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This
week we explored the heady subject matter of ethics and morality
in games when we asked you, our readers, "Do
game creators have any moral responsibilities in teaching values
to their audience?" The response was overwhelming ranging from
yes and no answers with different degrees of vehemence to more philosophical
delvings.
Yes
Those
who replied, "Yes", cited a variety of reasons from the
inherent duty of a human being to teach morals to others to the
inherent responsibilities of creating an interactive medium targeted
at a younger generation.
Absolutely.
It is our job to teach civilized traits, education and ethics
to the young and old at any time, through any means possible.
The video game industry has at its disposal the ultimate education
tool: stealth education - learning while playing is an evolution
in teaching that cannot be ignored or misused.
- Liam McMahon, RedZone SCEA
Yes,
but what those responsibilities are can vary greatly. Obviously,
who the audience is will matter - a game marketed for pre-teens
will bear a greater burden than one marketed to adults. (Assuming
that games intended for an adult audience aren't being consumed
by pre-teens ... whoops, there's a can of worms.) It also depends
on how the values taught within the game world relate to reality.
Sometimes shooting invading aliens to save the planet has nothing
to do with teaching one to use violence to solve real-world problems.
The
question is a bit double-sided. I don't think it's a big deal
if games don't teach positive values, but I do think it's an issue
if games teach poor values. After all, we wouldn't fault Tetris
for not teaching us higher moral standards, or Pac-Man
for failing to present a higher meaning to life.
- Josh Giesbrecht, Electronic Arts
Of
course they do. Like most responsibilities, however, there's no
external motivation to take it upon oneself to fulfill them. The
only way we will begin to accept responsibilities like that as
an industry is when we can grow up enough to accept that all games,
including violent ones, affect people. They don't turn kids into
stark raving serial killers, but it's not all safe exploration
of fantasy either. I dare you to play Grand Theft Auto
for four hours and get into your car and NOT think about side-swiping
or stealing other cars on the roadway. The issue, as always, is
more complex than the two extreme viewpoints would suggest.
Of
course games affect people. We're betting our livelihood on it,
aren't we? We can only be taken seriously when we take ourselves
seriously.
- Borut Pfeifer, Radical Entertainment
Yes.
Game entertainment should be viewed in the same light as other
media such as television, and should adhere to a Code of Conduct
to ensure that they do not compromise the moral values of their
audience. This is even more important to the games industry, since
the bulk of their audience are children between the ages of 6
and 18, and these are normally the same time in a child's life
when they form opinions and build the foundations of their moral
values.
- Henry van Eyk, Bytes Specialised Solutions
Absolutely,
game creators do. I, personally, have obtained nearly all of my
morals from video games, especially playing RPGs. Any form of
media, from literature to television to video games, influences
those who view it and shape who these people are. Although I cannot
think of any specific games to point to this, many games present
moral values to the player, either blatantly or subtly, and imprint
themselves onto the player. Of course, how much the game influences
the player depends greatly upon age and how permanent his/her
current mindset is. Some players, like me, are still largely moldable
and adaptable, but others might be less so. The best way to present
good morals to the audience would be with a powerfully grasping
storyline that shows the player, through the conflicts that the
player character goes through, just how important and right certain
morals are.
- Alex Marsh
"Legislating
morality" is always a sticky wicket, but in the main, I think
so. However, determining what is seen as being moral or immoral
is a subjective task, in that not all people think alike. Thus
my only suggestion for how to go about that is to let "common
sense" be the guiding rule, rather than submitting that grosser
or sexier is inevitably going to make a game more attractive to
its target population. To what extent game developers own and
have exercised common sense is still going to be questionable
with respect to some titles that make it through production and
into the marketplace. So, this is a VERY tough question to answer
in a manner that will "make sense" to all. Some won't
care in pursuing the attraction of sensationalism and will go
beyond the bounds of taste and reason, anyway. Inevitably, if
done to a large extent, then governmental rules will be emplaced
and an attempt made to enforce them. Legislation by government(s)
often goes beyond the pale of common sense, overreacting, so it
is a better idea for an industry to develop and enforce its own
"values" upon its participant members in some manner,
This is basically a circular argument for getting back to the
statement: "but in the main, I think so".
- Ken Wood, Wildfire Games
I
believe that game creators have a moral responsibility to explore
all aspects of the human condition, across the whole ethical spectrum.
Human society, much like a human individual, functions best when
that its thoughts and feelings are openly discussed, considered,
and thoroughly understood rather than repressed, denied or left
to fester in ignorance. The purpose of art is to explore these
thoughts and feelings in honest and compelling ways - no matter
how rational or irrational the thought, or constructive or destructive
the feeling. So ideally, games as a whole would convey every value
that anyone has ever thought of or acted upon. Of course, many
of these values would be (quite correctly) deemed anti-social,
evil or amoral - and although these sort of values are just as
worthy of artistic expression as any other, only mature audiences
capable of responsible contemplation should be exposed to the
explorations of such values.
