In this chapter, we propose an ethical framework for serious game design, which we term the Ecosystem for Designing Games Ethically (EDGE).EDGE expands on Zagal’s categorization of ethical areas in game design by incorporating the different contexts of design and their use. In addition, we leverage these contexts to suggest four guidelines that support Ethical Stewardship in serious game design. We conclude by discussing a number of specific areas inwhich ethics plays a role in serious game design. These include games in (a) amilitary context, (b) the consideration of privacy issues, and (c) the evaluation ofgame design choices.
A level designer typically creates the levels of a game to cater for a certain set of objectives, or mission. But in procedural content generation, it is common to treat the creation of missions and the generation of levels as two separate concerns. This often leads to generic levels that allow for various missions. However, this also creates a generic impression for the player, because the potential for synergy between the objectives and the level is not utilised. Following up on the mission-space generation concept, as described by Dormans, we explore the possibilities of procedurally generating a level from a designer-made mission. We use a generative grammar to transform a mission into a level in a mixed-initiative design setting. We provide two case studies, dungeon levels for a rogue-like game, and platformer levels for a metroidvania game. The generators differ in the way they use the mission to generate the space, but are created with the same tool for content generation based on model transformations. We discuss the differences between the two generation processes and compare it with a parameterized approach.
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Deciding what kind of smart cities do we, as a society, want is not only a political question but also a matter of envisioning possible futures. The speculative narratives that designers produce to support their imagination are called "Design Fictions." We share SUBMERGED, a cross-platform project that combines game design, interactive narrative, and urban exploration with the objective of empowering citizens to produce their design fictions. Following a "Research through Design" practice, we describe our process for creating SUBMERGED, we synthesize some critical insights from our experience, and we urgently call for a dialogue between semioticians and design researchers on these topics.
Within the framework of the “Greening Games” project, we will develop, test and distribute flagship didactic materials addressing the interdisciplinary nature of green digital gaming. These will be tested in selected higher education programs and finally shared as open access content for the broader academic and teaching community. It is our core strategic responsibility to educate students about the relations between digital games and environment. We believe that the more aware students of today will become greener game designers, programmers, and academic leaders of tomorrow. At the centre of our partnership’s didactic philosophy are human responsibility, ethical game design and sustainable gaming culture. Societal IssueVideo games serve as technological marvels and cultural reflections. McKenzie Wark suggests they are integral to a shared culture, fostering critical thinking. Games act as arenas for cultural values and environmental awareness. Climate-aware video games, often referred to as 'green games' or 'eco-games,' raise ecological consciousness and reconnect players with nature. For example, Riders Republic, which replicates real-world terrain using satellite imagery, inspires eco-awareness. However, the environmental footprint of video games, reliant on digital electronics and resource-intensive consoles, poses challenges. Developers, manufacturers, and gaming giants must address these impacts. Benjamin Abraham emphasizes sustainable game development as a holistic solution beyond incorporating green content.Benefit to societyBy developing teaching materials on green gaming for higher education, we create the following impact. We will…- increase the awareness of this subject among Bachelor’s and Master’s students.- enhance students’ knowledge of green gaming and their ability to integrate existing solutions into their game projects.- stimulate more research interest among research staff as well as students.- facilitate the uptake of pedagogical resources on green gaming by lecturers and professors.- create a European research community around the topic.- raise the visibility of green game studies among the game industry and wider public.
In de toekomst zullen wateroverlast en droogte steeds vaker voorkomen. Hoewel water van grote betekenis is voor ons dagelijks leven - en Nederland een rijke traditie heeft van waterbeheer - maken sociale, culturele en historische waarden slechts sporadisch deel uit van watergerelateerd beleid. Omdat er bij wateropgaven veel verschillende partijen aan tafel zitten, is het belangrijk te snappen welke waarden meespelen bij besluitvormingsprocessen. Een serious game kan helpen bij het formuleren van die waarden om bij te dragen aan een beter ‘waterbewustzijn’ van zowel beleidsmakers als bewoners, en bewoners beter te betrekken bij hun eigen leefomgeving. Six Architecten, actief in bouw- en renovatieprojecten waarin water en erfgoed een rol spelen, lopen aan tegen een beleidsomgeving van tegengestelde belangen. De gameontwikkelaar IJsfontein in Amsterdam ontwikkelt serious games en heeft veel ervaring met het visualiseren van historisch materiaal voor musea en archieven, maar zoekt naar de kennis om deze vaardigheden toepasbaar te maken binnen de hedendaagse klimaatopgave. Met deze twee praktijkpartners werken onderzoekers van de TU Delft, op het gebied van watererfgoed, ontwerpen voor waarden (Delft Design for Values) en games (TPM), samen aan de WaterWaarden-game. Voor dit project gaan we in gesprek met beleidsmakers en bewoners om te achterhalen welke waarden er meespelen bij een selectie van objecten (zoals kades, dijken, gemalen) binnen de casus Amsterdam. Waternet, het waterbedrijf van de gemeente Amsterdam en het waterschap Amstel, Gooi en Vecht, zal bijdragen bij het contacten leggen met betrokken en het toetsen aan de beleidswerkelijkheid. Door de waarden en uitdagingen in specifieke opgaven in Amsterdam te analyseren en in de game te verwerken, werken we toe naar een prototype en een aanvraag om deze serious game te ontwikkelen tot een gameplatform dat in de toekomst ook bij wateropgaven in andere gebieden gebruikt kan worden.