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Multimedia Games Development
COM429M2
Week 10 Social & Ethical Issues
Learning outcomes
Be aware of the possible social consequences of gaming
Understand ethical issues related to game playing and game implementation
Ethical & Social IssuesBrief history of computer game development
Littered with controversy related to
Violent content Addiction Gambling Ownership of virtual property Copyright and intellectual property
Led to setting up of regulating body in the industry
Interactive Digital Software Association
Early 90’s the games industry was involved in a legal battle
with the USA government over the violent/inappropriate
content of computer games
This led to the setting up of the Interactive Digital Software Association (1994)
Self-regulatory body to oversee standards in games Founding companies included Nintendo, Sega & EA
Electronic Arts, Phillips, Atari, and 3DO Members now include 90%+ of industry in USA
Interactive Digital Software Association
Interactive Digital Software Association represents
the computer games industry in a number of
ways
Anti-piracy Intellectual property protection (IPR) Government relations Entertainment software rating
Entertainment Software Association
In 2003 the IDSA changed its name to the
Entertainment Software Association (ESA)
Its focus/objective is the same as the Interactive Digital Software Association
http://www.theesa.com/
Entertainment Software Association
Government Affairs: The ESA works with government at all levels to make the voice of its members heard on a wide range of crucial legislative and public policy issues, including intellectual property protection, content regulation, and efforts to regulate the Internet.
Anti-Piracy Information: The objective of ESA's Anti-Piracy Program is to attack and reduce global entertainment software piracy, estimated to cost the U.S. entertainment software industry billions of dollars every year. The program's primary components are policy work, training and education, and a number of different enforcement efforts in the U.S. and abroad.
The ESA Foundation is dedicated to supporting positive programs and opportunities that will make a difference in the quality of life, health and welfare of America's youth. The Foundation seeks to harness the collective power of the industry to create positive social impact in our communities.
Entertainment Software Rating Board
Entertainment Software Rating Board (ESRB) formed in 1994 by IDSA as a self-regulatory body for the computer game industry
Objective was to pre-empt government enforced regulation
Independently applies/enforces ratings, advertising guidelines and online privacy principles
Ratings system has two parts
Rating symbol suggests the age group that the game is suitable for. Serves as a general indicator of game content
Additional content descriptors with further detail on game content
Entertainment Software Rating Board
Computer Game Violence Major issue is violent content in games Debate focuses on whether violent content
in games promotes/encourages violent behaviour in players
Studies show 75%+ of games preferred by young people have violent/aggressive content
Claims this can desensitize children to violence or induce hostile or aggressive actions
Studies supported by the American Psychological Association and American Medical Association
Schools suspending more primary pupils
“More than 230 children are suspended from primary
schools in England each day during term time” http://education.guardian.co.uk/pupilbehaviour/story/0,,2061946,00.html
Computer Game Violence
Computer Game Violence “Virginia Tech mass murderer Cho Seung Hui honed his skill as
a deadly marksman by playing violent video games.” Washington Post April 2007
“Columbine killers Eric Harris and Dylan Klebold enjoyed playing violent video games.Eric Harris had actually modified a version of the game Doom and placed it on his Website. His version had two shooters, extra weapons and the people in the game couldn't shoot back.”
Harris and Klebold essentially acted out their version of Doom on innocent classmates
Computer Game Violence Playing violent video games can increase a person's
aggressive thoughts, feelings and behavior both in laboratory settings and in actual life”. April 2000 issue of the American Psychological Association's (APA) Journal of Personality and Social Psychology
Study added that violent video games may be more harmful than violent television and movies due to interactive and immersive nature which requires the player to identify with the aggressor
Games portray violence as justified with no repercussions where players are rewarded for violent behavior
Computer Game Violence Beltway Snipers (John Muhammad and John
Lee Malvo trained using sniper mode on Halo to break down inhibitions to kill.
“We are teaching children to associate pleasure with human death and suffering. We are rewarding them, for killing people. And we are teaching them to like it.” Lt. Col. David Grossman, U.S. Army psychologist.
Computer Game Violence
High percentage of teenagers able to buy mature rated game without any problems
Parents lack understanding of rating system Ads for games are found in magazines,
television shows targeted at teenagers and pre-teenagers
Computer Game Violence Entertainment Software Association disagrees
with these views Argues that that there is no correlation between
violence in games and violence or aggressive behaviour
Statistics show that violent crime among young people has decreased dramatically since 1990 while computer games popularity has soars
Computer Games Addiction Concern that people spend too much time
playing computer games Problem increased with increase in online
gaming Problems identified include job loss, school
dropouts and death
Computer Games AddictionGeneral agreement among health care professionals that certain people are susceptibleto gaming addictions. Factors include
Boredom Isolation Loneliness Low self esteem Depression Socially inadequate
Computer Games Addiction High level of immersion draws players in
and does not let them go Cliff hanger design keeps you playing Social component of games leads to a
sense of identity and relationships Multiplayer games have no clear ending ins
some cases so there is no reason to leave
Everquest/Evercrack Everquest is an online version of role-playing games like
Dungeons and Dragons Unfolds in real time as players explore a fantasy world.
There is no end to the game once you begin to play, unless you turn off the computer
So addictive is the game that even the most devoted
players jokingly refer to Everquest – as “Evercrack,"
Everquest or Evercrack? http://www.cbsnews.com/stories/2002/05/28/earlyshow/living/caught/main510302.shtml
Computer Games Addiction “Games are not inherently bad but like drinking
alcohol can be harmful if abused.” David Walsh, National Institute on Media and the Family
John Smedley (Sony co-creator of Everquest) disagrees and says calling Everquest addictive is nonsense.