- Nathan Frost, Crystal Dynamics
Yes,
they do. Gaming is a type of media, and I think that any type
of media shall be responsible for its content.
- Alexandre Luiz Galvão Damasceno, CESAR
I'm
going to go out on a limb here and say that as creators of entertainment
content, we have the responsibility to make the world we live
in a better, safer, friendlier place. We should not make games
that promote ideas like racism, misogyny or intolerance and we
do have a moral responsibility to support our gamers' pursuit
of positive behaviors like treating each other with respect, valuing
each other's opinions and differences, and supporting the free
exchange of ideas and beliefs.
That
said, we also have a very real responsibility to our investors,
development studios, and families to make games that will be commercially
viable. Often, to make a game successful, a controversial feature
must be added, which may negatively affect the values expressed
by that game. The challenge comes when a game developer tries
to satisfy both responsibilities. I am lucky enough to work at
a company that satisfies both of those responsibilities, and I
am very proud of the fact that we produce commercially viable
games that do not impart questionable values upon our players.
Then again, it's hard to impart questionable values with a bowling
game!
To
me, the most impressive games are those FPS, RTS and violent action
games that manage to convey a positive moral message, while still
delivering an intense, awesome gaming experience. To the creators
of those games, I give my utmost respect and admiration.
- Coray Seifert, Large Animal Games
All
human beings are morally responsible for their actions. As creators
of popular entertainment, our actions in developing a game can
have an affect on millions of people. We have a responsibility
to ensure our games have a positive impact on the people who play
them. Games that teach or reward negative values can have a negative
impact on children, and we are morally responsible since it is
a direct result from our actions. Several events have happened
in recent years where it seems like video games have had a negative
effect on young people. We can stop that in the future simply
by teaching positive morals in our games, rather than glorifying
negative ones. It's easy to say that the responsibility lies with
the parents or the retailers to censor children from games that
teach bad values, but since we can do something to prevent it
(not create them), we share in the responsibility also. Or to
put it in a more positive light, we are given an opportunity to
teach children good values and positive behavior since games are
influential to them. We have an opportunity to do something good,
and it is our responsibility to take it.
- Matt Gilgenbach, Heavy Iron Studios
Yes,
they sure do. A German psychologist, Jürgen Fritz, describes
a mechanism called 'transfer' where information and values in
games are transferred into the real world. The more the game tries
to simulate reality, the easier the transfer will happen. Off
course, this doesn't necessarily refer to shown blood or similar,
but to the kind of view of the world. As games gain momentum in
the society and become an ever growing influence in every day's
life, game creators should also become aware of the values they
are incorporating into their creations.
- Jan Graber, 20 Minuten
No
Many
of our respondents that replied, "No," cited one of two related
reasons: Games are an artistic medium and as such should not be
bound by any moral shackles and that the primary purpose of games
is not to teach but to entertain. Some of you also felt that teaching
morals falls squarely on the shoulders of parents.
No
- parents do. There's a rating system for a reason. Parents -
know something about your kid's lives for a change. I can't count
how many times an adult will mention their kid's playing video
games and say something like, "I can't do those things...
my kid can do them all." Yeah, you don't say. Those same
parents can barely use a computer for anything more than an occasional
email, or a favorite website. It actually excites me that when
I have kids I'll at least be able to understand and participate
in their computer/video game/technology-esque lifestyles, know
what they're talking about, doing and have fun with them all while
protecting them and doing my job as a parent.
- Bryan Erck, Shiny
No.
Teaching morals and values aren't the realm of game design. They're
the realm of parents, of clergy, of family. Certainly we have
a responsibility to not include elements that teach poor values
and morals in games that are marketed to very young children,
but no media should bear the responsibility to act as a parent.
- Anonymous
No.
I think game creators have a moral responsibility to entertain
their audience. It's not a game developer's job to parent their
audience.
- Jim Busike, Killergame
No,
but they do have an obligation to make the general content of
their creations known so that consumers have the ability to make
informed decisions when making purchases.
-Anonymous
No.
A game is a work of art like any epic poem, painting or film,
and while the artist may choose to try to teach values to the
audience through the work, it is entirely legitimate and responsible
to create a game which makes no attempt to impart any lesson.
