Maximum Fun, Minimal Harm: Ethics And Intentionality In Game Design
Speaker: Adrian Petterson
Twitter: @Calamity_Jane95
  - Sources of Harm
    
Dark Patterns
   
  - Common choices by design, but hurt the users
 
  - Monetary: makes user spend more money than they wanted
 
  - Temporal: quests that you can only play at certain time
 
  - Social: invite your friends
 
  - Psychological: making fun of players, putting a crying puppy
 
  - Solution:
    
      - Transparency with your players
 
      - Provide multiple ways to achieve results
 
      - Check motivations
 
    
   
Lack of Trigger Warning
  - Many players want to be scared, but there are plenty of players that can be triggered by certain events
 
  - Consequences
    
      - Panic Attacks
 
      - Abuse from partners
 
      - Violence: from discrimination, unexpected violence
 
      - Mental health: eating disorders, anxiety
 
      - Gas Lighting: convincing other that they are crazy
 
      - Discrimination: race, ….
 
    
   
  - Solution:
    
      - Make it a setting: Offer Choices
 
      - Option to skip:
 
    
   
Historical Trauma
  - Asylum trope:
    
      - Always portrayed as  dark
 
      - Misrepresentation
 
      - Discriminatory
 
      - Typically patients are represented as dangerous, barely human
 
    
   
  - Crazy women
    
      - Example: Harley
 
      - Hysteria
 
      - Instability
 
      - Loss of Control
 
    
   
Misrepresentation
  - People with disabilities are only responsible of 3% violent acts
 
  - People with disabilities are 10X most likely to get assaulted
 
Reflective Equilibrium
  - Observe your rules
 
  - Evaluate the rules based on current knowledge
 
  - Weigh the importance of those rules
 
Resources
  - https://www.bbc.co.uk/editorialguidelines/guidelines/harm-and-offence/guidelines