Research studies and recruitment processes often rely on psychometric instruments to profile respondents with regards to their ethical orientation. Completing such questionnaires can be tedious and is prone to self-presentation bias. Noting how video games often expose players to complex plots, filled with dilemmas and morally dubious options, the opportunity emerges to evaluate player’s moral orientation by analysing their in-game behaviour. In order to explore the feasibility of such an approach, we examine how users’ moral judgment correlates with choices they make in non-linear narratives, frequently present in video games. An interactive narrative presenting several moral dilemmas was created. An initial user study (N = 80) revealed only weak correlations between the users’ choices and their ethical inclinations in all ethical scales. However, by training a genetic algorithm on this data set to quantify the influence of each branch on recognising moral inclination we found a strong positive correlation between choice behaviour and self-reported ethical inclinations on a second independent group of participants (N = 20). The contribution of this work is to demonstrate how genetic algorithms can be applied in interactive stories to profile users’ ethical stance.
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Sarah Banks (2012) describes ethics work mainly as the effort people put into developing themselves as good practitioners. She discerns six aspects of ethics work: identity work, framing work, reason work, emotion work, role work and performance work. Although ethics work focuses on the ethical development of individual practitioners within their profession, the concept and all its aspects can be transferred into an ethical guideline for the collective development of practitioners in interprofessional cooperation. As such the concept of collective interprofessional ethics work can also be used as a set of criteria for the ethical evaluation of interprofessional cooperation, as is shown on the basis of an experiment in Belgium
In this article, we describe a study on the impact of an ethics program aimed at strengthening the ethical agency of 15 social workers of three welfare organizations. The goal of the study was to make an inventory of the impact of the program, and to evaluate the relevance of this impact with the help of several stakeholders. The most significant change (MSC) approach was used as a research strategy, though some changes to the approach were made with a view to our research goal. We explain the MSC approach and how we used it in our study design. Further, we describe the research process, answering the question whether our adaptation of the MSC was helpful to inventory the impact of our ethics program and the evaluation of its relevance. The implications of MSC's focus on "most significant" changes and the need for a thorough feedback of the results of the evaluation process in the participating organizations are discussed.
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