For more information about how to cite these materials visit

Similar documents
MIS 404 LEGAL & ETHICAL ISSUES IN COMPUTING ETHICS AND INFORMATION TECHNOLOGY. Week 11b: Ethical Game Play

For more information about how to cite these materials visit

For more information about how to cite these materials visit

For more information about how to cite these materials visit

SI Digital Libraries and Archives, Winter 2009

The Ethics of Cyber-conflicts in Hyperhistorical Societies. Luciano Floridi Professor of Philosophy and Ethics of Information

Individual Test Item Specifications

Copyright 2008, Paul Conway.

Open Education Resources: open licenses

User Interface Software Projects

Knowledge Enhanced Electronic Logic for Embedded Intelligence

SI Digital Libraries, Winter 2008

Bellairs Games Workshop. Massively Multiplayer Games

Distributed Virtual Environments!

Computer and Information Ethics

The banality of simulated evil: designing ethical gameplay

Ethical and social aspects of management information systems

Ethics in Artificial Intelligence

Author: Ida Lucy Iacobucci, 2015

MEDICINE LICENSE TO PUBLISH

An Overview of the Mimesis Architecture: Integrating Intelligent Narrative Control into an Existing Gaming Environment

Concerning the Potential of Using Game-Based Virtual Environment in Children Therapy

Computer Ethics. Dr. Aiman El-Maleh. King Fahd University of Petroleum & Minerals Computer Engineering Department COE 390 Seminar Term 062

IMGD 1001: Fun and Games

ARMY RDT&E BUDGET ITEM JUSTIFICATION (R2 Exhibit)

OVERVIEW OF ARTIFICIAL INTELLIGENCE (AI) TECHNOLOGIES. Presented by: WTI

Moral of the story: How virtual choices affect us

GLOSSARY for National Core Arts: Media Arts STANDARDS

For more information about how to cite these materials visit

Analyzing Games.

Gaming Security. Aggelos Kiayias

Digital Transformation. A Game Changer. How Does the Digital Transformation Affect Informatics as a Scientific Discipline?

50 Graded Trax Problems with solutions. Collected and annotated by Martin Møller Skarbiniks Pedersen

Application Areas of AI Artificial intelligence is divided into different branches which are mentioned below:

Modeling and Simulation: Linking Entertainment & Defense

Individual Test Item Specifications

A (Very) Brief History

Volume 4, Number 2 Government and Defense September 2011

This list supersedes the one published in the November 2002 issue of CR.

Anarchy Arcade. Frequently Asked Questions

Copyright 2010 by Dimitris Grammenos. to Share to copy, distribute and transmit the work.

Game Design 2. Table of Contents

A Virtual Human Agent for Training Clinical Interviewing Skills to Novice Therapists

EHR Optimization: Why Is Meaningful Use So Difficult?

NINTENDO S SUPER SMASH BROS. ULTIMATE THE NINTENDO KIOSK OFFICIAL RULES

Competition Manual. 11 th Annual Oregon Game Project Challenge

Definitions of Ambient Intelligence

Advances and Perspectives in Health Information Standards

Advancing Health and Prosperity. A Brief to the Advisory Panel on Healthcare Innovation

Official Rules & Regulations Games Competition 2015 Season

Digital Media & Computer Games 3/24/09. Digital Media & Games

Computer Science as a Discipline

Author: Ida Lucy Iacobucci, 2015

Development of an Infusion Pump Prototype and Evaluation Environment to Improve the Safety of Medical Devices through Simulation AHRQ HS20460

SE320: Introduction to Computer Games

Outline. Agents and environments Rationality PEAS (Performance measure, Environment, Actuators, Sensors) Environment types Agent types

Convergence and Differentiation within the Framework of European Scientific and Technical Cooperation on HTA

Honors 177 MIDTERM. USB DNA Drive: The New Age of Virtual Humans

ENHANCED HUMAN-AGENT INTERACTION: AUGMENTING INTERACTION MODELS WITH EMBODIED AGENTS BY SERAFIN BENTO. MASTER OF SCIENCE in INFORMATION SYSTEMS

