HCI - Lecture 14: Videogame User-Centred Design (UCD) & Prototyping Part 1 - Covering the process of developing a purpose-made game used for research - Objective: To design and develop a game to measure moral decisions and behaviour - Firstly, had to think about the content of the game, so needed to think about the moral content that would be included What is Morality? APA definition = system of beliefs and values that ensures that individuals will keep their obligations to others in society and will behave in ways that do not interfere with the rights and interests of others. Oxford Dictionary definition = principles concerning the distinction between right and wrong or good and bad behaviour Moral Decisions & Commercial Games: . Weaver & Lewis (2012) - Fallout 3; looked at Moral Foundations theory; found moral decisions in videogames with similar to real-life decisions · Hartmann & Vorderer (2010) - Half-Life II; suggested morality would disengage to support enjoyment in the game Moral Foundations Theory (Haidt & Joseph, 2004, 2007) Six foundations or domains; hierarchical · Liberty/Oppression is a new foundation · Salient foundation; some are more prominent/important Commercial Games in Research · Can reflect current gameplay of participants · Can be modified for testing · But there are restrictions: o Only so much can be modified Biases · Familiarity with the game " Favourite character(s) " The way morality is measured · Good vs. bad scale? Sanctity/ Degradation Loyalty/ Betrayal Liberty/ Oppression Moral Foundations Theory Authority/ Subversion Care/Harm Fairness/ Cheating Making Moral Choices in Games: Heron & Belford (2014) Describe moral choices as absolute, utilitarian, and focusing on the action; morality in video games is based on binary decisions, the role of behaviour, and interactivity Research & Moral Decisions: Joeckel, Bowman & Dogruel (2012, 2013) · Developed a game in Aurora Engine - Neverwinter Nights . Moral Foundations Theory · Moral silence was related to upholding a foundation in the game o Most salient foundation = harm/care Non-salient foundation: amoral and random decisions
Part 2 Psychology & Game Design Working with game designers: · Understanding what works in a game · Looking at the players' point of view · What is possible to create · Bridging a gap between theory and the game itself · Uncanny valley - the idea of how familiarity in human likeness can lead to discomfort as something is so ‘human-like? · What is considered 'normal' in a game Considerations for the Game Avoided: · Reward structures · Motivational techniques · Gender bias (NPCs) · Amount of time · Level of difficulty · Time restrictions (6-week project) Moral Foundations Theory: i. Short vignettes were created for each foundation ii. These were piloted iii. Then programmed into the game using the Unreal Engine Piloting Process: i. First pilot - a first follow-up study ii. Second pilot iii. Third pilot - a second follow-up study iv. Final pilot Game Specifications . Each MFT foundation vignette in a room · NPCs were as realistic as possible First-Person