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Ethical Data From the Present Digital Games, Research Paper Example
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The present technology has led to games that are like interaction in the real world, but they are just fiction. A game like Detroit is like a human in the gaming, and the player has to take the side of the detectives to the city police departments. It is a game that was released in 2018, and it is a story that has the setting of the future where cities will be digitalized in the advanced androids as part of their human lives everyday lives (Johnson, 2018). The game sparked a lot of discussions on what the game would lead to, especially in the development of ethics for children when machines would be working just kike people. It is in the game where the player is at the storyline and made to solve a case about a murdered man (Walter, 2013. 9). Video games can be a source of data mining in finding the purpose of human beings in their ethics.
Androids are slowly turning to be autonomous individuals in the general plotline 0f the game. There is ab attempt in the establishment of people as sentient beings even in being deviant in a way (Yamakami, 2013., 65). Like while playing the Detroit game, if the Connor is to become deviant, the player has to decide that and also have to make decisions on the choices that will be made by the protagonists, which is not supported by the software thus leading to increase in the chance of being deviants. The game is a general exploration of the integration of intelligent machines in human society and brings down the question of what it means to be a human being.
When the machines are turned into being sentient beings, there is an evaluation of human history’s history while growing into a world of the individual race. It shows the challenges people will face with the people who have been seen as individuals (Schrier & Kinzer, 2017). In the evaluation of the storylines, it has three main parts like Connor, who is made to work with Hank, who is a detective as an alcoholic who does not like androids. There is a creation of dynamics in the relationship of working together while trying to track deviants in the city altogether (Whitton, 2014., 26). Throughout the plot, Connor has an increase in deviance, like when he met Elijah, who is the developer of all androids. Elijah gives thoughts about the Connors’ humanity in the emerging conflicts between machines and humans.
In the game of Detroit, there is a force to choose sides in the Android revolution. There are many questions that the player asks, like whether Connor will be like the fellow deviants or will be in the own way another definition of androids (Takeuchi & Vaala, 2014). It is thus essential to look at the approach that the games are taking and the effect they could have.
It is also morally challenging to look at the situation of Kara, who is from a man named Todd and has a daughter named Alice in the poor parts of Detroit. The deviancy of Kara is seen in how she witnessed Todd abusing Alice physically, and they all escape that house. In the story, Kara should keep the child safe, and the story takes the players at the other parts of Detroit where peace can be found (Birk et al., 2016., 23). There is a question of whether the androids can develop a mother and daughter relationship, just like human beings can express.
There is also another character named Markus, a nurse android that belongs to Carl, a retired painter who lives in the rich parts of Detroit. Carl depends on a wheelchair and wants Markus to manage life while administering drugs. One day, Markus has a confrontation with the son to Carl, a man who lives the father and gets into addictive drugs. The experience of the conflict makes Markus deviant and makes the question of whether other androids can be the same in the android revolution (Birk et al., 2018., 15). The game’s outcome depends on the player in a provoking view of the world while looking at the eyes of the android.
In the world today, games are valuable socially, but games like Detroit should be evaluated because they are a presentation of the popular media, known as film. The game can resemble the works of fiction, and they are being acknowledged because of the way they are. What players experience in Detroit can be classified as social commentary in feminism, masculinity, how children can express humanity, and the effects that come with the social classes. The research aimed to show how some video games like Detroit are essential in socio-critical analytics and their significance in films or literature. The effects of the films will slowly turn into the gaming world.
References
Birk, M.V., and Mandryk, R.L., 2018, April. Combating Attrition in Digital Self-Improvement Programs using Avatar Customization. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (pp. 1-15)
Birk, M.V., Atkins, C., Bowey, J.T. and Mandryk, R.L., 2016, May. Fostering intrinsic motivation through avatar identification in digital games. In Proceedings of the 2016 CHI conference on human factors in computing systems (pp. 2982-2995).
Johnson, J., 2018. Issues with Reality: Defining and Exploring the Logics of Alternate Reality Games.
Schrier, K., and Kinzer, C.K., 2017. Using digital games to develop ethical teachers. In Gaming and Simulations: Concepts, Methodologies, Tools, and Applications (pp. 1434-1459). IGI Global.
Takeuchi, L.M., and Vaala, S., 2014. Level up Learning: A National Survey on Teaching with Digital Games. In Joan Ganz Cooney Center at Sesame Workshop. Joan Ganz Cooney Center at Sesame Workshop. 1900 Broadway, New York, NY 10023.
Walter, S., 2013. Missions for Thoughtful Gamers (2011). Journal of Media Literacy Education, 5(1), p.9.
Whitton, N., 2014. Digital games and learning: Research and theory. Routledge.
Yamakami, T., 2013. Gamification literacy: Emerging needs for identifying lousy gamification. In Multimedia and Ubiquitous Engineering (pp. 395-403). Springer, Dordrecht.
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