Health Care Analytics: Driving Innovation

A Balanced Introduction to Computer Science, 3/E

The 45 Adopted Recommendations under the WIPO Development Agenda

Terminology and Copyright. Sue Ellen Wright Kent State University Terminology Summer School 2009 Issues in Terminology Management

Indie Game Area SENSE OF WONDER NIGHT 2015

Designing Architectures

AUTOMATA What happens when your creation comes to life?

revolutionizing Subhead Can Be Placed Here healthcare Anders Gronstedt, Ph.D., President, Gronstedt Group September 22, 2017

Northfleet Technology College Course Outline: Information Technology in a Global Society

BEST PRACTICES IN INNOVATIONS IN MICROPLANNING FOR POLIO ERADICATION

Game Studies. Prepare to be schooled.

Techné 9:2 Winter 2005 Verbeek, The Matter of Technology / 123

CSE 190: 3D User Interaction. Lecture #17: 3D UI Evaluation Jürgen P. Schulze, Ph.D.

Introduction to Computational Intelligence in Healthcare

OF CLAYMORGUE CASTLE

Unit 11. Vocabulary Card Images. Skills Strand Grade 3. Core Knowledge Language Arts

A better world through BETter WORLDs

Obstacle Dodger. Nick Raptakis James Luther ELE 408/409 Final Project Professor Bin Li. Project Description:

What is, what is not and where it is useful Alberto Signoretti Nuno Almeida Diogo Vieira Ana I. Martins António Teixeira

ADDENDUM D COMERICA WEB INVOICING TERMS AND CONDITIONS

COURSE OUTLINE. School of Engineering Technology and Applied Science. Applied Biological and Environmental Science (ABES)

Simulation Case study

Improving Probity in Public Sector Supply Chains

Haynes, D. (2013). The Future of Regulation. Paper presented at the ifutures, 25 Jul 2013, Sheffield, UK.

U.S. Army Training and Doctrine Command (TRADOC) Virtual World Project

Game Studies Download 2.0. Prepare to be schooled.

Hello, and welcome to The Global Innovation. Outlook Podcast Series, where IBM demonstrates the

Adopting Standards For a Changing Health Environment

Artificial Intelligence for Games. Santa Clara University, 2012

SET 2013 Situation Manual

IMGD 1001: Fun and Games

Alternative English 1010 Major Assignment with Activities and Handouts. Portraits

Copyright 2008, Yan Chen

IN5480 vildehos Høst 2018

Introduction to Computer Science - PLTW #9340

Rules & Regulation. COUNTER STRIKE GLOBAL OFFENSIVE (1v1)

User Interfaces. What is the User Interface? Player-Centric Interface Design

3GB3 CHAPTER 4: GAME WORLDS

Artificial Intelligence Paper Presentation

Artificial Intelligence

AI AS A FORCE OF GOOD

Transcription:

Author(s): Paul Conway, PhD, 2010 License: Unless otherwise noted, this material is made available under the terms of the Creative Commons Attribution Share Alike 3.0 License: http://creativecommons.org/licenses/by-sa/3.0/ We have reviewed this material in accordance with U.S. Copyright Law and have tried to maximize your ability to use, share, and adapt it. The citation key on the following slide provides information about how you may share and adapt this material. Copyright holders of content included in this material should contact open.michigan@umich.edu with any questions, corrections, or clarification regarding the use of content. For more information about how to cite these materials visit http://open.umich.edu/privacy-and-terms-use. Any medical information in this material is intended to inform and educate and is not a tool for self-diagnosis or a replacement for medical evaluation, advice, diagnosis or treatment by a healthcare professional. Please speak to your physician if you have questions about your medical condition. Viewer discretion is advised: Some medical content is graphic and may not be suitable for all viewers.

