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Questions around ethics and morality of gaming often are raised around the games themselves. But perhaps the better direction is to point the question directly at the people the make games:
Do video game developers have ethical responsibilities when building games?
While a complex issue, some interesting themes and solutions to this question emerged through the discussion.
Up front, we should question whether games should be considered separately from other creative forms—movies, books, painting, photography, etc. If games are art, then they should be considered alongside other art forms. In the case, the real question to answer would be—do artists have ethical responsibilities when creating art?
The reason rephrasing the question in that manner has force is because unlike video games, more established art forms have a presumption that they should be given the benefit of the doubt. Even when ethical questions swirl around a piece of art, censors are kept at bay while criticism conduct serious consideration of the work at hand. Mapplethorpe’s photographs may have ignited the indignation and disgust of some people. But the reaction of a few was not enough to exclude his work from public consumption or even have a chilling effect on the work of other artists. Without even asking the question of whether Maplethorpe might have crossed some ethical or moral boundary, a defense raised questions of freedom of speech and expression and fought against the notion that a work of art should face any sort of censorship.
Video games, on the other hand, are typically considered a popular culture medium, and the defenders of art do move as quickly to counter act the censorship reflext.
So, clearly, at the heart of the question of ethics and video games lies the two critical questions of whether games are art and protections from censorship they may deserve as an art form.
But even if games are art, and do deserve a high level of protection from censorship, there still is the lingering question of whether game developers have an ethical responsibility.
On one hand, there was a feeling in the group that they did not. Games, it has been shown time and time again, do not cause anti-social behavior. They may influence a player, but that influence is filtered through layers of experience, social norms, common sense and a player’s own ethical sensibilities. So, arguing that game developers have a responsibility the same way makers of cigarettes or revolvers might owe society some accountability for creating the means to destroy lives, game makers seem to lack the basic means to directly cause social harm.
But does the lack of a casual link between games and anti-social behavior let developers off the hook? Not really.
In a game such as Grand Theft Auto III, players can run over innocent by-standers, shoot pedestrians, take drugs and solicit prostitutes among other illicit pursuits. Is this game an ethical mistake? Probably not. Because people who have played the game can point out several features that actually allow the game to live up to an ethical standard.
First, the game has consequences. Perhaps the consequences are not pre-programmed to encourage the “right” behavior. But there are consequences none-the-less. As the game progresses, you may assassinate a mod boss, but ever after the mafia goons patrolling the city will open fire on your character on sight. Steal a car in front of the police, and they will attempt to arrest you. So, a relevant feature of an ethical gaming system is consequences.
Second, although the game puts the player in the position of guiding a petty criminal through paces of enriching himself through crime, and in the process by-standers get maimed or killed and hundreds of cars are stolen, there is a clear context in the game—everyone is a bad. The streets are filled with prostitutes, toughs and gang bangers. Steal a car from an innocent old man, and he’ll make an attempt to retake his car through force. Radio ads for products produced by slave labor and pitched by sleazy gigolos underline the notion that the populace that fills Liberty City may be by-standers during your crimes, but are anything but innocent. In this urban jungle, everyone has a date with fate. Underlining this point, despite the diversity of characters in the town, there are no children—because you cannot strip the innocence from children.
Finally, the game places its tongue in its cheek and keeps in there. The game is not meant it inspire or glorify random crime or violence. But rather, through ample use of satire, it is meant to be enjoyed because of its anti-social context. Not because it looks to inspire anti-social behavior.
Interestingly, this analysis of GTA III actually shows a connection to an ethical perspective rather than relying on the excuse that games do not cause violent behavior,
On the other hand, an example of a hunting game produced by neo-Nazis that featured the sport of hunting ethnic minorities clearly offended the sensibilities of the same people how found GTA III’s violence comical and entertaining. Using the same palette and of violence, the neo-Nazi game seems to have crossed a boundary that GTA chose not to cross. And what was that boundary?
In the case of a game where you shoot minorities, the intent—artistic or otherwise—is to incite hatred and possibly even violence against a real group of people. Despite some of its more violent moments, GTA never crosses the boundary and encourages the player to act or feel in the real world the way you act and feel in the game.
This last example provides particularly illuminating because it appears to answer the question—yes, game developers do have an ethical responsibility. And as a medium that can influence people, it’s responsibility less in the particulars of the content or the interaction with the content, but more with the intent of the designer. Video games may not have the power to cause someone to kill or hate or even adopt a surly demeanor. But when a designer builds a game intentionally to foster those behaviors, they have crossed a line. As an art form, perhaps they deserve protection. But as individuals, game designers have an ethical responsibility to the people and communities around them.
This essay's central question, and much of the discussion covered here was a part of a conversation held during the monthly meeting of the Colorado Game Developers.
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In concluding that video games are art, the discussion includes video games in the same realm as books, photos, and so on. This is not an empirically justified classification. As someone who plays video games, I have spent an entire day interacting with it. When was the last time you spent an entire day looking at a photograph? On Gamespot.com, members who review games are asked to indicate the number of hours they played the game. Especially in RPGs, it is not unusual for people to indicate 200+ hours. If video games are solely a work of art, they are unlike any work of art ever created before in the history of mankind. As a fan of Impressionist painting, I own several reproductions of well-known paintings; my favorite being “Girl with a Hoop” by Renoir. Nevertheless, I doubt that in my whole life I have spent 200+ hours gazing at this painting. If I were to stare at “Girl with a Hoop” for the amount of time it takes many people to finish a video game, my loved ones would commit me to some type of mental home. Any discussion of ethics must include the nature of the interaction of the observer with the object as well as the real-world outcome of that interaction. People interact with video games in a way that is different from the way they interact with traditional forms of art. Hence, there is no factual basis for lumping video games in with other artistic endeavors, even if they were nothing but pure works of art.
