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Professional & Ethical Issues in IT-ethical,
social, legal and professional concerns of
video games
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Executive Summary
This report evaluates the ethical, social, legal and professional concerns of video
games, different perceptions of concerns raised by applying relevant theories and
regulations and different perspectives raised by other researches who done studies on
concerns of this industry.
Ethical theories such as Utilitarianism, Kantianism, Fairness perspective and Right
perspective are used to evaluate the concerns.When some issues being ethical
according to Utilitarianism, same issue can be unethical according to Kantianism.
According to the researches done by various experts in worldwide has found both
positive and negative impacts caused by video games.As an example while some are
arguing that video games boost cognitive skills, some argues that it promotes
abnormal phycology in person.
Report finds the importance of ethical approach for gaming industry and how it helps
for professional development of game developers and designers.
Implementing advance game rating system, parental guidance, warning messages and
security measures for online gamers are recommended as the solutions of issues.
Finally problems encountered preparing the report and how they were overcome are
discussed briefly.Gantt charts are provided to show the timeline of report.At the end,
reference list that are referred during my research for this report.
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Table of Content
Acknowledgement..............................................................................................................................................8
Executive Summary...........................................................................................................................................9
Table of Content..............................................................................................................................................10
Table of Figures................................................................................................................................................11
Introduction.........................................................................................................................................................12
Conclusion...........................................................................................................................................................33
Recommendation..............................................................................................................................................33
Gantt Charts.......................................................................................................................................................34
References...........................................................................................................................................................35
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Table of Figures
Figure 1: Turnitin report.................................................................................................................................6
Figure 2: ethnic groups in games.............................................................................................................14
Figure 3: Problem Behaviors vs. M-rated Game Players: Boys..............................................15
Figure 4: Problem Behaviors vs. M-rated Game players-Girls................................................16
Figure 5: Age of Game Players................................................................................................................17
Figure 6: Gender of Game Players.........................................................................................................18
Figure 7: statistics of playing video games ........................................................................................18
Figure 8: BCS Code of Conduct..............................................................................................................25
Figure 9: BCS-Public Interest...................................................................................................................30
Figure 10: BCS-“Professional Competence and Integrity”........................................................31
Figure 11: Planned Gantt chart.................................................................................................................34
Figure 12: Actual Gantt chart....................................................................................................................34
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Introduction
Video game is a digital entertainment media played using a computer, a phone, a
tablet or a game console like Xbox.
In the last decade, industry of video game has widely grown and spread in all over the
world.Now it has become one of the most successful and profitable business in the
world.
More details and nuance are inserted into game storyline by game developers due to
this increased use of technology and popularity.Their only purpose is to make their
video game popular and earn profit.Due to this competence, people in all over the
world are facing lot of issues regarding video games. (Owen, 2016)
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Most of the recent video games consist of bad content with violence, corruptive social
habits like drinking alcohol, smoking and taking drugs, racism, sex, abusive language,
etc.In some games, rape, sex with prostitutions and killing women are rewarding
actions.So violence against women and prostitution are normalized through these
games.As the result of constantly showing women as sex objects, violence against
women and anti-women attitude are supported and also women are demeaned and
degraded.According to the Fairness perspective, it is unethical. Stereotypical
characters of mobs and gangsters in society are also promoted.Gender stereotyping is
also promoted as most of the male characters have been portrayed as aggressive
manner while portraying female characters as sexualized manner.According to the
Fairness perspective, it is unethical.“Grand Theft Auto V” is an example for this.The
chance to play on the black side human behavior is promoted and audience are
allowed to tryout unethical side of reality in this game.Apart from that Racial
Stereotyping is also promoted in some games.While white people dominating the
game, black people play as villains or traditional supporters. (Media Smarts, 2017)
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Figure 2: ethnic groups in games
(nielsen, 2015)
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Figure 3: Problem Behaviors vs. M-rated Game Players: Boys
(PROCON.ORG, 2010)
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Figure 4: Problem Behaviors vs. M-rated Game players-Girls
(PROCON.ORG, 2010)
Violence in video games can influence minors.A study in the recent “Social
Psychological and Personality Science” which is published by “SAGE” says that
aggression can be increased by playing a violent video game and the potency for
aggression tends to last for 24 hours even after the game is turned off by ruminating
about the game.This study was done by Bryan Gibson of Central Michigan University
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and Brad Bushman of The Ohio State University. (Brad J. Bushman, 2010).Some
teenagers try to live in the game after playing it.So they tend to commit crimes like
vandalism, school shooting, etc. in the real world. (Tegegn, 2014). In 2002, 19 year
teenage, gamer of “Counterstrike” killed shooting 13 teachers and 2 students in his
college. (News, 2002)
This meticulous case proves that not only the gamer but also his/her family members
and the society are affected by playing video games.Their aggression is exposed to
the society.
At the beginning only the minors were the target market of the video games, but now
people in every age category are targeted.People can easily addicted to
them.According to statistics of ESA (2016),
Age of Game Players
26% 27%
18%
29%
under 18 years 18-35 years 36-49 years 50+ years
Figure 5: Age of Game Players
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Gender of Game Players
41%
59%
Male Female
Figure 6: Gender of Game Players
Figure 7: statistics of playing video games
(Entertainment Software Association, 2016)
According to the research done by scientist Douglas A. Gentile, Ph.D., the average
duration of video gaming was 20hrs per week.3034 minors participated to this
study.This addiction causes aggressive behavior in children, poor grades in college
because of ignoring upcoming deadlines of assignments, rushing through assignments
and studies, etc. and poor relationship with parents. (addictions.com, 2016). In 2011,
15 year old teen charged with murdering his great-grandmother using Samurai
sword.Investigators said that the teen killed her because she had told him to stop
playing video games. (Glynn, 2011).
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As the social consequences of this addiction, relationship among family members,
friends and the society gets weaken.Most of the marriages are end up with the divorce
due to this addiction.Gaming addicts fail to carry real world conversations with others
because they tend to talk about their game all the time but others aren’t interested with
that so they tend to think that they are left out.Due to this less social interaction,
teenagers won't able to develop social skills.This will be long-term social concern of
game addiction. So they fail to maintain and develop healthy relationships with
colleagues and others.Psychological issues like social awkwardness is caused due to
this. (Tech Addiction, 2017)
Apart from that, neglecting responsibilities related to the job and even the dismissing
from the job also can occurred because of this addiction.These addicts spend
thousands of money for buying video games.So economical level of a person is
decreased gradually due to this. (Tech Addiction, 2017)
Health issues are also caused by this video addiction.Psychological disorders like
depression, anxiety, isolation and social phobias are caused by this.A study done by
Douglas A. Gentile published in Pediatrics proves that. (Gordon, 2011) (Douglas A.
