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VALUESATPLAY
HON 303: GAMES FOR CHANGE
Mary Flanagan and Helen
Nissenbaum, Values at Play in Digital
Games
STARTING
ASSUMPTIONS
-“All games express and
embody human values”
-“games provide a compelling
arena where humans play out
their beliefs and ideas”
-“games can serve as cultural
snapshots”
-Elements of games reveal
“the underlying beliefs and
values of their designers and
players”
-Games do not just reflect
values, but can enact values
-Steps can be taken in design
and development to aïŹ€ect/
change values
-To enrich our understanding of how social beliefs &
patterns are reflected in norms of “participation, play,
and communication”
-Growth of digital media represents “opportunity and
responsibility” for design community to reflect on
values and change values in games
-Games are “media paradigm” of 21st century and carry
power to shape work, learning, ideas, values,
communities, norms, etc.
WHYSTUDYVALUESINGAMES?
WHATAREVALUES?
-Values (“values,” “beliefs,” and “ideas”)
-“values are properties of things and states of aïŹ€airs that we care
about and strive to attain. They are similar to goals, purposes,
and ends, but usually they possess a higher degree of gravitas
and permanence, and they tend to be more abstract and
general” (5)
-Discuss: goals vs. values
-Values are often ideals (we promote them even as we don’t
always achieve them
-Values take a variety of forms; may be specific to individuals or
groups
-DiïŹ€erences evident in diïŹ€erent qualifiers: personal values,
cultural values, religious values, human values, ethical values,
political values, aesthetic values,
- Values of designers
- Values of players
- Values of communities
- Values of culture
- Values of technology
- Values of design
WHOSEVALUES?
“the features of a game as bearers of values
emerge in the act of play, dynamically,
depending on the context of play and who is
playing”
- Notice the range of verbs used to describe the relationship between values and
games
- In no particular order, they are interested in how games

express, embody, activate, play out, encode,
challenge, reflect, enact, deny, confront,
challenge, and manipulate
- diïŹ€erent values, ideas, and beliefs.
GAMES&VALUES
-All technologies—like social practices, systems, institutions—“have
values embedded in them” (8)
-What are the ethical and political properties of technologies?
-“the values expressed in technical systems are a function of their uses
as well as their features and design” (8)
VALUESINTECHNOLOGY
“We can do more than simply demonstrate systematic relationships
between technology and values: we can do something about it. If we
accept that technology can embody values, the practical turn allows
designers and producers to consider ethical and political concerns
alongside more typical engineering ideals” (9).
Concept of “conscientious designer”—what does that mean? What
does that look like?
PRACTICALTURN
“conscientious designers consider values
when they design and build systems.”
THREEHYBRIDLAYERS
OFGAMES:
-Ludic
-They are games
-Expressive
-They are expressive
art forms
-Technological
-They are
technological engines
that consist of code,
game engines,
mechanics, &
hardware
OTHERKEYWORDS
-Systems
-Interaction
-Agency
-Immersion
“digital games oïŹ€er players a
dynamic engagement with
content through cycles of
eïŹ€ort, attention, and
feedback” (4)
“digital games are particularly
compelling environments in
which players explore and act
based on at least a partial
understanding of a system’s
relational dynamics” (5)
EXAMPLES&CASESTUDIES
WHATVALUESDOTHEYPROMOTE?
-Heuristic: a heuristic process or method (“heuristic:
enabling a person to discover or learn something for
themselves”)
-“a theoretical framework”
-“a method for integrating values in the conception and
design of games”
-“guide for game designers and developers”
VALUESATPLAYHEURISTIC
5 Teams. 5 Minutes. 5 Values. 5 Games.
Rules: Design a game whose core mechanic
“plays out” a specific value.
-“there are many elements in a game, and each aïŹ€ects how games
access, represent, and foster particular values” (33)
-Elements are not value neutral; they have cultural, ethical, and political
significance
-15 Elements that together constitute “a game’s semantic architecture,
that is, the way a game generates meanings” (33)
-They describe the framework of 15 categories as “an ontological
breakdown of what ‘makes up’ a game
-Framework designed to help designers located “specific ways in which
values may be conveyed in games” (33)
-Framework also “allows for a nuanced reading of values in relation to
each individual element” (35)
-Elements are analytically distinct, but always need to account for the
relationships among elements and other contextual factors (e.g.,
“variability in players’ values, beliefs, and backgrounds”)
FRAMEWORKOF15GAMEELEMENTS
-Narrative premise and
goals
-Characters
-Actions in game
-Player Choice
-Rules for interaction with
other players and
nonplayable characters
-Rules for interaction with
the environment
-Point of view
-Hardware
-Interface
-Game engine and
software
-Context of play
-Rewards
-Strategies
-Game maps
-Aesthetics
FRAMEWORKOF15GAMEELEMENTS
CONTEXTOFPLAY
GAMEMAPS
CHARACTERS
RULESFORINTERACTION WITHTHEENVIRONMENT