The most dissatisfying aspect of the discussion is not its consideration of video games as art, however. It is the caviler way that it treats ethics. Whether something is art or not does not determine whether it is ethical or not. It merely influences the criteria that are used to determine a satisfactory ethical judgment. But rather than delineating the criteria that would determine ethical video game design, the discussion prefers to avoid ethical considerations altogether. “Games, it has been shown time and time again, do not cause anti-social behavior. They may influence a player, but that influence is filtered through layers of experience, social norms, common sense and a player’s own ethical sensibilities.” This is an astounding bit of ethical subterfuge. First, the statement that video games do not “cause” anti-social behavior is egregiously self-serving while being utterly meaningless. What criteria are necessary in the minds of video game designers to establish a casual relationship? Would this require Minsc and Boo to leap from the screen and actually “go for the eyes” before there would be a willingness for video game designers to agree that video games might actually cause violence? What is the substantial difference (besides diction) between “cause” and “influence”? And does this distinction, whatever it is, mean anything from the perspective of ethical responsibility? Even if video games only “influence” people, is it ethical for video game designers to even be influencing people in an anti-social way? Second, the fact that messages in video games are “filtered” is beside the point. Filtering may make the process of pinpointing the exact cause and effect relationship between messages and behavior more difficult; difficulty, however, never has been and never will be an excuse to avoid honest inquiry and research.
Turning from its casual dismissal of any exterior ethical consideration, the discussion moves to a consideration of ethical behavior within a video game itself. This is another piece of self-serving nonsense. “So, a relevant feature of an ethical gaming system is consequences.” This statement, a conclusion mind you, is nonsense. All behavior, from an ethical point of view, has consequences. This is inherent in the basic laws of physics as well. The fact that actions have consequences is a basic feature of human existence and cannot be escaped, let alone credited to the ethical standards of video game designers. Two of the basic determinants of whether behavior is ethical are whether the consequence is minor or grave and whether the behavior is right or wrong. The discussion states, “First, the game has consequences. Perhaps the consequences are not pre-programmed to encourage the “right” behavior. But there are consequences none-the-less.” This is a flat-out admission that the game under discussion is unethical. It does not encourage right behavior, the very thing that ethics tries to do! People may disagree on what behavior is, in fact, ethical. But an important purpose of ethics as a discipline of inquiry is to encourage ethical behavior. Consequences always exist; judging whether those consequences are right or wrong, good or bad, is a vital and essential task in the field of ethics.
To explain using an example, the paragraph subsequent to the one discussed above states “there is a clear context in the game—everyone is a bad…” This statement goes right to the heart of ethics. An ethical question is, “Is it right to make a video game where everyone is bad?” The discussion seems to assume that if a game is created where everyone else is bad, then it is OK for the player character in that game to act bad as well. But it is exactly these types of assumptions that an inquiry into ethics must probe. The discussion fails to do so; thus it fails to be a discussion about ethics and video games.
Finally, I would like to comment of the following statement. “…yes, game developers do have an ethical responsibility. And as a medium that can influence people, it’s responsibility less [sic] in the particulars of the content or the interaction with the content, but more with the intent of the designer.” This statement really sums up the position of the people who held the discussion. It amounts to a statement that the only real determining factor in whether something is ethical or not is the individual designer’s intent; it is essentially anarchistic. This is a non-starter. I do not know of any main-stream system of ethics be it Buddhism, Christianity, or whatever, that holds to this position. Certainly, the stated intent of the person taking an action is an important data point in any ethical determination. However, it is never; in and of itself, decisive. Ethics recognizes that people lie and dissemble and that people cannot read each others minds. It is for precisely this reason that any honest ethical evaluation of video games must include an ethical evaluation of both their content and a player’s interaction with that content. Any ethical judgment that relies solely or even chiefly on the stated intent of the person performing the action is, as a matter of fact, not an ethical judgment at all but simply obedience in blind faith.
After reading this discussion, I must honestly say I saw less of a discussion of ethics and video games and more discussion as to how video game designers can avoid thinking about ethics in video game design. Either that or the people holding the discussion do not have a clue as to what ethical inquiry is all about. First, ethics arrives at judgments about whether actions are right or wrong, good or bad, helpful or hurtful. The fact that something is art or has artistic aspects may influence the criteria that is selected and upon which ethical judgments are based but the prerogatives of artistic freedom cannot, by themselves, determine ethical conclusions. Second, as a field of inquiry, ethical judgments cannot be avoided merely because arriving at those judgments is difficult, the problems are complex, or because there are many confounding factors. All actions have consequences and ethics is the evaluation of those consequences from the perspective of justice and fairness. Third, ethical inquiry cannot be reduced simply to the stated intent of the person performing the action that is being judged. While this is an important point it cannot be decisive because people are capable of lying and disassembling. Ethical judgments must give significant weight to both the content of the action and how this action effects others.
Unless video games designers have become divorced from the human race, they have the same type of ethical responsibilities as other people do in any other profession. If video game designers are honestly interested in ethical game design, they must tackle the problem of criteria. What is an ethical video game? How will we know this animal when we see it? What processes will be used to determine if a video game meets the criteria established? These are the type of questions that need to be addressed in any substantial discussion of video game and ethics.