
Values at play: design tradeoffs in socially-oriented game design
Author: Flanagan, Mary, Howe, Daniel, and Nissenbaum, Helen
Date: 2005
Source: Conference on Human Factors in Computing Systems, Proceedings of the SIGCHI conference on Human factors in computing systems
Full Text Link:
Available at Portal (http://portal.acm.org/citation.cfm?id=1054972.1055076)
Synopsis:
The project, RAPUNSEL, is presented as a case study of game design in a values-rich context. Initial steps toward a systematic methodology for discovery, analysis, and integration of values in technology design are described.
Keywords:
conference, game design, case study, values at play,
Abstract:
Significant work in the CHI community has focused on designing systems that support human values. Designers and engineers have also become increasingly aware of ways in which the artifacts they create can embody political, social, and ethical values. Despite such an awareness, there has been little work towards producing practical methodologies that systematically incorporate values into the design process. Many designers struggle to find a balance between their own values, those of users and other stakeholders, and those of the surrounding culture. In this paper, we present the RAPUNSEL project as a case study of game design in a values-rich context and describe our efforts toward navigating the complexities this entails. Additionally, we present initial steps toward the development of a systematic methodology for discovery, analysis, and integration of values in technology design in the hope that others may both benefit from and build upon this work.
Implications for Game Industry:
No Implications have been written for this entry.
Research Highlights:
- Many designers struggle to find a balance between their own values, those of users and other stakeholders, and those of the surrounding culture.