Each new medium that human societies develop has works that are
attacked as "immoral" by contemporary critics, and routinely,
some of those condemned works are recognized by later generations
as masterpieces of that medium. I can't cite any research here
to support this, but I suspect it's true that works which self-consciously
and overtly attempt to impart a specific lesson are more likely
to be artistic failures than those which do not. This may be because
the first job of any game (perhaps any artistic work?) is to entertain,
and when the player/audience figures out that the game is ham-handedly
trying to teach them something, that awareness interferes with
their engagement with the work. There's a dissertation in there
somewhere, but short answer, no.
- Doug Zartman, Wideload Games
A
resounding NO. Do writers have that same responsibility? Actors?
What other limitations would we put on them and our freedom of
expression, in order to accomplish that lofty goal? Just ask Jerry
Falwell, or the embittered ghost of Senator McCarthy for your
answer... NO. Leave the morality lessons to the parents and the
priests. They are quite good at their jobs.
- Anonymous
Moral
Obligation is a philosopher's question. I suppose the real underlying
question is "whose values do we teach?" To quote Kant,
"Duty is the necessity to act out of reverence for the law."
In short if the yoke of morality is pressed upon the creators
then it would be in a sense not morality at all, nor responsibility,
merely duty. At the same time if it were an innate natural urge
that all creators held than the question would be meaningless.
So to answer the question bluntly: of course not.
- Joseph Carr, Transplace
I
don't believe there is any real responsibility in making a game
other than making it a good game. I believe exposing players to
good values in a game is an option just like in movies, but learning
good values is still up to the individual. As a parent I take
it as my responsibility to teach good values to my child, I will
choose to not let my son play games that expose him to situations
in which making poor choices furthers his progress. As a game
maker I think my responsibility is to make a game the player wants
to play, and give the player value for his money.
- Kent Simon, Novalogic
Do
movie creators have any moral responsibilities in teaching values
to their audience? Do novel creators/writers have any moral responsibilities
in teaching values to their audience? These, and this week's question,
all have the same answer (in my opinion). No. The creator(s) have
the power to do as they wish, or as they are permitted by publishing
agencies etc. There are no restrictions to a creative imagination,
and no where is it mandatory for a game, movie or novel to teach
any moral values.
- Darren Schnare
No.
Game developers do not have a moral responsibility in teaching
values to their audience; no game I have ever played (aside from
ones that were specifically intended to be educational) was meant
to teach anything. Games are a means of expression for developers,
just like any other form of art; they are meant to be explored,
experienced, and ,occasionally, marveled at. And, as with any
other form of art, part of the experience and expression in a
game may involve topics and situations that are not commonly accepted
as "moral". This does not mean that a developer will
not impart some form of values to a player throughout the course
of a game (whether conscious of doing so or not); again, as with
any other form of art, part of the expression and experience imparted
to the viewer is a reflection on the artist themselves, and part
of this reflection may well be the views and values of the developer.
Put
more simply, games are not meant to impart values, but, as with
any other media, they sometimes do. It's possible that developers
are less conscious of this than most artists (potentially because
the "artist" in question is usually a fair-sized group
of people) and that they should reflect more on the messages that
their art conveys; however, as with any other artist, developers
should be limited only by their creativity and their own sense
of social responsibility, and in no way should developers feel
a responsibility to teach their audience anything... except how
to play the game.
- Matthew Thomas, University of Montana
No.
Games tend to act as a recreational escape for players, so tying
the creator's palette of ideas to some sort of "moral responsibility"
is both limiting and unfair to both creator and player.
- Samuel Villanueva, Crystal Dynamics
No,
of course not. If the game creators want to teach values through
their games, then they may certainly do so. If they don't want
to incorporate values into their games, then they don't have to.
Of course I'm assuming that when you say "values", you
are talking about positive (i.e. good, moral) values. But it's
not their moral responsibility. It's a choice. It's a choice whether
or not you intend to incorporate positive or negative (i.e. evil,
immoral) values. It's a decision that every game creator should
contemplate when designing games. If it so happened that they
didn't have any values to teach in mind when designing the game,
then that's where the real question lies.
If
it so happened that they didn't have any values to teach in mind,
who is responsible for the values taught that are eventually discovered
by parents, the government, or the world, who may complain or
praise the values depending on whether they are immoral or moral
values? Are the game creators responsible for it even though they
may have not meant it? Or is it just the society that's complaining
and lying to its self?
- Taylor Eagy
No.
Game creators have a responsibility to firstly entertain their
intended audience, and secondly make money. It is the customer's
responsibility to seek entertainment in line with their own moral
views.
- Anonymous
Nope.
Save it for your own children. Games can be moral, immoral, or
amoral, just as can books, film, TV, etc.
- Brandon Van Every, Indie Game Design
Not
any more responsibility than any other creative people, such as
artists, musicians, and novelist. Let the audience decide what
is worthy of their attention and time.
- TIffany Chu, SCEA
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