On the GoodPlay Project, headed up by Howard Gardner at the Harvard Graduate School of Education, we've been conducting in-depth interviews with 15-25 year-olds in order to better understand the ethical implications of young people's online activities. I'd like to tell you a bit more about our research in hopes of generating some discussion around ethics in virtual worlds.
What is ethics?
We see actions as ethical insofar as they impact or relate to a community, be that a community of students and teachers in a particular school, of doctors who are members of the American Medical Association, of gamers who play World of Warcraft, of Battlestar Galactica fans who share fan vids in an online forum, or of young people who are “friends” on MySpace. Thinking about the ethical implications of one's actions involves considering one's roles and responsibilities in the context of community; this requires a certain amount of abstract thinking, and so can sometimes be difficult for young people, especially children.
Ethics and virtual worlds
Virtual Worlds are in many ways separate from "real life": they are frontiers where actions can hold different meanings, where decisions are often perceived to be low-stakes, and where young people have more freedom as compared to offline spaces. In short, virtual worlds present young people with new ethical landscapes that harbor great promises and significant perils. For example, the same anonymity and freedom that allows young people to explore new identities and to create and collaborate in new and productive ways online allows them to deceive others and undermine community norms with little accountability.
How are young people thinking about their actions in virtual worlds?
In talking with 15 gamers who play in virtual worlds, we have gotten a better sense of how players think about their actions in these contexts. Many players doing “unethical” things justify their actions by downplaying their significance, arguing that "it's just a game"; others justify and condemn actions only in the context of the rules set by designers, arguing that "if the game allows you to do it, go for it." There are some players, however, who evaluate their actions by asking whether they support, or impede, the goals of their in-game guild or of the game community as a whole. We consider the latter to be “ethical thinking,” which seems important to encourage in Virtual World participants, both because it will help improve their online communities and possibly engender ethical thinking in other, offline contexts.
What helps foster ethical thinking?
There were two interesting patterns we’ve observed across our interviews. First, players who had mentors who helped socialize them into their virtual world when they first joined tended to think more about their responsibilities to other players. Second, players who were very involved in guilds that created their own rules, or who were otherwise involved in created and enforcing norms and rules, were much more likely to think about their actions in relation to the community, as opposed to thinking about their actions only with respect to the rules of the game.
We've heard a great deal from young gamers, but are excited to hear from others in the RezEd community who can bring new perspectives to the question of ethics in virtual worlds. We welcome any questions you may have about our work, and invite your thinking about these issues:
- What are some other ways to encourage young people to consider their roles and responsibilities in relation to a virtual world community, to a group within a virtual world, or to the larger society? In short, what are some strategies for getting youth to think ethically in virtual worlds?
- All of our interview participants engage in these spaces on their own or with friends in informal contexts. How might young people approach virtual worlds differently when in a formal (school or after-school) setting supported by teachers or other adults?
- We find anecdotes of ethical situations very helpful in our research; do you have any stories or examples of "ethical dilemmas" you’ve observed or heard about in virtual worlds?
(For more info about the GoodPlay Project, please visit: http://www.goodworkproject.org/research/digital.htm)
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