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Values at Play

  • 1. VALUESATPLAY HON 303: GAMES FOR CHANGE Mary Flanagan and Helen Nissenbaum, Values at Play in Digital Games
  • 2. STARTING ASSUMPTIONS -“All games express and embody human values” -“games provide a compelling arena where humans play out their beliefs and ideas” -“games can serve as cultural snapshots” -Elements of games reveal “the underlying beliefs and values of their designers and players” -Games do not just reflect values, but can enact values -Steps can be taken in design and development to aïŹ€ect/ change values
  • 3. -To enrich our understanding of how social beliefs & patterns are reflected in norms of “participation, play, and communication” -Growth of digital media represents “opportunity and responsibility” for design community to reflect on values and change values in games -Games are “media paradigm” of 21st century and carry power to shape work, learning, ideas, values, communities, norms, etc. WHYSTUDYVALUESINGAMES?
  • 4.
  • 5. WHATAREVALUES? -Values (“values,” “beliefs,” and “ideas”) -“values are properties of things and states of aïŹ€airs that we care about and strive to attain. They are similar to goals, purposes, and ends, but usually they possess a higher degree of gravitas and permanence, and they tend to be more abstract and general” (5) -Discuss: goals vs. values -Values are often ideals (we promote them even as we don’t always achieve them -Values take a variety of forms; may be specific to individuals or groups -DiïŹ€erences evident in diïŹ€erent qualifiers: personal values, cultural values, religious values, human values, ethical values, political values, aesthetic values,
  • 6.
  • 7. - Values of designers - Values of players - Values of communities - Values of culture - Values of technology - Values of design WHOSEVALUES? “the features of a game as bearers of values emerge in the act of play, dynamically, depending on the context of play and who is playing”
  • 8. - Notice the range of verbs used to describe the relationship between values and games - In no particular order, they are interested in how games
 express, embody, activate, play out, encode, challenge, reflect, enact, deny, confront, challenge, and manipulate - diïŹ€erent values, ideas, and beliefs. GAMES&VALUES
  • 9. -All technologies—like social practices, systems, institutions—“have values embedded in them” (8) -What are the ethical and political properties of technologies? -“the values expressed in technical systems are a function of their uses as well as their features and design” (8) VALUESINTECHNOLOGY
  • 10. “We can do more than simply demonstrate systematic relationships between technology and values: we can do something about it. If we accept that technology can embody values, the practical turn allows designers and producers to consider ethical and political concerns alongside more typical engineering ideals” (9). Concept of “conscientious designer”—what does that mean? What does that look like? PRACTICALTURN “conscientious designers consider values when they design and build systems.”
  • 11. THREEHYBRIDLAYERS OFGAMES: -Ludic -They are games -Expressive -They are expressive art forms -Technological -They are technological engines that consist of code, game engines, mechanics, & hardware
  • 12. OTHERKEYWORDS -Systems -Interaction -Agency -Immersion “digital games oïŹ€er players a dynamic engagement with content through cycles of eïŹ€ort, attention, and feedback” (4) “digital games are particularly compelling environments in which players explore and act based on at least a partial understanding of a system’s relational dynamics” (5)
  • 15. -Heuristic: a heuristic process or method (“heuristic: enabling a person to discover or learn something for themselves”) -“a theoretical framework” -“a method for integrating values in the conception and design of games” -“guide for game designers and developers” VALUESATPLAYHEURISTIC
  • 16.
  • 17. 5 Teams. 5 Minutes. 5 Values. 5 Games. Rules: Design a game whose core mechanic “plays out” a specific value.
  • 18.
  • 19.
  • 20. -“there are many elements in a game, and each aïŹ€ects how games access, represent, and foster particular values” (33) -Elements are not value neutral; they have cultural, ethical, and political significance -15 Elements that together constitute “a game’s semantic architecture, that is, the way a game generates meanings” (33) -They describe the framework of 15 categories as “an ontological breakdown of what ‘makes up’ a game -Framework designed to help designers located “specific ways in which values may be conveyed in games” (33) -Framework also “allows for a nuanced reading of values in relation to each individual element” (35) -Elements are analytically distinct, but always need to account for the relationships among elements and other contextual factors (e.g., “variability in players’ values, beliefs, and backgrounds”) FRAMEWORKOF15GAMEELEMENTS
  • 21. -Narrative premise and goals -Characters -Actions in game -Player Choice -Rules for interaction with other players and nonplayable characters -Rules for interaction with the environment -Point of view -Hardware -Interface -Game engine and software -Context of play -Rewards -Strategies -Game maps -Aesthetics FRAMEWORKOF15GAMEELEMENTS