“I Don’t Want To Shoot The Android”: Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become Human

Author:

Arrambide Karina1,Yoon John2,MacArthur Cayley3,Rogers Katja4,Luz Alessandra5,Nacke Lennart E.4

Affiliation:

1. HCI Games Group, University of Waterloo, Canada and Department of Systems Design Engineering, University of Waterloo, Canada

2. Department of English, University of Waterloo, Canada and HCI Games Group, University of Waterloo, Canada

3. University of Waterloo, Canada and Stratford School of Interaction Design and Business, University of Waterloo, Canada

4. HCI Games Group, Games Institute, University of Waterloo, Canada and Stratford School of Interaction Design and Business, University of Waterloo, Canada

5. HCI Games, University of Waterloo, Canada and Computer Science exii lab, University of Waterloo, Canada

Funder

NSERC Discovery Grant

Mitacs Accelerate

NSERC CREATE SWaGUR grant

Publisher

ACM

Reference50 articles.

1. Selective Activation and Disengagement of Moral Control

2. BioWare. 2007. Mass Effect. Game [Xbox360 , PC, PS3]. Microsoft Games Studios , Redmond, Washington, US and Electronic Arts, Redwood City, CA, United States . BioWare. 2007. Mass Effect. Game [Xbox360, PC, PS3]. Microsoft Games Studios, Redmond, Washington, US and Electronic Arts, Redwood City, CA, United States.

3. BioWare. 2010. Mass Effect 2. Game [Windows]. Electronic Arts , Redwood City, CA , United States . BioWare. 2010. Mass Effect 2. Game [Windows]. Electronic Arts, Redwood City, CA, United States.

4. Andy Boyan , Matthew Grizzard , and Nicholas Bowman . 2015. A massively moral game? Mass Effect as a case study to understand the influence of players ’ moral intuitions on adherence to hero or antihero play styles. Journal of Gaming & Virtual Worlds 7 (03 2015 ), 41–57. https://doi.org/10.1386/jgvw.7.1.41_1 Andy Boyan, Matthew Grizzard, and Nicholas Bowman. 2015. A massively moral game? Mass Effect as a case study to understand the influence of players’ moral intuitions on adherence to hero or antihero play styles. Journal of Gaming & Virtual Worlds 7 (03 2015), 41–57. https://doi.org/10.1386/jgvw.7.1.41_1

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