Ludic Ethics: The Ethical Negotiations of Players in Online Multiplayer Games

Published on Sep 1, 2021in Games and Culture
· DOI :10.1177/1555412020971534
Lucy Sparrow1
Estimated H-index: 1
(University of Melbourne),
Martin Gibbs37
Estimated H-index: 37
(University of Melbourne),
Michael A. Arnold28
Estimated H-index: 28
(University of Melbourne)
This study introduces the ludic ethics approach for understanding the moral deliberations of players of online multiplayer games. Informed by a constructivist paradigm that places players’ everyday...
Unpredictable social dynamics can dominate social outcomes even in carefully designed societies like online multiplayer games. According to theories from economic game theory and evolutionary anthropology, communities that are otherwise identical can spontaneously develop emergent cultural differences. We demonstrate the emergence of norm diversity in comparable populations distributed across identical copies of a single multiplayer game world. We use 2006 data from several servers of World of W...
5 CitationsSource
#1Marcus Carter (USYD: University of Sydney)H-Index: 17
The U.S. televised game Survivor is fascinating for the study of multiplayer games because the winner of a season of Survivor is not dictated by the rules. Instead, a “jury” of eliminated players vote for which of the remaining two to three contestants deserve to win the US$1,000,000 prize, based entirely on their personal opinion. In this article, I present an analysis of Final Tribal Council, where this decision is made, revealing the key themes that influence this decision. I subsequently pro...
2 CitationsSource
#1Lucy Sparrow (University of Melbourne)H-Index: 1
#2Martin Gibbs (University of Melbourne)H-Index: 37
Last. Michael A. Arnold (University of Melbourne)H-Index: 28
view all 3 authors...
© 2019 Association for Computing Machinery. Players are sometimes understood to hold an 'amoral' stance in games, morally disengaging from game content and in-game player behaviours because 'it's just a game'. This amorality is often seen as problematic and in need of refuting or amendment, particularly if we wish to encourage more ethical play online. However, few studies have approached a theory of player amorality from the player's perspective in multiplayer games. This study aims to address ...
4 CitationsSource
#1Brian Myers (UMass: University of Massachusetts Amherst)H-Index: 1
Recent scholarship in gaming studies has challenged the field to investigate and critique the hard core gaming audience (stereotypically seen as straight, White, cis-gendered male gamers) in a way that does not reinforce either the perceived marginalization of gamers or broader social hierarchies of gender, sexuality, and class. This article demonstrates a way to acknowledge the complexity of this audience without dismissing its most virulent tendencies via practice theory and weak theory. Using...
5 CitationsSource
2 CitationsSource
Ethical gameplay can be defined as “the outcome of a game sequence in which players take definitive choices based on moral thinking, rather than instrumental thinking.” Often moral problems present...
7 CitationsSource
#1Virginia Braun (University of Auckland)H-Index: 36
#2Victoria Clarke (University of the West of England)H-Index: 33
Since initially writing on thematic analysis in 2006, the popularity of the method we outlined has exploded, the variety of TA approaches have expanded, and, not least, our thinking has developed and shifted. In this reflexive commentary, we look back at some of the unspoken assumptions that informed how we wrote our 2006 paper. We connect some of these un-identified assumptions, and developments in the method over the years, with some conceptual mismatches and confusions we see in published TA ...
893 CitationsSource
#1Malcolm Ryan (Macquarie University)H-Index: 11
#2Paul Formosa (Macquarie University)H-Index: 9
Last. Rowan Tulloch (Macquarie University)H-Index: 5
view all 3 authors...
This special issue of Games and Culture focuses on the intersection between video games and ethics. This introduction briefly sets out the key research questions in the research field and identifies trends in the articles included in this special issue.
1 CitationsSource
#1Mia Consalvo (Concordia University)H-Index: 24
#2Thorsten Busch (Concordia University)H-Index: 5
Last. Carolyn Jong (Concordia University)H-Index: 2
view all 3 authors...
This article is an exploration of players’ understandings of games that offer moral dilemmas in order to explore player choice in tandem with game mechanics. We investigate how game structures, including the presence of choice, a game’s length, and avatar presentation, push players in particular ways and also how players use those systems for their own ends. We explore how players “rehearse their ethos” through gameplay and how they are continually pushing back against the magic circle. It is ba...
11 CitationsSource
Ali (Ethics and Information Technology 17:267–274, 2015) and McCormick (Ethics and Information Technology 3:277–287, 2001) claim that virtual murders are objectionable when they show inappropriate engagement with the game or bad sportsmanship. McCormick argues that such virtual murders cannot be wrong on Kantian grounds because virtual murders only violate indirect moral duties, and bad sportsmanship is shown across competitive sports in the same way. To condemn virtual murder on grounds of bad ...
6 CitationsSource
Cited By3
#1Wee-Kheng Tan (NSYSU: National Sun Yat-sen University)H-Index: 9
#2Lu-Ming Chen (NSYSU: National Sun Yat-sen University)
Abstract null null Social interaction acts as a key motivation for playing online games; however, some players engage in in-game intra-group aggressive behavior, such as swearing, ignoring, and sabotaging their teammates. This study uses the motivation theory and techniques of the neutralization theory to understand this phenomenon in the multiplayer online battle arena (MOBA) game. A partial least squares analysis conducted on the data collected from 221 League of Legends players revealed three...
#1Aline Nardo (Edin.: University of Edinburgh)
#2Matthew Gaydos (Akita International University)
In this paper we discuss the potential of digital games to create meaningful educational experiences that contribute to the learning of ethics in higher education (HE) Science, Technology, Engineer...