Reality from Fantasy

Author:

Balzac Stephen R.1

Affiliation:

1. 7 Steps Ahead, USA

Abstract

A major difficulty with teaching ethics is that it is relatively easy for participants to state the “right” thing to do when they have no personal stake in the outcome. One way of dealing with this problem is to teach ethics through engrossing, immersive, predictive scenario games in which players are forced to deal with ethical issues as they arise, where they have a personal stake in the outcome, and where there is not always a clear right answer. Predictive scenario games are a form of serious live-action roleplaying in which participants take on the roles of people involved in complex situations. In these games, knowledge of the game world is distributed among the players through overlapping and conflicting goals, and in which ethical dilemmas emerge naturally, without fanfare, much as they would in the real world. There is a high level of tension between cooperation and competition among the players. This structure creates the opportunity for players to experience the consequences of their own judgment in realistic, ethically fraught situations, to receive feedback, and to engage in constructive discussion, within a relatively short time period.

Publisher

IGI Global

Reference39 articles.

1. Anderson, T. (1991). The Reflecting Team: Dialogues and Dialogues About Dialogues. New York: Norton.

2. Asch, S. (1957). Opinions and social pressure. In E. Aronson (Ed.), Readings about the Social Animal (4th Ed.) (pp. 13-22). New York: W. H. Freeman & Co.

3. Balzac, S. (1991). Game Space and Game Reality. Metagame: The Journal of the Society for Interactive Literature.

4. Balzac, S. (1992a). Keep It Simple. Metagame: The Journal of the Society for Interactive Literature.

5. Balzac, S. (1992b). Take A Number. Metagame: The Journal of the Society for Interactive Literature.

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