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dc.contributor.advisorHenry Jenkins III.en_US
dc.contributor.authorLee, Rocket Moonen_US
dc.contributor.otherMassachusetts Institute of Technology. Dept. of Comparative Media Studies.en_US
dc.date.accessioned2010-10-29T13:53:54Z
dc.date.available2010-10-29T13:53:54Z
dc.date.issued2010en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/59572
dc.descriptionThesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2010.en_US
dc.descriptionThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.en_US
dc.description"June 2010." Cataloged from student submitted PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (p. 233-235).en_US
dc.description.abstractHow does one design a game to make change? How can I design a game that engages players in ethical gameplay? For this project, I used multiple methodologies--research through design, background research, iterative game design, playtesting, and player interviews--to explore strategies that game designers might use to accomplish goals that involve affecting change in players. I designed a pervasive game adaptation of Alexandre Dumas' The Count of Monte Cristo, through which I explored ways to engage players in ethical decision making. I playtested the game, Civilité, with a group of fifteen Massachusetts Institute of Technology (MIT) students and affiliates during MIT's Independent Activities Period (IAP) in January 2010. The game ran around the clock for seven days and took place throughout MIT campus. Supported through a variety of media, including a website, audio podcasts, physical props, hidden tupperware boxes, and a variety of paper documents, Civilité transformed the players' everyday campus environment into an imaginary nineteenth century Paris on the eve of Napoléon's Hundred Days. Along with the ethical decisions confronting players' fictional characters, players also had to make ethical decisions regarding what was acceptable gameplay behavior. After the playtest, players participated in a group post mortem and individual thirty minute interviews. This thesis discusses the methodologies that I employed in this project to engage Civilité players in ethical and unethical behavior and to encourage ethical reflection both during and after gameplay. It also addresses the thorny question, "what are game ethics?" by crafting a rough framework for ways that game designers can think about game ethics. Using observations from the playtest, players' daily reports, the group post mortem, and the individual player interviews, this thesis argues that the ethical issues that players identified fall into three ethical domains: the procedural domain, the diegetic domain, and the magic circle's domain.en_US
dc.description.statementofresponsibilityby Michelle Moon Lee.en_US
dc.format.extent235 p.en_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectComparative Media Studies.en_US
dc.titleDesigning game ethics : a pervasive game adaptation of The Count of Monte Cristoen_US
dc.title.alternativePervasive game adaptation of The Count of Monte Cristoen_US
dc.typeThesisen_US
dc.description.degreeS.M.en_US
dc.identifier.oclc670233974en_US


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