Abstract
In the 2020 s, we perceive complexity unique to the 20th century with issues such as younger and younger children playing on cell phones; the rise of e-Sports; with virtual reality, a player can role-play acts with near-real proximity; gamification invading areas such as Education and Business; less demanding and more popular technical components, allowing more and more interested parties to develop games. This plurality of factors leads us to think: are we thinking about the Brazilian gaming scenario, including research, from foundations and principles in Ethics? Are academic-scientific researches considering Research Ethics? Do the game design and production consider ethical aspects? We propose the challenge of elevating the thinking and doing of Games in Brazil to also encompass ethical reflection. That is, it is not reduced to the mere analysis of “good” or “bad”, it is about elaborating, analyzing, evaluating, and reflecting on complex and compound ethical dilemmas.
Supported in part by CNPq/CAPES.
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- 1.
https://en.wikipedia.org/wiki/Gacha_game. Accessed on 07/07/2022.
- 2.
In this specific passage, we avoid the debate about “how to represent the female gender in digital games graphically”, the focus is on the epistemic responsibility of the influence of games through their design.
- 3.
https://en.wikipedia.org/wiki/Brazilian_advisory_rating_system. Accessed on 07/07/2022.
- 4.
https://pt.wikipedia.org/wiki/Entertainment_Software_Rating_Board. Accessed on 07/07/2022.
- 5.
https://pt.wikipedia.org/wiki/Pan_European_Game_Information. Accessed on 07/07/2022.
- 6.
https://www.commonsensemedia.org. Accessed on 07/07/2022.
- 7.
Up to the moment of publication of this present work, the game remains broadcast, marketed, and available on the platform.
- 8.
Either with characters set in these historical periods or with no formal historical allegiance commitment.
- 9.
https://store.steampowered.com/app/1425760/Punhos_de_Repdio/. Accessed on 07/07/2022.
- 10.
It is imperative to emphasize, despite the two games dealing with political indignation, the epistemological difference of this item. Both are indignation in the political sphere, but in Bolsomito 2K18 there is a socio-material void. In PdR, there is a concrete, observable and factual indignation; in Bolsomito 2K18 there is a fanciful symbolic conspiracy that “left-wing minorities” are actively seeking to destroy Brazil through an affront to traditionalist and conservative values.
- 11.
http://www.gamehunikuin.com.br. Accessed in 07/07/2022.
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Carvalho, L.P., Santoro, F.M., Oliveira, J., Costa, R.M.M. (2023). Ethics and Games, Ethical Games and Ethics in Game. In: Santos, R.P.d., Hounsell, M.d.S. (eds) Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020–2030. GranDGamesBR GranDGamesBR 2020 2021. Communications in Computer and Information Science, vol 1702. Springer, Cham. https://doi.org/10.1007/978-3-031-27639-2_7
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