Gentile, 2011).Some are trying to commit suicide.In 2009, 23 year old gaming
addicted had attempted to commit suicide swallowing saw blades in China. (Liu,
2009) Researchers from McMaster University found that obesity, sleep loss and
cardiovascular risk are caused by video game addiction. (Ofir Turel, 2016). 24 year
old gaming addict died in his chair after a night session of game, in 2012.Police
investigators said that he had been addicted to video games and he hardly had slept
but had played games from night till morning. (Thesun, 2012)Apart from that carpel
tunnel syndrome, back pain, neck pain, migraines, eating irregularities are caused as
physical consequences. (Griffiths, 2005).Consumption of unhealthy foods due to the
easiness of eating while playing is also a health related issue. (Tech Addiction, 2017)
When concerning legal issues, selling video games with adult content to minors is main
legal issue that is debated throughout the world.Section 7(section of classification
certificates), section 4A and 4B of “Video Recording Act of 1984(UK)”, “Video Games
Ratings Enforcement Act in U.S”, “The Protect Children from Video Game Sex and
Violence Act of 2003” and also “Pan-European Game Information(PEGI)” rating system
are violated by these supplies of video game with sexual adult content and
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violence. (legislation.gov.uk, 2017)/ (legislation.gov.uk, 2017)/ (legislation.gov.lk,
2017)/ (PEGI, 2017)/ (Authenticated U.S Government Information, 2003)
Other perception of this issue is that the civil constitution of a country is directly affected
by the extreme violence and nudity content of video game. “Video Recordings Act
1984(UK) (section 2)” and “Digital Economy Act 2010(UK)” are violated by the video
games with content of nudity and violence in higher percentage and those games can be
punished accordingly. (legislation.gov.uk, 2017)/ (legislation.gov.uk, 2017).Ban of
“Heavy rain” game from U.A.E. is a great example for this. (Luke Plunkett, 2010)
Shipping, distributing, selling, or renting a video game without a label containing
ESRB age rating is also a legal issue at present.This violates the “Video Games
Ratings Enforcement Act” in U.S. (CONGRESS.GOV, 2017)
Intellectual property violation is another legal and professional issue that game industry
facing today.Video games are protected under copyright. If some game designers design a
video game with a princess looks similar to “Princess Toadstool”, it violates Nintendo’s
copyright. (New Media Rights, 2011)But commonplace elements aren’t protected under
the “scenes a faire doctrine”.If someone designs an underwater civilization game with
sand dollar for money ad places created of oysters those can be found in another
underwater civilization game also, it won’t violate the copyright under the “scenes a faire
doctrine”. (Duhaime, 2017). Pirated copies of video games or sharing the video game
online without the consent of owner are also the forms of copyright violation.Not only
video games elements but also other artworks also cannot be used in a video game
without consent of the creator.As an example, “Take-Two Interactive Software” sued for
unauthorized use of tattoos created by “Solid Oak Sketches”, in their new video game,
“NBA 2K16”. (Gardner, 2016) If someone infringes copyright of a game he/she violates
the “DMCA” (“Digital Millenium Copyright Act”).
Security issues related to gaming industry also should have to be considered.Online
players’ sensitive information and user credentials can be hacked. In 2015, 1800
“Minecraft” accounts were hacked.Anyone would be allowed to log into any account as
the real user and download the games by using these leaked usernames and
passwords.Players sensitive information such as email address, social network id and
credit card number can be hacked and sold to others and also victim’s privacy can be
invaded by accessing his/her online accounts. (TREND MICRO, 2016) User credentials
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can be stolen using phishing. Downloading is mostly related with the gaming.So
when game downloading, malicious files also can be downloaded automatically
without the consent of users.Keyloggers can be installed in the player’s PC like this.
User credential and credit card numbers stolen using these keyloggers. “Bots on
Twitch.TV” is an example for this. (Lee, 2015)
Cheating on online video games is being increased day by day.This spoils the fun of
the game.Revenue is also seriously affected by this. (Crookes, 2014)
Violating professional code of conduct can be given as a professional issue.Some
developers create games to talk about different hidden facts.In the game “Muslim
Massacre”, players’ character of the game is soldiers and their enemies portrayed as
Muslims.A specific ethnic community is affected by developing such a game. Public
interest section of BCS code of conduct is directly violated by this. (BCS, 2017)/
(Moore, 2008)
-------------------------------------------------------------------------------------------------------
Violent video gaming isn’t a dangerous or harmful act under normal conditions.But it
is an act that increases the risk because as mentioned before possibility of committing
violence or harming to himself or others is increased in players when playing the
violent video games.Gender stereotyping and addiction can also be occurred.
But playing other games such as football can also increase more risk than video
games.Not only injuries but also deaths also can be occurred.Apart from this, riots,
assaults, fights and other violence also have become common among fans in football
stadiums.
And some developers and players says that video games can be used to teach logic
and also problem solving skills to students.Further they argue that it is better than a
lot of school curriculums.Pleasure is undeniably given to players by playing video
games. (MARAKKU CENTER FOR APPLIED ETHICS, 2005)To employees in the
game industry, they gain financial benefits.Shareholders of these companies get long-
term profit.Countries where these industries are based, will benefit due to increase of
tax gathering because of increased profit of these companies.Technology is expanded.
Video game technology is used by police, airlines and military departments to train.
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Further measuring the consequences of not playing the violent video games, only the
society would have the positive results.That will be less violence or aggressive
behavior to the society.But as the negative consequence, entire distribution channel
plus the video game industry will lose customers because they will abandon video
gaming due to changing attitude and moral principle.
So considering above facts, if positive consequences are weighed more than negative
consequences then it can be said that (violent) video gaming is moral according to the
Consequentialism in Utilitarianism which is a Teleological theory. (Hart, 2016)/
(MCCormick, 2001)
Other aspect of video games is that players are rewarded with more powers or credits
by doing evil in the game.According to Utilitarian principle one can argue that it is
ethical to do evil occasionally to get more credits for the sake of “saving the world”
scenario.But according to the Kantianism, it is unethical. “Bioshock” can be presented
as the example for this.In this game, player is only given one choice.Player has to
decide whether he/she kills the sisters to get a considerable quantity of “ADAM”
which is valuable in gaining upgrades or save them to get some upcoming uncertain
reward. According to the Kantianism, though the player will be rewarded with more
“ADAM”, killing sisters is wrong and saving them is correct.But according to
Utilitarian it is correct, because the character in “Bioshock” kills one or two sisters to
gain upgrades to save many people in the game.The dilemma is that killing sisters will
considerably ease the game. (Xantar, 2008).
Achieving greater profit is the only target of game industry.So violent media is
aggressively marketed to minors by the entertainment industry.As instance, content
that is for promoting M rated video game-“Metal Gear Solid 4” has been included in
“LittileBigPlanet” which is an E rated one.But according to the deontological theory
encouraging abnormality in human is ethically wrong. (Silva, 2016)
In certain games, player competes or fights against automated opponents, monsters or
characters that are created by the game.In this situation, according to Kantianism, any
other human isn’t treated as “mere means” by the player end because no other human
involves with that. (MCCormick, 2001)
At present, there can be found multi player video games in the market.So in here, one
player competes against another via their character in the game.So according to Kant’s
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Categorical Imperative principle, one person’s duty to other can be violated in these
games.Though it cannot be done physical harm to others, they can demeaned by one’s
actions, their humanity can be disrespected and they can be treated as “mere means”
to one’s own selfish winning.Disrespectful, insulting and demeaning comments are
exchanged each other by the Internet video game players via the Internet.Some of
these comments contains with sexist or anti-homosexual meaning.According to
Kantian Deontology, it is problematic to comment “Die, bitch” after shooting
someone with a gun. (MCCormick, 2001)
According to the Kantianism, it might be argued that risk of violating duty to others is
being increased because one human is playing against others in the video
game.Further one can argue that the actual suffering and death is encouraged by the
simulated suffering and death of video games.On the other hand video gamer can
argue that there is huge difference between pressing the keyboard or pulling joystick
trigger and pulling the actual trigger. (MCCormick, 2001)
According to the fairness perspective, cheating on online games is unethical.If certain
players, can walk through walls and be resistant to bullets but others can’t, then the
uneven gaming field will be created so rights of non-cheating gamers are violated
leaving them at a distinctive disadvantage.It violates the fair play. (Crookes, 2014)
At present, video games attract males more than women.Percentage of female game
developers is only 7-8%.It seems like women are being rejected.So according to the
Fairness perspective it is an issue.
In the game, “Super Columbine Massacre RPG” the character of the player is a shooter of
the Columbine slaughter team.If someone is playing a role of murder and killing spree,
then questions will be raised about his/her character.That video game is also feeding such
an immorality.Violent and aggressive behavior is promoted by this game. The idea of
whatever level of trouble gives, freedom to fire a bullet at another human is being
supported by this game.That is really wrong.When a person plays a role like this more
and more, the level of ease with such ideas will be increased and his/her view of actions
like this would be become more corrupted.So according to the Aristotelian virtue ethics,
designing such a violent games and playing them is immoral because the moral character
of the player is corrupted when doing virtual violent acts. (P, 2012)/
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(MCCormick, 2001).So allowing minors to play such violent games is unethical
according to this.
