TY - JOUR
T1 - Values throughout the Game Space
AU - Jerrett, Adam Michael Leonard
AU - Howell, Peter
PY - 2022/10/31
Y1 - 2022/10/31
N2 - Pro-social themes like empathy and wellbeing are gaining popularity within games to contrast the medium’s stigmatised explorations of themes like violence, often to catalyse reflection or even change players’ beliefs surrounding complex scenarios. These abstract themes can be classified as a game’s “values”: elements that are “useful or important” to game designers and their audience. Exploration of values in games was spearheaded by Values at Play, which described how values manifest in games and advocated for their explicit consideration within games and their discourse. Frameworks such as empathy, ethical, and anti-oppressive design all discuss similar values, but present ontological diversity that makes it difficult to collate games and frameworks under the values-conscious design umbrella. Such frameworks also often focus on design approaches and small-scale prototypes but pay less attention to how values influence aspects like publication and play. As such, the present research examines values within each stage of a game’s lifecycle: design, development, publication, interaction, and reportage. Doing so provides an understanding of values in multiple game contexts. This provides new perspectives that form the basis of a taxonomy for values in games, which is then presented alongside practical questions for values-conscious designers, publishers, and players to guide its use.
AB - Pro-social themes like empathy and wellbeing are gaining popularity within games to contrast the medium’s stigmatised explorations of themes like violence, often to catalyse reflection or even change players’ beliefs surrounding complex scenarios. These abstract themes can be classified as a game’s “values”: elements that are “useful or important” to game designers and their audience. Exploration of values in games was spearheaded by Values at Play, which described how values manifest in games and advocated for their explicit consideration within games and their discourse. Frameworks such as empathy, ethical, and anti-oppressive design all discuss similar values, but present ontological diversity that makes it difficult to collate games and frameworks under the values-conscious design umbrella. Such frameworks also often focus on design approaches and small-scale prototypes but pay less attention to how values influence aspects like publication and play. As such, the present research examines values within each stage of a game’s lifecycle: design, development, publication, interaction, and reportage. Doing so provides an understanding of values in multiple game contexts. This provides new perspectives that form the basis of a taxonomy for values in games, which is then presented alongside practical questions for values-conscious designers, publishers, and players to guide its use.
KW - values
KW - games
KW - game space
KW - design
KW - taxonomy
U2 - 10.1145/3549520
DO - 10.1145/3549520
M3 - Article
SN - 2573-0142
VL - 6
JO - Proceedings of the ACM on Human-Computer Interaction
JF - Proceedings of the ACM on Human-Computer Interaction
IS - CHI PLAY
M1 - 257
T2 - CHI Play 2022
Y2 - 2 November 2022 through 5 November 2022
ER -