Winning The Game Of Life Adam Khoo Pdf 14 !LINK!
Winning The Game Of Life Adam Khoo Pdf 14
First, ethical analysis is often aimed at the consequences of technology and not at the means, scope and goals of a technology. If we want to make ethical arguments about the desirability of the effects of a certain technology, we have to apply the technology abuse framework in a way that these aspects are taken into account. This could be done in the following way. The four-component framework could be used to discuss the consequences of a technology and would at least give us an overview of the ethical concomitants of the technology. Then, we could look at the ways that a technology is implemented and are inspired to ethical arguments. Instead of discussing possible unintended outcomes of game design per se, we could argue about possible effects of game design on the good life (e.g. in-game goals, the manipulation of gamer behavior and experiences, feelings of power and dominance, feelings of belonging and/or rejection, etc.). The following section will provide an example on how these aspects could be linked to this framework. The following section makes another point to argue for a more system-oriented perspective of ethical analysis of technologies.
When designing a game, the game developer aims at providing enjoyable experience for users. This may not always be the case, however; the goal of the designer may be to create addictive and targeted products that influence users to spend large amounts of time in and on them, so as to extract value from their usage. Thus, in a meaningful sense, the game designer is the product designer. Given this, it is evident that products (in our case, MMORPGs) are not neutral, but are made to steer users in specific ways, so they can gain value out of use. This way of design is known as persuasive technology (Verbeek 2003, 2013 ; Saebø et al. 2005 ), because it aims to persuade the user to certain actions, and also a system intended to persuade the user to behave in a certain way is called a persuasive technology (Lockton et al. 2008 ; Van den Hoven et al. 2014 ). This paper explores the ethical dimension of persuasive technology, in particular the role of games in persistent usage of their players. More specifically, we discuss the negative effects of the design of game mechanics with the goal of determining the extent to which the designer is responsible for such effects, and discuss different relevant issues that should be considered when designing games that are likely to induce problematic usage.
At the game mechanics level, games are experiential, but certain experiences can be further enhanced by adding game mechanisms or game mechanics (Gee and Lankshear 2004). Gamification is the mainstream technological approach to make users experience games as more rewarding, rewarding them with positive feelings, such as accomplishment or success (Csikszentmihalyi 2004, p.170). In this paper, we focus on the role of game mechanics beyond the mere use of features, such as items, experience, as well as power-ups, in game experience. Of course, such features do not only make game mechanics additional elements of a game experience, but make the game experience itself more behavioral (Langer 2006) by calling for more and more reward seeking behavior from players (as described above). Examples for such game mechanics are currency systems, which move the player toward a certain goal by allocating virtual or real resources, and loot, which can be attained in the form of rewards or items. Often, designers of commercial games reach for the style of game mechanics such as offered in the blockbuster game Tetris ().
Just as game mechanics are inextricably connected to the reward system in MMORPGs and to how they elicit experience and can address similar questions, game mechanics can also be a field of game ethics. Thus, it is very fruitful to analyze two examples of such games in the context of modern games from the perspective of computer ethics. Examples are Blizzard Entertainments (Blizzard) recently released massively multiplayer online game World Of Warcraft (WoW) and the venerable 1996 game Ultima Online (UO). Blizzard creates a very artificial game world which is largely devoid of real life influences. The players assume the role of a central protagonist, who can live out his fantasy life. However, this aspect also presents players with ethical choices such as creating a virtual avatar as they wish and ignoring opportunities of negative consequences for their creation. In WoW, players can gain levels in order to level up their character to be more powerful in the game. Players can also purchase items which provide an effect on how the game world will react to them. Players in WoW are rewarded for trading, killing enemies, playing the game, etc., and for accumulating more money than others. In UO, players can manipulate the game world in any imaginable way. Players are mostly rewarded for participation in the game and for accumulating more items, but can also experience negative consequences for manipulating things on their own.