dark Patterns

  • Common choices by design, but hurt the users
  • Monetary: makes user spend more money than they wanted
  • Temporal: quests that you can only play at certain time
  • Social: invite your friends
  • Psychological: making fun of players, putting a crying puppy
  • Solution:
    • Transparency with your players
    • Provide multiple ways to achieve results
    • Check motivations

Lack of Trigger Warning

  • Many players want to be scared, but there are plenty of players that can be triggered by certain events
  • Consequences
    • Panic Attacks
    • Abuse from partners
    • Violence: from discrimination, unexpected violence
    • Mental health: eating disorders, anxiety
    • Gas Lighting: convincing other that they are crazy
    • Discrimination: race, ....
  • Solution:
    • Make it a setting: Offer Choices
    • Option to skip:

Historical Trauma

  • Asylum trope:
    • Always portrayed as dark
    • Misrepresentation
    • Discriminatory
    • Typically patients are represented as dangerous, barely human
  • Crazy women
    • Example: Harley
    • Hysteria
    • Instability
    • Loss of Control

Misrepresentation

  • People with disabilities are only responsible of 3% violent acts
  • People with disabilities are 10X most likely to get assaulted

Reflective Equilibrium

  • Observe your rules
  • Evaluate the rules based on current knowledge
  • Weigh the importance of those rules

Resources