The article by Vikaros and Degand is primarily about using video games to benefit moral character as it puts people in situations that are “out of reach.” The paper explains “morality” and how it is developed in someone, including the different rates and stages during different parts of life. Schemata, such as social roles, contribute to the development of morality since they run decision making and reasoning. People behave immorally due to lack of self awareness and efficacy, which is changed due to choices given and potential outcomes of those choices. Ethics and narrative play also play a role in morals, which leads the paper to its point that video games can develop morals. They mediate social interactions and can be used for education, but the most important part is the social narrative, as mentioned above. Games that require different perspectives and negotiations of ethical dilemmas has been linked to moral development in a casual setting. The paper offers various design recommendations, including creating meaningful choices with consequences, focusing on socio-moral dilemmas, and knowing your audience when creating a game. The success of these types of games is already shown by September 12, a simulation about the war on terror. Adventure and RPG games have an influence on the morals as well. The paper’s main point is to get across the idea that future research and creation of narrative video games could lead to citizens achieving high stages of morality.
The simulation was similar to reading a grpahic novel, but in some panels, the reader had to make a decisions. There were answers as simple as answering a text, or responding to a man’s catcall. The end of the sim was very impacting, especially when Natalie was explaining her story. The first time I played, Luke and Natalie ended up leaving together, and he hurt her. The videos after this time were of Luke feeling moderately bad, but Natalie not even being able to talk to or see her friends because they “wouldn’t understand.” The second time I played, I stopped the situation which stopped that ending. At the end, Luke confesses what he knew he was trying to do and apologizes. He says theat he really does like Natalie and wants to be the “man she deserves.” Natalie thanks the player, states that she “doesn’t know what would’ve happened” if the situation hadn’t been stopped, and asks the player to continue to look out for her.. I am sure there are many other endings, but the main idea is that any choice you make has an impact and creates a different “story line.”\
When playing the game, it felt like every choice was almost wrong. It was important to see how they played out, but I was always anxious whenever I had to make a decision. I thought the game was good at showing the player that anything they do can change the events of a night or day. I found that confronting situations is usually the best way to fix things, espeically if you feel like it is the right thing. I have been in a situation where I have had to stop one of my girlfriends from leaving with a guy since she was too inebriated to make her own decisions. The guy was extremely sketchy and I had never seen him in my life, and as mad as she was in the moment that I stopped it, she was thankful the next day. I saw on Facebook that something similar was happening at a bar in Vacaville, where two men were carrying an almost lifeless body out of a bar. A lady and her friends stepped in to stop them and the men claimed that she was their best friend and they were just taking her home. The woman speaking to them asked to see photos of them together and they couldn’t provide any. While this was occurring the women unlocked the girl’s phone and called two of her friends to get her. It’s scary how real this is, and I think the videos with the actual people in them was a good point of that.
Have you ever been put in a situation where you had to make a decision that you didn’t know would have an impact in the future? Ever been in one where you knew what you did would make an impact?