Though there are rating system by ESRB, considerable amount of teenagers under 17
could be able to buy or rent M-rated video games and play in last few years in US
because no penalties are in this rating system for violation of age ratings.According to
the FTC (Federal Trade Commission), in 2003, M-rated video games had been
purchased by the 69% of teenagers. (Out-Law.com, 2008). But in UK, according to
the “Video Recordings (Labelling) Regulations 2012”, selling “12” rating video
games to minors under that age is a criminal offense and anyone who does that would
have to pay large fine or get the punishment of imprisonment.Now according to the
new law, the VSC (“Video Standard Council”) age rates all the video games under the
“PEGI” system. (GOV.UK, 2012)
From the Rights Perspective, First Amendment is violated by regulating sales and
rents of violent video games to minors.Selling and renting violent games to teenagers
was banned by a California law but the Supreme Court decided that the First
Amendment was violated by this law in 2011.The court highlighted that the violence
is commonly found in classic fairy tales, superhero comics and literature which are
required study in schools.Further the court stated that expression can’t be restricted
based on the disgust. (Baase, 2012)
When designer is restricted in designing it also violates the Freedom of Speech.As an
example, if designer isn’t allowed to add elements in the game restricting some
negative features like violence, nudity, degrading women, etc. it will violate the
freedom of speech under the First Amendment.
According to the BCS code of conduct, as a professional he/she should concern about
the environment, public health and welfare of others.Video games with bad content
(violence, sexual content, etc.) will harm the society and the gamer as mentioned in
other pages.So according to this code under the public interest, designing video game
with such content for minors won’t be ethical. (BCS, 2017)
Designing games with gender and racial stereotyping isn’t ethical according to this code
of conduct under the public interest section c, because it says that as a professional he/she
should do the profession without any social discrimination. (BCS, 2017)
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Figure 8: BCS Code of Conduct
-----------------------------------------Part C------------------------------------------------------
A study indicates that though mood can be improved while playing video games,
aggressive outcomes also might be increased by violent games.This study was
authored by University of Wisconsin-Madison.Findings of the study suggest that
negative emotions can be managed or released by utilizing non-violent video games.
(Bump, 2015)
But a study done by John Colwell and Christopher J Ferguson says contrary idea to
above studies.It says that bullying behavior and antisocial attitudes aren’t results of
playing violent video games.Results of the study suggest that playing violent video
games hasn’t connection with problem behaviors of minors associated with
aggression or civic behaviors.But the findings are consistent with other studies
showed that youth reduce stress and get better mood by playing video games.
(American Psychological Association, 2016)
Exploratory learning can be supported by open-ended games where the goals or plans are
set and the way of game goes is selected by the players themselves.So a particular content
or phenomenon is learnt by them while playing.These facts has been suggested by a
research.But now research from the University of Gothenburg discloses that open-ended
games aren’t suitable to improve students’ learning capabilities.Because when they play,
sociocultural experiences are used as a resource.When the goals and plans are set by
player himself, outcomes won’t be the same.So educationalists face difficulty
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in understanding of how the learning objectives are covered.Playing this kind of
games isn’t a certain activity from the educational perspective.According to the thesis,
open-ended games aren’t the most suitable method of teaching relating to norms and
values, because reproducing worlds is happened without disrupting the existing norms
and values due to the comparative freedom given to the players. (Winstedt, 2011)
Another two researchers-Shawna Kelly from Oregon State University and Bonnie
Nardi from University of California say that playing video games could help public to
understand and develop creative solutions to global sustainability concerns like
drought, pollution, climate change, etc. Concept paper with their argument was
published in First Monday journal.Further she said that utilizing video games,
sustainability concepts could be introduced to people in fun and challenging way
without educational or pedantic.People are rewarded for problem solving with unique
solutions by playing video games.So she pointed out that creative plus strategic
thinking was encouraged by video games that could assist people in making decisions
in complex problems related to environment, economy and society. (Klampe, 2014)
Research done by Greg Perreault from University of Missouri shows that religion has
been equated with ferocity in the narratives of games by many recent video games
such as “Assassin's Creed”, “Final Fantasy 13”, etc. Apart from violence, in these
games, a problem is created by the religion and that must be overcome by the main
character of the game.Further he said that he didn’t believe that game developers are
trying to intentionally comment religions, but for creating exciting plot points in game
narratives. (Hurst, 2012)
UK teenagers who are video game players may be influenced by figures and references to
tobacco and alcohol in video games according to a study done by University of
Nottingham.Further the study shows that age restriction system isn’t working.When teens
are exposed to that type of images and references, they can be encouraged to try them out.
44% of tobacco and alcohol content was found in most widespread video games by the
study.Another fact they found is that the PEGI (Pan-European Games Information)
systems hadn’t reported that content so parents cannot decide whether they should allow
their children to play the video game or not because age ratings aren’t informed. “Grand
Theft Auto V and VI”, “Call of Duty: Modern Warfare 3” and “Assassin's Creed III” are
the games they have mentioned as examples. (Rayner, 2016)
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“Trend Micro” has revealed that cybercriminals are gaining profit and making legal
their illegal money and funding for their cybercriminal efforts by selling currency of
online gaming.Further the research reveals how this process is carried on.Game
currency is gained by cybercriminals taking advantage of bugs and vulnerabilities in
the game or hacking player accounts.This stolen currency is sold to players using the
social media and websites as the advertising media.Payments are exchanged into
“cryptocurrency” to create it undetectable.Then they can use this legalized currency to
buy more gaming currency, spending for real-life expenses and funding cybercriminal
activities.In addition to economy of games, other businesses also can be affected
because they can be victimized by cybercriminal attacks those are funded by these
currency sales.To prevent this players always should cautious about their online action
and better to always play legitimately without taking shortcuts.Companies should try
to take them down or monitoring about their cybercriminal acts and force authorities
to take legal action to this. (Trend Micro, 2016)/ (TrendLabs, 2016)
According to the research published by the “American Psychological Association”,
children’s learning skills, social skills and health might be boosted by playing video
games together with violent games. (American Psychological Association, 2013)
-----------------------------------Recommendation/Solutions-----------------------------------
For restricting the access of violent video games to minors, improved rating system
should be implemented in each country by the government and parents should be
educated about this rating system.Then parents can recognize which game is
appropriate for their children according to the age rating and content.
Parents should purchase appropriate games for their children and children shouldn’t
allow to buy themselves.Before purchasing they can read reviews on that game from
other parents on the internet.One of the great site for this is “Common Sense Media”.
It will make easy to find an appropriate game for their children.
Apart from that, parents can restrict children from playing (violent or non-violent) video
games within certain limit before they addict to it.Parents can give children few hours per
day to play games, after that time children shouldn’t allow to continue the playing.Parents
can provide alternative games rather than violent games.Parents should educate their
children about games and consequence of gaming addiction.This will
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reduce the potential for addiction.The gamers should be acknowledged about the
variance between fantasy and reality.
If person is already addicted, then he/she shouldn’t be isolated when he/she is
playing.Family members should be around his/her, then it would remind him/her
about the real world and he/she is prevented from being obsessive by the simulated
environment.
According to the researches, there is a high potential for addiction in person living
alone.So parents shouldn’t isolate their children.Children should be motivated for
studies, outdoor games and family and friends gatherings.When he/she plays the
game, parent also should play with them to understand of the game.If child is allowed
to play alone then he/she should be monitored.
Game developing companies also have the responsibilities for this.Without merely
considering the profit, welfare of the society should be considered.Games those do
less harm to human phycology should be developed.Ethical approach should be taken
when designing and developing games.Own ethical policy for game developing
should be established in every game developing company.
Proper certification should be given to a game prior its release to the market and it
should be ensured by the professional bodies and regulators.Companies those violates
laws should be have penalties.
Warning messages notifying the fines for possession of games which are age-
restricted and consequences of long term exposer to video games should be displayed
on the video game cover and when the game is loading.This messages should be
displayed around 30s and option of skipping should be disabled.