Citation Key for more information see: http://open.umich.edu/wiki/citationpolicy Use + Share + Adapt { Content the copyright holder, author, or law permits you to use, share and adapt. } Public Domain Government: Works that are produced by the U.S. Government. (17 USC 105) Public Domain Expired: Works that are no longer protected due to an expired copyright term. Public Domain Self Dedicated: Works that a copyright holder has dedicated to the public domain. Creative Commons Zero Waiver Creative Commons Attribution License Creative Commons Attribution Share Alike License Creative Commons Attribution Noncommercial License Creative Commons Attribution Noncommercial Share Alike License GNU Free Documentation License Make Your Own Assessment { Content Open.Michigan believes can be used, shared, and adapted because it is ineligible for copyright. } Public Domain Ineligible: Works that are ineligible for copyright protection in the U.S. (17 USC 102(b)) *laws in your jurisdiction may differ { Content Open.Michigan has used under a Fair Use determination. } Fair Use: Use of works that is determined to be Fair consistent with the U.S. Copyright Act. (17 USC 107) *laws in your jurisdiction may differ Our determination DOES NOT mean that all uses of this 3rd-party content are Fair Uses and we DO NOT guarantee that your use of the content is Fair. To use this content you should do your own independent analysis to determine whether or not your use will be Fair.

SI 410 ETHICS AND INFORMATION TECHNOLOGY Week 11b: Ethical Game Play

THEMES Infosphere and game play Game code Ethical game play 4

Floridi, Information Ethics, 2008 INFORMATIONAL SYSTEMS AND INFOSPHERE Informational system = rules and context of their use Ludic action = any interaction in a gameworld that produces an outcome Infosphere = gameworld Stefano Oreschi, Luciano Floridi, Wikipedia,PD 5

Sicart, Banality of Simulated Evil, 2009 GAMES AS INFOSPHERES (SYSTEMS) A construction of rules and mechanics of the game, how they interact, and form behavioral patterns. Floridi s IE: moral action modeled as an information process: Messages (M) invoked by agent (A) that brings a transformation of states directly affecting patient (P) P responds to M with other changes or messages, depending on how M is interpreted by P s methods. The act of playing a game is an act of agency within an infosphere. Ethical values and agency in-game and through simulation. 6

GAMEPLAY LEVELS OF ABSTRACTION Sicart, Banality of Simulated Evil, 2009 7 Miguel Sicart, The banality of simulated evil: designing ethical gameplay, Ethics and Information Technology, v11, 3, PD-INEL

Oxford English Dictionary CODE DEFINED 1. Collection of statutes, laws 2. Rules or regulations on a subject 3. Symbols 1. Military or naval signals words for encryption 3. Cybernetics. Any system of symbols and rules for expressing information or instructions in a form usable by a computer or other machine for processing or transmitting information. 4. Bioinformatics e.g. Genetic code 8

Star Wars Galaxies Rules of Conduct (2000) RULES AND VALUES: THOUGH SHALL NOT 1. Harass 2. Bad language 3. Impersonate Sony 4. Break law 5. Modify software 6. Pirate 7. Obey 8. Espouse anti -philosophy 9. Lie 10. Upload porn or copyrighted materials 11. Hack software 12. Exploit bugs 13. Mimic 14. Emulate 9

Lessig, Code (1999) CODE IS LAW 1. Invisible hand of cyberspace is building an architecture that perfects control 2. Recognizing how code regulates (not necessarily transparently) 3. Protection of values 1. Structural (checks and balances) 2. Substantive (outcomes) 4. Intellectual property, privacy, free speech, sovereignty 5. Pessimistic conclusion 10

Castronova, Synthetic Worlds (2005) SYNTHETIC WORLDS 1. Concept of membrane porous border between synthetic and real 1. ebay sales of virtual world objects 2. End User Licenses 2. Governance isolated moments of oppressive tyranny embedded in widespread anarchy. (p. 207) 3. Requirements: institutions of collective decision making; power; AI (code for Non- Player Characters) 11

Bartle. Designing Virtual Worlds. (2003) SERVER COMPONENTS OF VIRTUAL ENVIRONMENT Driver Memory, parsing, data structures Mudlib (game physics) timers, movement, magic, mechanisms World model Maps, objects, avatars, [fully descriptive] Instantiation [runtime] E.g., Everquest, WoW 12

Bartle. Designing Virtual Worlds. (2003) COMBINATION TECHNIQUES Coding [C, C++, Python, etc.] Scripting [e.g., MUF] [multi-user forth] Data [database(s)] FuzzBall MUCK: http://www.belfry.com/fuzzball/ 13

Bartle. Designing Virtual Worlds. (2003) ENGINES AND DATABASES Engine = hard-coded rules Database = everything else Scripting language Template database Definition of objects [and avatars] Functions, performance limitations Instantiation database Player character data 14

