Best Practices for the Design and Development of Ethical Learning Video Games

Best Practices for the Design and Development of Ethical Learning Video Games

Rudy McDaniel, Stephen M. Fiore
Copyright: © 2012 |Volume: 2 |Issue: 4 |Pages: 23
ISSN: 2155-6903|EISSN: 2155-6911|EISBN13: 9781466611467|DOI: 10.4018/ijcee.2012100101
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MLA

McDaniel, Rudy, and Stephen M. Fiore. "Best Practices for the Design and Development of Ethical Learning Video Games." IJCEE vol.2, no.4 2012: pp.1-23. http://doi.org/10.4018/ijcee.2012100101

APA

McDaniel, R. & Fiore, S. M. (2012). Best Practices for the Design and Development of Ethical Learning Video Games. International Journal of Cyber Ethics in Education (IJCEE), 2(4), 1-23. http://doi.org/10.4018/ijcee.2012100101

Chicago

McDaniel, Rudy, and Stephen M. Fiore. "Best Practices for the Design and Development of Ethical Learning Video Games," International Journal of Cyber Ethics in Education (IJCEE) 2, no.4: 1-23. http://doi.org/10.4018/ijcee.2012100101

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Abstract

This article builds upon earlier research (McDaniel & Fiore, 2010) in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of gameplay. To update and expand this original work, the authors reviewed contemporary research on identity, cognition, and self in relation to video game environments as well as literature dealing more specifically with ethics and video games. From this literature base and their applied design experiences, the authors offer ten guidelines as best practices to follow for aspiring ethics game developers.

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