For overcome the security issues, players should give only required information when
sign up for a game.It is better to not giving the real information such as name,
address, etc. if there is no really necessity for that.Dedicated gamers should use
separate email account for registration without using the email account that related
with verification of other accounts like social media and online banking.
For securing from phishing, email security tips should be taken.Links shouldn’t be
clicked directly.When company asks user to log in, website’s URL should be typed
manually.Link checker tools also can be used to check the safety before visiting.
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To safe form malicious file downloads, antivirus program should be installed in PC
and system frequently should be scanned.Anti-keylogger tools can be used to confirm
that keystrokes aren’t being recorded.
----------------------------------------Part e-------------------------------------------------------
With an ethical approach, professional standards can be set out to professionals
relating to video games producing including designers and developers.Conduct of
each professionals are governed through this.So when they design or develop a game
they can take their own decisions according to the ethical approach and if they are
confuse they can seek advice from this ethical approach.
With introducing this approach, every professional of video game industry obligates
to follow this and if another member breaches any code then that member should
notify the relevant authority.
Designers and developers are encouraged to develop as professionals as well as to
follow the codes.
It can be ensured that no one is affected badly by the video games.
Not only the professionals but also the consumers of video games are benefited by
introducing ethical approach for the video game industry.As an example BCS code of
conduct can be given. Under the “Public interest” section “a”, designers and
developers should concern of health, security, privacy and wellbeing of players.So
they cannot design game that causes above mentioned health disorders, promotes
violence and causes mental abnormalities.So a game that rewards killing innocent
people aren’t encouraged to design.They are encouraged to design games addressing
global issues such as poverty, climate change and hunger or individual challenges
such as depression and obesity.Security and privacy of the online gamers are also
concerned and professionals should take sufficient security measure to avoid hack
accounts and data leakage.They should protect the legitimate rights of players and
other game designing companies.So sensitive data of online players are protected
from identity theft and unlawful disclosures.Professionals aren’t allowed to copy other
companies game designs, concepts, etc. under copyright.Gender and race stereotyping
cannot be promoted through video game as designers shouldn’t do any social
discrimination when designing.
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Figure 9: BCS-Public Interest
Under the “Professional Competence and Integrity” section “a” and “b”, only
designers who have professional competence for the designing are only allowed to do
it. So better final design will be outputted due this.According to section “c”, game
designers and developers are encouraged to develop their own professional
knowledge, competence and skills on an ongoing basis and to keep awareness of new
technological developments, standards and procedures relevant game
development.Due to this, designers/developers’ knowledge of designing/developing
will be broaden and their competence will be maintained in their specialized area.To
help that, management will give scholarships for higher education and conduct
workshops for game designers and developers.Designers/developers are encouraged
to improve their knowledge and comprehension of legislation so that they can comply
them with their professional responsibilities.So they won’t have to face less legal
issues when designing/developing games.According to the section “e” and “f”,
goodwill will be improved within other designers/developers.They are encouraged to
accept others’ ideas and respect them. Due to this better design will be outputted.
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Figure 10: BCS-“Professional Competence and Integrity”
Under the “Duty to Relevant Authority”, designers/developers are encouraged to
design/develop games with proper care while practicing ethical codes. So less
conflicts are occurred with the company.Designers/developers are encouraged to take
responsible for their design.Company copyrighted game designs shouldn’t disclose to
other companies without company permission or legislation. Intellectual property of
the company will be protected by this.If game couldn’t complete within the allocated
time and budget, then it should be informed to company managerial level.
Under the “Duty to the Profession”, designers/developers don’t try to do actions that
disrespect their profession.They are encouraged to support fellow
designers/developers. (BCS, 2017)/ (bcs, 2017)
With the ethical approach, greater good to the society can be done.Power of profession
and video games can be leveraged to educate more people.Users’ selections about social
and environmental problems can be influenced through games.Video games can be
created to advance the ethical education.Video game designers are encouraged about
above facts through the ethical approach.They are encouraged to design games to help
teenagers live with a good realize of themselves and their selections. (Hoffman, 2012)
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With an ethical approach, games can be designed addressing ethical, social,
environmental and educational issues related to games.Video games designers along with
players can make the better world through ethical video gaming. (Hoffman, 2012)
Negative issues are prevented and positive issues are brought that help to enrich better
professional practices by introducing ethical approach to the game industry.
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Conclusion
First main problem was that selecting a technology for the assignment. It was really
confusing problem to select suitable one. It took more time to select one. With the
guidance of lecturer it could be done.
Second main problem had to face was time management.With the studies of other
modules and doing their assignments, it was difficult to manage time for this
assignment.
Other problem was that finding information for the part e-“importance of ethical
approach for video games” of the assignment. It was difficult for me to understand
that part. However searching the internet, it could be able to cover that part.
In this report, only few set of issues related to the video games are discussed. Due to
the capacity of assignment it had to be limited.
Consequences of addicting video games such as phycology disorders, physical issues
are highlighted in this report. Solutions for the issues are also discussed.
The finding of that report will be helpful in players in ethical playing and designers in
game ethical designing. When game is designed, it is important to consider the
consumers psychology while concerning about the profit.
Recommendations such as guiding children, advance rating system, security steps, etc.
are discussed in the body of the essay.
Recommendation
Recommendations and solutions are explained within the essay body.
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Gantt Charts
Figure 11: Planned Gantt chart
Figure 12: Actual Gantt chart
Some variations can be found between two Gantt charts. Starting date of actual one
comes after the planned one, because Advanced Programming assignment had to be
completed. Thought 5 days were allocated for task 3, it could be able to complete
within 4 days.
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Professional en-ethical-issues-in-it-ethical-social-legal-and-professional-concerns-of-video-games

  • 1. Professional & Ethical Issues in IT-ethical, social, legal and professional concerns of video games
  • 2. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Executive Summary This report evaluates the ethical, social, legal and professional concerns of video games, different perceptions of concerns raised by applying relevant theories and regulations and different perspectives raised by other researches who done studies on concerns of this industry. Ethical theories such as Utilitarianism, Kantianism, Fairness perspective and Right perspective are used to evaluate the concerns.When some issues being ethical according to Utilitarianism, same issue can be unethical according to Kantianism. According to the researches done by various experts in worldwide has found both positive and negative impacts caused by video games.As an example while some are arguing that video games boost cognitive skills, some argues that it promotes abnormal phycology in person. Report finds the importance of ethical approach for gaming industry and how it helps for professional development of game developers and designers. Implementing advance game rating system, parental guidance, warning messages and security measures for online gamers are recommended as the solutions of issues. Finally problems encountered preparing the report and how they were overcome are discussed briefly.Gantt charts are provided to show the timeline of report.At the end, reference list that are referred during my research for this report. 9 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 3. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Table of Content Acknowledgement..............................................................................................................................................8 Executive Summary...........................................................................................................................................9 Table of Content..............................................................................................................................................10 Table of Figures................................................................................................................................................11 Introduction.........................................................................................................................................................12 Conclusion...........................................................................................................................................................33 Recommendation..............................................................................................................................................33 Gantt Charts.......................................................................................................................................................34 References...........................................................................................................................................................35