“It’s entertainment. Is a book dangerous? Is a TV show dangerous? I think the answer is no. People need to take responsibility and say, ‘Hey, you know, this is too much. Enough’s enough.’ It’s a game.”
Inclusiveness Increasingly as games attract a wider audience it is
important to design for all levels of skills, age and physical abilities and cultures
Objective should be to produce games that are not offensive and are sensitive to social norms in all cultures
Create experiences that appeal to broader audiences. E.g. Gender, age, ethnicity, sexual orientation
Accessibility Games should also be designed to be as
accessible as possible and should cater for people with disabilities
Virtual worlds provide opportunities and experiences not available in the real world
Objective is to make game as open to as many people as possible
Blind teen amazes with video-game skills (Brice Mellen) http://www.usatoday.com/tech/news/2005-07-28-blind-gamer_x.htm
Virtual Property Persistent online games include virtual items
and characters within the game world The question of ownership of virtual items is
now a contentious issue Game players paying for a game and for
playing it. They earn items and characters Game developers created items and
characters which are stored on their game servers
Virtual Property Land, items and characters from games have
real cash value Land, items and characters were sold on
eBay for large sums Some virtual worlds are richer than real
countries
Virtual Property
Gamer buys $26,500 virtual land in Project Entropiahttp://news.bbc.co.uk/1/hi/technology/4104731.stm
Anshe Chung Becomes First Virtual World Millionaire
$10 investment into million dollar corporation in 30 monthshttp://www.anshechung.com/include/press/press_release251106.html
Virtual Property Ongoing legal battles Game companies claim auctions and sales
corrupt the fabric of the game Claim that they own the game items and
characters and players have no legal rights to sell them
Sony Online Entertainment has blocked the sale of Everquest items on eBay
Virtual Property
Growth of virtual goods sweatshops Companies set up in area with impoverished
population Workers paid minimal wages to collect items or
build up game characters which are sold or auctioned with substantial profits to the company
Copyright & Piracy
Game developers lose $3 billion a year+ due to software piracy
Equates to production of additional off 1000+ new high quality games
Results in increased costs to consumers
Copyright & Piracy It is legal to create a backup copy of a game,
provided that this copy is not sold or distributed Games that are no longer available commercially
are still protected by copyright Downloading copyrighted material illegal even if it
is not used Downloading copyrighted material is not fair use
and is copyright infringement regardless of end use
Emulators Emulators allow the user to use software by
imitating hardware In computer games these are typically used to
emulate arcade or console hardware Multiple Arcade Machine Emulator
Emulators Supporters say emulators saves games from
disappearing as original hardware not available
Emulators can enhance games with improved processor speed/graphics
Allows player choice
Emulators Opponents say majority of people who use emulators
do not own the software used in the emulator and are in violation of copyright
Emulator design uses hardware date (ROM/Bios) that is also copyright
Sony and Nintendo have sued or threatened legal action over the development of emulators
In most cases courts have said that there is nothing inherently illegal in emulating hardware using software
Exception where emulation was made possible through improperly used or licensed intellectual property
Many game companies now using emulators to allow re-release of classic titles (PS3/Xbox)
Hacking/Modding Consoles Consoles have inbuilt protection to prevent
the running of unauthorized games (Lockout chip)
Regulates game developers to adhere to licensing and quality control methods
Prevent illegal copying of games Mod chips are on sale to circumvent
protection Using a mod chip in place, console owners
can use unauthorized software
Hacking/Modding Consoles Modders claim several “legitimate” reasons
to mod consoles Ability to play import titles and movies
from other countries Ability to make back-ups of their own games Ability to use home-brew or hobby software
on their console
Hacking/Modding Consoles
Manufacturers are against modding efforts Claim that most modders want to play illegal
copies of games or movies Some companies supportive of the home-brew
and hobby communities PS3 supports Linux installation Still ongoing problem with ongoing court cases
Gambling Long term problem in games industry Alleged links between video games, gambling and
organized crime Gambling generally seen as ill or evil in society Online gaming now widespread
In Game Gambling Youplaygames signs exclusive deal with Idsoftware to provide multi-player online gaming service with Return to Castle Wolfenstein
Pioneering professional online gaming by bringing massively popular multi-player licensed titles into homes and providing everyone with the chance to make money while playing their favorite computer games.
Gamers at any skill level can play Return to Castle Wolfenstein and vie against each other over the Internet for the opportunity to win money and prizes
Beset with social and legal issues Hard to police and ensure fairness
Professional Gamers Increasing numbers of professional gamers earn a
living playing Hardware makers and gaming companies offer big
case prizes for professional gamers and gaming events
Nvidia/ATI sponsor teams or individual players
Video game players score big money in South Korea
Choi Yeon-sung (Korea) has 90,000 members in his fan club and earns $190,000 a year
Electronic Sports World Cup Electronic Sports World Cup is an international
professional gaming championship. Every year winners of national qualifier event
around the world earn the right to represent their country in the ESWC Finals in France.
Tournaments in Counter Strike, Warcraft III, Quake III, and Unreal Tournament 2003
Large prizes for winners
http://www.eswc.com/en
Summary
Relatively new area (~30 years) Still in infancy Rapid ongoing developments Raises many social and ethical issues
Multimedia Games Development
COM429M2
Week 10 Social & Ethical Issues