CODEBASE DIFFERENCES Bartle. Designing Virtual Worlds. (2003) Richard Bartle, Designing Virtual Worlds 15

CODE TECHNIQUE VARIATION Bartle. Designing Virtual Worlds. (2003) Richard Bartle, Designing Virtual Worlds http://www.raphkoster.com/gaming/book/6b.shtml 16

SERVER COMMUNICATION Bartle. Designing Virtual Worlds. (2003) 17 Richard Bartle, Designing Virtual Worlds

OVERALL ARCHITECTURE Bartle. Designing Virtual Worlds. (2003) 18 Richard Bartle, Designing Virtual Worlds

Bartle. Designing Virtual Worlds. (2003) SERVER CLUSTER ARCHITECTURE 19 Richard Bartle, Designing Virtual Worlds

Sicart, Banality of Simulated Evil, 2009 ETHICAL PLAYERS Agents having the capacity and the duty with in a ludic infosphere to constitute themselves as ethical agents. Playing configures the game state Playing also configures the agent s ethical capacities and relationships the infosphere itself the impact of playing the game as perceived from outside Example: Manhunt 20

Sicart, Banality of Simulated Evil, 2009 ETHICAL GAME PLAY The outcome of designing the relations between the mechanical and semantic levels of abstraction Most ethical games fail because they focus on capabilities and capacities at the mechanical level. Ethical game play can exploit the tension between player as agent (avatar) within the gameworld and player as input provider for the state machine. 21

Sicart, Banality of Simulated Evil, 2009 ETHICAL GAME DESIGN 1. Create an ethically relevant game world. Introduce ethics as important part of world (eg not Tetris or Mario). 2. Do not quanaze your player s acaons: let them live in a world that reacts to their values. World reacts to ethical choices. (e.g., Manhunt) 3. Exploit the tension of being an ethical player. Push the boundaries of ethical convenaons while lelng players exert full ethical agency. (e.g., September 12 th, Dues Ex, Shadow of the Colossus) 4. Insert other agents with construcavist capaciaes and possibiliaes. Open to players creaang and implemenang their own values. (e.g., Eve Online) 5. Challenge the poieac capaciaes of players, by expanding or constraining them. Limit ability to do what is wrong in the gameworld. (e.g., Manhunt) 22

Lenoir, Military-Entertainment Complex, 2000. MILITARY-ENTERTAINMENT COMPLEX Nexus of computer simulation and virtual reality (35 year history) Research-Entertainment Complex Visible realism, physics abstractions, 3D data abstractions Economic forces fuel the revolving door (Atari-NASA 1982) Desire for fusion of digital and real preceded the full availability of technology (p. 305) Networks and simulation: SIMNET Selective functional fidelity, collective training, high environment-low display Importance of government procurement processes Battle simulation to arcade games to PC games (p. 322) Institute for Creative Technologies. http://ict.usc.edu/ 23

GAMES Eve Online: http://www.eveonline.com/ Manhunt: http://www.rockstargames.com/manhunt/ DefCon: http://www.introversion.co.uk/defcon/ GTA4: http://www.rockstargames.com/iv/ 24

Additional Source Information for more information see: http://open.umich.edu/wiki/citationpolicy Slide 5, Image 8: Stefano Oreschi, Luciano Floridi, Wikipedia, http://en.wikipedia.org/wiki/file:luciano_floridi.jpg, PD-SELF Slide 7, Image 1: Miguel Sicart, The banality of simulated evil: designing ethical gameplay, Ethics and Information Technology, v11, 3, PD-INEL Slide 15, Image 1: Richard Bartle, Designing Virtual Worlds, PD-INEL Slide 16, Image 1: Richard Bartle, Designing Virtual Worlds, PD-INEL Slide 17, Image 1: Richard Bartle, Designing Virtual Worlds, PD-INEL Slide 18, Image 1: Richard Bartle, Designing Virtual Worlds, PD-INEL Slide 19, Image 1: Richard Bartle, Designing Virtual Worlds, PD-INEL PAUL CONWAY Associate Professor School of Information University of Michigan www.si.umich.edu