  • 4. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Table of Figures Figure 1: Turnitin report.................................................................................................................................6 Figure 2: ethnic groups in games.............................................................................................................14 Figure 3: Problem Behaviors vs. M-rated Game Players: Boys..............................................15 Figure 4: Problem Behaviors vs. M-rated Game players-Girls................................................16 Figure 5: Age of Game Players................................................................................................................17 Figure 6: Gender of Game Players.........................................................................................................18 Figure 7: statistics of playing video games ........................................................................................18 Figure 8: BCS Code of Conduct..............................................................................................................25 Figure 9: BCS-Public Interest...................................................................................................................30 Figure 10: BCS-“Professional Competence and Integrity”........................................................31 Figure 11: Planned Gantt chart.................................................................................................................34 Figure 12: Actual Gantt chart....................................................................................................................34 11 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 5. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Introduction Video game is a digital entertainment media played using a computer, a phone, a tablet or a game console like Xbox. In the last decade, industry of video game has widely grown and spread in all over the world.Now it has become one of the most successful and profitable business in the world. More details and nuance are inserted into game storyline by game developers due to this increased use of technology and popularity.Their only purpose is to make their video game popular and earn profit.Due to this competence, people in all over the world are facing lot of issues regarding video games. (Owen, 2016) 12 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 6. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Most of the recent video games consist of bad content with violence, corruptive social habits like drinking alcohol, smoking and taking drugs, racism, sex, abusive language, etc.In some games, rape, sex with prostitutions and killing women are rewarding actions.So violence against women and prostitution are normalized through these games.As the result of constantly showing women as sex objects, violence against women and anti-women attitude are supported and also women are demeaned and degraded.According to the Fairness perspective, it is unethical. Stereotypical characters of mobs and gangsters in society are also promoted.Gender stereotyping is also promoted as most of the male characters have been portrayed as aggressive manner while portraying female characters as sexualized manner.According to the Fairness perspective, it is unethical.“Grand Theft Auto V” is an example for this.The chance to play on the black side human behavior is promoted and audience are allowed to tryout unethical side of reality in this game.Apart from that Racial Stereotyping is also promoted in some games.While white people dominating the game, black people play as villains or traditional supporters. (Media Smarts, 2017) 13 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 7. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Figure 2: ethnic groups in games (nielsen, 2015) 14 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 8. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Figure 3: Problem Behaviors vs. M-rated Game Players: Boys (PROCON.ORG, 2010) 15 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 9. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Figure 4: Problem Behaviors vs. M-rated Game players-Girls (PROCON.ORG, 2010) Violence in video games can influence minors.A study in the recent “Social Psychological and Personality Science” which is published by “SAGE” says that aggression can be increased by playing a violent video game and the potency for aggression tends to last for 24 hours even after the game is turned off by ruminating about the game.This study was done by Bryan Gibson of Central Michigan University 16 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 10. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual and Brad Bushman of The Ohio State University. (Brad J. Bushman, 2010).Some teenagers try to live in the game after playing it.So they tend to commit crimes like vandalism, school shooting, etc. in the real world. (Tegegn, 2014). In 2002, 19 year teenage, gamer of “Counterstrike” killed shooting 13 teachers and 2 students in his college. (News, 2002) This meticulous case proves that not only the gamer but also his/her family members and the society are affected by playing video games.Their aggression is exposed to the society. At the beginning only the minors were the target market of the video games, but now people in every age category are targeted.People can easily addicted to them.According to statistics of ESA (2016), Age of Game Players 26% 27% 18% 29% under 18 years 18-35 years 36-49 years 50+ years Figure 5: Age of Game Players 17 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 11. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Gender of Game Players 41% 59% Male Female Figure 6: Gender of Game Players Figure 7: statistics of playing video games (Entertainment Software Association, 2016) According to the research done by scientist Douglas A. Gentile, Ph.D., the average duration of video gaming was 20hrs per week.3034 minors participated to this study.This addiction causes aggressive behavior in children, poor grades in college because of ignoring upcoming deadlines of assignments, rushing through assignments and studies, etc. and poor relationship with parents. (addictions.com, 2016). In 2011, 15 year old teen charged with murdering his great-grandmother using Samurai sword.Investigators said that the teen killed her because she had told him to stop playing video games. (Glynn, 2011). 18 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 12. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual As the social consequences of this addiction, relationship among family members, friends and the society gets weaken.Most of the marriages are end up with the divorce due to this addiction.Gaming addicts fail to carry real world conversations with others because they tend to talk about their game all the time but others aren’t interested with that so they tend to think that they are left out.Due to this less social interaction, teenagers won't able to develop social skills.This will be long-term social concern of game addiction. So they fail to maintain and develop healthy relationships with colleagues and others.Psychological issues like social awkwardness is caused due to this. (Tech Addiction, 2017) Apart from that, neglecting responsibilities related to the job and even the dismissing from the job also can occurred because of this addiction.These addicts spend thousands of money for buying video games.So economical level of a person is decreased gradually due to this. (Tech Addiction, 2017) Health issues are also caused by this video addiction.Psychological disorders like depression, anxiety, isolation and social phobias are caused by this.A study done by Douglas A. Gentile published in Pediatrics proves that. (Gordon, 2011) (Douglas A. Gentile, 2011).Some are trying to commit suicide.In 2009, 23 year old gaming addicted had attempted to commit suicide swallowing saw blades in China. (Liu, 2009) Researchers from McMaster University found that obesity, sleep loss and cardiovascular risk are caused by video game addiction. (Ofir Turel, 2016). 24 year old gaming addict died in his chair after a night session of game, in 2012.Police investigators said that he had been addicted to video games and he hardly had slept but had played games from night till morning. (Thesun, 2012)Apart from that carpel tunnel syndrome, back pain, neck pain, migraines, eating irregularities are caused as physical consequences. (Griffiths, 2005).Consumption of unhealthy foods due to the easiness of eating while playing is also a health related issue. (Tech Addiction, 2017) When concerning legal issues, selling video games with adult content to minors is main legal issue that is debated throughout the world.Section 7(section of classification certificates), section 4A and 4B of “Video Recording Act of 1984(UK)”, “Video Games Ratings Enforcement Act in U.S”, “The Protect Children from Video Game Sex and Violence Act of 2003” and also “Pan-European Game Information(PEGI)” rating system are violated by these supplies of video game with sexual adult content and 19 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 13. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual violence. (legislation.gov.uk, 2017)/ (legislation.gov.uk, 2017)/ (legislation.gov.lk, 2017)/ (PEGI, 2017)/ (Authenticated U.S Government Information, 2003) Other perception of this issue is that the civil constitution of a country is directly affected by the extreme violence and nudity content of video game. “Video Recordings Act 1984(UK) (section 2)” and “Digital Economy Act 2010(UK)” are violated by the video games with content of nudity and violence in higher percentage and those games can be punished accordingly. (legislation.gov.uk, 2017)/ (legislation.gov.uk, 2017).Ban of “Heavy rain” game from U.A.E. is a great example for this. (Luke Plunkett, 2010) Shipping, distributing, selling, or renting a video game without a label containing ESRB age rating is also a legal issue at present.This violates the “Video Games Ratings Enforcement Act” in U.S. (CONGRESS.GOV, 2017) Intellectual property violation is another legal and professional issue that game industry facing today.Video games are protected under copyright. If some game designers design a video game with a princess looks similar to “Princess Toadstool”, it violates Nintendo’s copyright. (New Media Rights, 2011)But commonplace elements aren’t protected under the “scenes a faire doctrine”.If someone designs an underwater civilization game with sand dollar for money ad places created of oysters those can be found in another underwater civilization game also, it won’t violate the copyright under the “scenes a faire doctrine”. (Duhaime, 2017). Pirated copies of video games or sharing the video game online without the consent of owner are also the forms of copyright violation.Not only video games elements but also other artworks also cannot be used in a video game without consent of the creator.As an example, “Take-Two Interactive Software” sued for unauthorized use of tattoos created by “Solid Oak Sketches”, in their new video game, “NBA 2K16”. (Gardner, 2016) If someone infringes copyright of a game he/she violates the “DMCA” (“Digital Millenium Copyright Act”). Security issues related to gaming industry also should have to be considered.Online players’ sensitive information and user credentials can be hacked. In 2015, 1800 “Minecraft” accounts were hacked.Anyone would be allowed to log into any account as the real user and download the games by using these leaked usernames and passwords.Players sensitive information such as email address, social network id and credit card number can be hacked and sold to others and also victim’s privacy can be invaded by accessing his/her online accounts. (TREND MICRO, 2016) User credentials 20 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 14. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual can be stolen using phishing. Downloading is mostly related with the gaming.So when game downloading, malicious files also can be downloaded automatically without the consent of users.Keyloggers can be installed in the player’s PC like this. User credential and credit card numbers stolen using these keyloggers. “Bots on Twitch.TV” is an example for this. (Lee, 2015) Cheating on online video games is being increased day by day.This spoils the fun of the game.Revenue is also seriously affected by this. (Crookes, 2014) Violating professional code of conduct can be given as a professional issue.Some developers create games to talk about different hidden facts.In the game “Muslim Massacre”, players’ character of the game is soldiers and their enemies portrayed as Muslims.A specific ethnic community is affected by developing such a game. Public interest section of BCS code of conduct is directly violated by this. (BCS, 2017)/ (Moore, 2008) ------------------------------------------------------------------------------------------------------- Violent video gaming isn’t a dangerous or harmful act under normal conditions.But it is an act that increases the risk because as mentioned before possibility of committing violence or harming to himself or others is increased in players when playing the violent video games.Gender stereotyping and addiction can also be occurred. But playing other games such as football can also increase more risk than video games.Not only injuries but also deaths also can be occurred.Apart from this, riots, assaults, fights and other violence also have become common among fans in football stadiums. And some developers and players says that video games can be used to teach logic and also problem solving skills to students.Further they argue that it is better than a lot of school curriculums.Pleasure is undeniably given to players by playing video games. (MARAKKU CENTER FOR APPLIED ETHICS, 2005)To employees in the game industry, they gain financial benefits.Shareholders of these companies get long- term profit.Countries where these industries are based, will benefit due to increase of tax gathering because of increased profit of these companies.Technology is expanded. Video game technology is used by police, airlines and military departments to train. 21 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 15. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Further measuring the consequences of not playing the violent video games, only the society would have the positive results.That will be less violence or aggressive behavior to the society.But as the negative consequence, entire distribution channel plus the video game industry will lose customers because they will abandon video gaming due to changing attitude and moral principle. So considering above facts, if positive consequences are weighed more than negative consequences then it can be said that (violent) video gaming is moral according to the Consequentialism in Utilitarianism which is a Teleological theory. (Hart, 2016)/ (MCCormick, 2001) Other aspect of video games is that players are rewarded with more powers or credits by doing evil in the game.According to Utilitarian principle one can argue that it is ethical to do evil occasionally to get more credits for the sake of “saving the world” scenario.But according to the Kantianism, it is unethical. “Bioshock” can be presented as the example for this.In this game, player is only given one choice.Player has to decide whether he/she kills the sisters to get a considerable quantity of “ADAM” which is valuable in gaining upgrades or save them to get some upcoming uncertain reward. According to the Kantianism, though the player will be rewarded with more “ADAM”, killing sisters is wrong and saving them is correct.But according to Utilitarian it is correct, because the character in “Bioshock” kills one or two sisters to gain upgrades to save many people in the game.The dilemma is that killing sisters will considerably ease the game. (Xantar, 2008). Achieving greater profit is the only target of game industry.So violent media is aggressively marketed to minors by the entertainment industry.As instance, content that is for promoting M rated video game-“Metal Gear Solid 4” has been included in “LittileBigPlanet” which is an E rated one.But according to the deontological theory encouraging abnormality in human is ethically wrong. (Silva, 2016) In certain games, player competes or fights against automated opponents, monsters or characters that are created by the game.In this situation, according to Kantianism, any other human isn’t treated as “mere means” by the player end because no other human involves with that. (MCCormick, 2001) At present, there can be found multi player video games in the market.So in here, one player competes against another via their character in the game.So according to Kant’s 22 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 16. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Categorical Imperative principle, one person’s duty to other can be violated in these games.Though it cannot be done physical harm to others, they can demeaned by one’s actions, their humanity can be disrespected and they can be treated as “mere means” to one’s own selfish winning.Disrespectful, insulting and demeaning comments are exchanged each other by the Internet video game players via the Internet.Some of these comments contains with sexist or anti-homosexual meaning.According to Kantian Deontology, it is problematic to comment “Die, bitch” after shooting someone with a gun. (MCCormick, 2001) According to the Kantianism, it might be argued that risk of violating duty to others is being increased because one human is playing against others in the video game.Further one can argue that the actual suffering and death is encouraged by the simulated suffering and death of video games.On the other hand video gamer can argue that there is huge difference between pressing the keyboard or pulling joystick trigger and pulling the actual trigger. (MCCormick, 2001) According to the fairness perspective, cheating on online games is unethical.If certain players, can walk through walls and be resistant to bullets but others can’t, then the uneven gaming field will be created so rights of non-cheating gamers are violated leaving them at a distinctive disadvantage.It violates the fair play. (Crookes, 2014) At present, video games attract males more than women.Percentage of female game developers is only 7-8%.It seems like women are being rejected.So according to the Fairness perspective it is an issue. In the game, “Super Columbine Massacre RPG” the character of the player is a shooter of the Columbine slaughter team.If someone is playing a role of murder and killing spree, then questions will be raised about his/her character.That video game is also feeding such an immorality.Violent and aggressive behavior is promoted by this game. The idea of whatever level of trouble gives, freedom to fire a bullet at another human is being supported by this game.That is really wrong.When a person plays a role like this more and more, the level of ease with such ideas will be increased and his/her view of actions like this would be become more corrupted.So according to the Aristotelian virtue ethics, designing such a violent games and playing them is immoral because the moral character of the player is corrupted when doing virtual violent acts. (P, 2012)/ 23 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 17. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual (MCCormick, 2001).So allowing minors to play such violent games is unethical according to this. Though there are rating system by ESRB, considerable amount of teenagers under 17 could be able to buy or rent M-rated video games and play in last few years in US because no penalties are in this rating system for violation of age ratings.According to the FTC (Federal Trade Commission), in 2003, M-rated video games had been purchased by the 69% of teenagers. (Out-Law.com, 2008). But in UK, according to the “Video Recordings (Labelling) Regulations 2012”, selling “12” rating video games to minors under that age is a criminal offense and anyone who does that would have to pay large fine or get the punishment of imprisonment.Now according to the new law, the VSC (“Video Standard Council”) age rates all the video games under the “PEGI” system. (GOV.UK, 2012) From the Rights Perspective, First Amendment is violated by regulating sales and rents of violent video games to minors.Selling and renting violent games to teenagers was banned by a California law but the Supreme Court decided that the First Amendment was violated by this law in 2011.The court highlighted that the violence is commonly found in classic fairy tales, superhero comics and literature which are required study in schools.Further the court stated that expression can’t be restricted based on the disgust. (Baase, 2012) When designer is restricted in designing it also violates the Freedom of Speech.As an example, if designer isn’t allowed to add elements in the game restricting some negative features like violence, nudity, degrading women, etc. it will violate the freedom of speech under the First Amendment. According to the BCS code of conduct, as a professional he/she should concern about the environment, public health and welfare of others.Video games with bad content (violence, sexual content, etc.) will harm the society and the gamer as mentioned in other pages.So according to this code under the public interest, designing video game with such content for minors won’t be ethical. (BCS, 2017) Designing games with gender and racial stereotyping isn’t ethical according to this code of conduct under the public interest section c, because it says that as a professional he/she should do the profession without any social discrimination. (BCS, 2017) 24 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 18. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Figure 8: BCS Code of Conduct -----------------------------------------Part C------------------------------------------------------ A study indicates that though mood can be improved while playing video games, aggressive outcomes also might be increased by violent games.This study was authored by University of Wisconsin-Madison.Findings of the study suggest that negative emotions can be managed or released by utilizing non-violent video games. (Bump, 2015) But a study done by John Colwell and Christopher J Ferguson says contrary idea to above studies.It says that bullying behavior and antisocial attitudes aren’t results of playing violent video games.Results of the study suggest that playing violent video games hasn’t connection with problem behaviors of minors associated with aggression or civic behaviors.But the findings are consistent with other studies showed that youth reduce stress and get better mood by playing video games. (American Psychological Association, 2016) Exploratory learning can be supported by open-ended games where the goals or plans are set and the way of game goes is selected by the players themselves.So a particular content or phenomenon is learnt by them while playing.These facts has been suggested by a research.But now research from the University of Gothenburg discloses that open-ended games aren’t suitable to improve students’ learning capabilities.Because when they play, sociocultural experiences are used as a resource.When the goals and plans are set by player himself, outcomes won’t be the same.So educationalists face difficulty 25 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 19. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual in understanding of how the learning objectives are covered.Playing this kind of games isn’t a certain activity from the educational perspective.According to the thesis, open-ended games aren’t the most suitable method of teaching relating to norms and values, because reproducing worlds is happened without disrupting the existing norms and values due to the comparative freedom given to the players. (Winstedt, 2011) Another two researchers-Shawna Kelly from Oregon State University and Bonnie Nardi from University of California say that playing video games could help public to understand and develop creative solutions to global sustainability concerns like drought, pollution, climate change, etc. Concept paper with their argument was published in First Monday journal.Further she said that utilizing video games, sustainability concepts could be introduced to people in fun and challenging way without educational or pedantic.People are rewarded for problem solving with unique solutions by playing video games.So she pointed out that creative plus strategic thinking was encouraged by video games that could assist people in making decisions in complex problems related to environment, economy and society. (Klampe, 2014) Research done by Greg Perreault from University of Missouri shows that religion has been equated with ferocity in the narratives of games by many recent video games such as “Assassin's Creed”, “Final Fantasy 13”, etc. Apart from violence, in these games, a problem is created by the religion and that must be overcome by the main character of the game.Further he said that he didn’t believe that game developers are trying to intentionally comment religions, but for creating exciting plot points in game narratives. (Hurst, 2012) UK teenagers who are video game players may be influenced by figures and references to tobacco and alcohol in video games according to a study done by University of Nottingham.Further the study shows that age restriction system isn’t working.When teens are exposed to that type of images and references, they can be encouraged to try them out. 44% of tobacco and alcohol content was found in most widespread video games by the study.Another fact they found is that the PEGI (Pan-European Games Information) systems hadn’t reported that content so parents cannot decide whether they should allow their children to play the video game or not because age ratings aren’t informed. “Grand Theft Auto V and VI”, “Call of Duty: Modern Warfare 3” and “Assassin's Creed III” are the games they have mentioned as examples. (Rayner, 2016) 26 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 20. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual “Trend Micro” has revealed that cybercriminals are gaining profit and making legal their illegal money and funding for their cybercriminal efforts by selling currency of online gaming.Further the research reveals how this process is carried on.Game currency is gained by cybercriminals taking advantage of bugs and vulnerabilities in the game or hacking player accounts.This stolen currency is sold to players using the social media and websites as the advertising media.Payments are exchanged into “cryptocurrency” to create it undetectable.Then they can use this legalized currency to buy more gaming currency, spending for real-life expenses and funding cybercriminal activities.In addition to economy of games, other businesses also can be affected because they can be victimized by cybercriminal attacks those are funded by these currency sales.To prevent this players always should cautious about their online action and better to always play legitimately without taking shortcuts.Companies should try to take them down or monitoring about their cybercriminal acts and force authorities to take legal action to this. (Trend Micro, 2016)/ (TrendLabs, 2016) According to the research published by the “American Psychological Association”, children’s learning skills, social skills and health might be boosted by playing video games together with violent games. (American Psychological Association, 2013) -----------------------------------Recommendation/Solutions----------------------------------- For restricting the access of violent video games to minors, improved rating system should be implemented in each country by the government and parents should be educated about this rating system.Then parents can recognize which game is appropriate for their children according to the age rating and content. Parents should purchase appropriate games for their children and children shouldn’t allow to buy themselves.Before purchasing they can read reviews on that game from other parents on the internet.One of the great site for this is “Common Sense Media”. It will make easy to find an appropriate game for their children. Apart from that, parents can restrict children from playing (violent or non-violent) video games within certain limit before they addict to it.Parents can give children few hours per day to play games, after that time children shouldn’t allow to continue the playing.Parents can provide alternative games rather than violent games.Parents should educate their children about games and consequence of gaming addiction.This will 27 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 21. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual reduce the potential for addiction.The gamers should be acknowledged about the variance between fantasy and reality. If person is already addicted, then he/she shouldn’t be isolated when he/she is playing.Family members should be around his/her, then it would remind him/her about the real world and he/she is prevented from being obsessive by the simulated environment. According to the researches, there is a high potential for addiction in person living alone.So parents shouldn’t isolate their children.Children should be motivated for studies, outdoor games and family and friends gatherings.When he/she plays the game, parent also should play with them to understand of the game.If child is allowed to play alone then he/she should be monitored. Game developing companies also have the responsibilities for this.Without merely considering the profit, welfare of the society should be considered.Games those do less harm to human phycology should be developed.Ethical approach should be taken when designing and developing games.Own ethical policy for game developing should be established in every game developing company. Proper certification should be given to a game prior its release to the market and it should be ensured by the professional bodies and regulators.Companies those violates laws should be have penalties. Warning messages notifying the fines for possession of games which are age- restricted and consequences of long term exposer to video games should be displayed on the video game cover and when the game is loading.This messages should be displayed around 30s and option of skipping should be disabled. For overcome the security issues, players should give only required information when sign up for a game.It is better to not giving the real information such as name, address, etc. if there is no really necessity for that.Dedicated gamers should use separate email account for registration without using the email account that related with verification of other accounts like social media and online banking. For securing from phishing, email security tips should be taken.Links shouldn’t be clicked directly.When company asks user to log in, website’s URL should be typed manually.Link checker tools also can be used to check the safety before visiting. 28 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 22. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual To safe form malicious file downloads, antivirus program should be installed in PC and system frequently should be scanned.Anti-keylogger tools can be used to confirm that keystrokes aren’t being recorded. ----------------------------------------Part e------------------------------------------------------- With an ethical approach, professional standards can be set out to professionals relating to video games producing including designers and developers.Conduct of each professionals are governed through this.So when they design or develop a game they can take their own decisions according to the ethical approach and if they are confuse they can seek advice from this ethical approach. With introducing this approach, every professional of video game industry obligates to follow this and if another member breaches any code then that member should notify the relevant authority. Designers and developers are encouraged to develop as professionals as well as to follow the codes. It can be ensured that no one is affected badly by the video games. Not only the professionals but also the consumers of video games are benefited by introducing ethical approach for the video game industry.As an example BCS code of conduct can be given. Under the “Public interest” section “a”, designers and developers should concern of health, security, privacy and wellbeing of players.So they cannot design game that causes above mentioned health disorders, promotes violence and causes mental abnormalities.So a game that rewards killing innocent people aren’t encouraged to design.They are encouraged to design games addressing global issues such as poverty, climate change and hunger or individual challenges such as depression and obesity.Security and privacy of the online gamers are also concerned and professionals should take sufficient security measure to avoid hack accounts and data leakage.They should protect the legitimate rights of players and other game designing companies.So sensitive data of online players are protected from identity theft and unlawful disclosures.Professionals aren’t allowed to copy other companies game designs, concepts, etc. under copyright.Gender and race stereotyping cannot be promoted through video game as designers shouldn’t do any social discrimination when designing. 29 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 23. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Figure 9: BCS-Public Interest Under the “Professional Competence and Integrity” section “a” and “b”, only designers who have professional competence for the designing are only allowed to do it. So better final design will be outputted due this.According to section “c”, game designers and developers are encouraged to develop their own professional knowledge, competence and skills on an ongoing basis and to keep awareness of new technological developments, standards and procedures relevant game development.Due to this, designers/developers’ knowledge of designing/developing will be broaden and their competence will be maintained in their specialized area.To help that, management will give scholarships for higher education and conduct workshops for game designers and developers.Designers/developers are encouraged to improve their knowledge and comprehension of legislation so that they can comply them with their professional responsibilities.So they won’t have to face less legal issues when designing/developing games.According to the section “e” and “f”, goodwill will be improved within other designers/developers.They are encouraged to accept others’ ideas and respect them. Due to this better design will be outputted. 30 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 24. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Figure 10: BCS-“Professional Competence and Integrity” Under the “Duty to Relevant Authority”, designers/developers are encouraged to design/develop games with proper care while practicing ethical codes. So less conflicts are occurred with the company.Designers/developers are encouraged to take responsible for their design.Company copyrighted game designs shouldn’t disclose to other companies without company permission or legislation. Intellectual property of the company will be protected by this.If game couldn’t complete within the allocated time and budget, then it should be informed to company managerial level. Under the “Duty to the Profession”, designers/developers don’t try to do actions that disrespect their profession.They are encouraged to support fellow designers/developers. (BCS, 2017)/ (bcs, 2017) With the ethical approach, greater good to the society can be done.Power of profession and video games can be leveraged to educate more people.Users’ selections about social and environmental problems can be influenced through games.Video games can be created to advance the ethical education.Video game designers are encouraged about above facts through the ethical approach.They are encouraged to design games to help teenagers live with a good realize of themselves and their selections. (Hoffman, 2012) 31 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 25. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual With an ethical approach, games can be designed addressing ethical, social, environmental and educational issues related to games.Video games designers along with players can make the better world through ethical video gaming. (Hoffman, 2012) Negative issues are prevented and positive issues are brought that help to enrich better professional practices by introducing ethical approach to the game industry. 32 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 26. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Conclusion First main problem was that selecting a technology for the assignment. It was really confusing problem to select suitable one. It took more time to select one. With the guidance of lecturer it could be done. Second main problem had to face was time management.With the studies of other modules and doing their assignments, it was difficult to manage time for this assignment. Other problem was that finding information for the part e-“importance of ethical approach for video games” of the assignment. It was difficult for me to understand that part. However searching the internet, it could be able to cover that part. In this report, only few set of issues related to the video games are discussed. Due to the capacity of assignment it had to be limited. Consequences of addicting video games such as phycology disorders, physical issues are highlighted in this report. Solutions for the issues are also discussed. The finding of that report will be helpful in players in ethical playing and designers in game ethical designing. When game is designed, it is important to consider the consumers psychology while concerning about the profit. Recommendations such as guiding children, advance rating system, security steps, etc. are discussed in the body of the essay. Recommendation Recommendations and solutions are explained within the essay body. 33 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 27. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Gantt Charts Figure 11: Planned Gantt chart Figure 12: Actual Gantt chart Some variations can be found between two Gantt charts. Starting date of actual one comes after the planned one, because Advanced Programming assignment had to be completed. Thought 5 days were allocated for task 3, it could be able to complete within 4 days. 34 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 28. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual References addictions.com, 2016. Alarming Video Game Addiction Statistics. [Online] Available at: http://www.addictions.com/video-games/alarming-video-game- addiction-statistics/ [Accessed 28 December 2016]. American Psychological Association, 2013. Video Games Play May Provide Learning, Health, Social Benefits, Review Finds. [Online] Available at: http://www.apa.org/news/press/releases/2013/11/video-games.aspx [Accessed 24 January 2017]. American Psychological Association, 2016. Are Violent Video Games Associated With More Civic Behaviors Among Youth?. [Online] Available at: http://www.apa.org/pubs/highlights/spotlight/issue-72.aspx [Accessed 26 December 2016]. Authenticated U.S Government Information, 2003. H. R. 669. [Online] Available at: https://www.gpo.gov/fdsys/pkg/BILLS-108hr669ih/pdf/BILLS- 108hr669ih.pdf [Accessed 21 January 2017]. Baase, S., 2012. A Gift of Fire. 4th edition ed. United States of America: Pearson Education, Inc.,. bcs, 2017. Annex A-Interpretation of the BCS Code of Conduct. [Online] Available at: http://www.bcs.org/content/ConWebDoc/39988 [Accessed 28 Janaury 2017]. BCS, 2017. BCS Code of Conduct. [Online] Available at: http://www.bcs.org/category/6030 [Accessed 24 January 2017]. Brad J. Bushman, B. G., 2010. Violent Video Games Cause an Increase in Aggression Long After the Game Has Been Turned Off. [Online] Available at: http://journals.sagepub.com/doi/pdf/10.1177/1948550610379506 [Accessed 25 December 2016]. 35 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 29. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Bump, G., 2015. Study finds violent video games provide quick stress relief, but at a pricef. [Online] Available at: http://news.wisc.edu/study-finds-violent-video-games- provide-quick-stress-relief-but-at-a-price/ [Accessed 15 December 2016]. CONGRESS.GOV, 2017. H.R.287 - Video Games Ratings Enforcement Act. [Online] Available at: https://www.congress.gov/bill/113th-congress/house-bill/287 [Accessed 21 January 2017]. Crookes, D., 2014. Time for fair play: Online cheating by gamers is increasing - and it's seriously spoiling the fun. [Online] Available at: http://www.independent.co.uk/life-style/gadgets-and-tech/gaming/time-for-fair-play- online-cheating-by-gamers-is-increasing-and-its-seriously-spoiling-the-fun- 9078485.html [Accessed 24 January 2017]. Douglas A. Gentile, H. C. A. L. T. S. D. L. D. F. A. K., 2011. Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study. [Online] Available at: http://pediatrics.aappublications.org/content/127/2/e319 [Accessed 28 December 2016]. Duhaime, L., 2017. Duhaime's Law Dictionary. [Online] Available at: http://www.duhaim e.org/LegalDictionary/S/ScenesAFaire.aspx [Accessed 23 January 2017]. Entertainment Software Association, 2016. Essential Facts About The Computer And Video Game Industry. [Online] Available at: http://essentialfacts.theesa.com/Essential-Facts-2016.pdf [Accessed 28 December 2016]. Gardner, E., 2016. 'NBA 2K' Videogame Maker Sued for Copyright Infringement Over LeBron James' Tattoos. [Online] Available at: http://www.hollywoodreporter.com/thr-esq/nba-2k-videogame-maker-sued-861131 [Accessed 23 January 2017]. 36 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
  • 30. Stuvia.com - The Marketplace to Buy and Sell your Study Material Professional and Ethical Issues in IT Individual Glynn, C., 2011. Ga. teen charged in sword killing appears in court. [Online] Available at: http://www.cbsnews.com/news/ga-teen-charged-in-sword-killing- appears-in-court/ [Accessed 28 December 2016]. Gordon, S., 2011. Video Game 'Addiction' Tied to Depression, Anxiety in Kids. [Online] Available at: http://health.usnews.com/health-news/family-health/brain-and- behavior/articles/2011/01/17/video-game-addiction-tied-to-depression-anxiety-in-kids [Accessed 28 December 2016]. GOV.UK, 2012. New rules to better protect children from inappropriate video game content. [Online] Available at: https://www.gov.uk/government/news/new-rules-to- better-protect-children-from-inappropriate-video-game-content [Accessed 24 January 2017]. Griffiths, M., 2005. Video games and health. [Online] Available at: https://www.ncbi.nlm.nih.gov/pm c/articles/PMC558687/ [Accessed 28 December 2016]. Hart, G., 2016. Applying Utilitarianism: Are Insider Trading and the Bailout of GM Ethical?. [Online] Available at: http://sevenpillarsinstitute.org/morality-101/applying- utilitarianism-are-insider-trading-and-the-bailout-of-gm-ethical [Accessed 19 January 2017]. Hoffman, E., 2012. Guest Post: The Importance of Ethical Video Game Design. [Online] Available at: http://www.erinhoffman.com/wp/?p=484 [Accessed 25 January 2017]. Hurst, N., 2012. Video Games Depict Religion as Violent, Problematized, MU Study Shows. [Online] Available at: http://munews.missouri.edu/news-releases/2012/0227- video-games-depict-religion-as-violent-problematized-mu-study-shows/ [Accessed 26 December 2016]. 37 BSCSD04 Dow nloaded by: aaftabmohammed8 | aaftabmohammed8@gmail.com Distribution of this document is illegal
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