Ethical Tech Development with a Text-based Game: A Small-Scale Study

Grant Recipients

Marcel O'Gorman, English Language and Literature

Mark Hancock, Management Sciences

Jason Lajoie, Council for Responsible Information and Technology

Jennifer Whitson, Sociology and Legal Studies

(Project Timeline: May 2021 - April 2022)

Description

  • This project developed a game intended to prepare students to identify and engage with the social, cultural, and ethical implications of their research.
    • The game has been built on Twine, a free and open-source tool for making text-based games.
  • The efficacy will be trialed within three courses, and assessed using a pre- and post-survey that describes if and how students recognize ethical issues in their research related to tech innovation, as well as the Defining Issues Test, Version 2 (DIT2), which is a verified measure to assess ethical development.
  • The game will be developed with input from faculty at multiple departments and schools at the university in disciplines related to design, game studies, and research-creation.

Goals

  • Explore how a game can be designed to promote ethical consideration of the impacts of technological design among students.
  • To offer one pressing instance of this larger set of issues related to this need, scholars like Timnit Gebru [1], Safiya Noble [2], Ruha Benjamin [3], and Simone Browne [4] have shown how tech innovations remain tainted by legacies of systemic colonialism, racism, and misogyny.
    • Without broad uptake of Equity, Diversity, and Inclusion principles, as practiced by responsible design, innovations will continue to perpetuate and entrench these systemic biases.

Objectives

  • Develop a text-based narrative game intended to engage ethical thinking around topics related to ethical and responsible design;
  • Deploy the game in three courses (one per semester); and,
  • Develop and conduct pre-and post-survey testing to determine its effects

Findings

  • Text-based narrative games can prompt critical thinking on ethical issues for some players—in this case ethics in tech, and the games industry in particular.
    • However, the students to find this reflective practice most impactful will likely be those that already have a prior familiarity with narrative-based games.
  • In addition, feedback has indicated that students would find the gameplay more engaging if more visual and aural elements were added to the gameplay.

Dissemination and Impact

  • The research and practice involved in creating the game helped the student investigator with his dissertation preparation and provided a valuable opportunity to work on specific game/narrative design skills.
    • Discussions of the study may be included in the dissertation itself.
  • The game was playtested in ENGL 294: Intro to Game Studies and it will be featured in the Fall 2022 iteration of that course as an example of “critical game design”.
    • Additionally, the game was featured as part of the Games Institute’s 2021 Annual Report to highlight members’ research.
  • The student creator of the game intends to use the experience of making and sharing it as part of a conference presentation in the future, ideally at the Conference on Human Factors in Computing (CHI) to contribute to research on ethical tech engagements.

Implications

  • The project has provided assurance that a text-based narrative game can, for at least some students, provide an interesting means for thinking through ethical issues in the real world.
  • Involvement with this project has strengthened ties between the Critical Media Lab and Games Institute as its research goals coincide with both labs’ interests.
  • The grant brought together faculty members from English, Computer Science and Sociology, allowing them to compare notes about teaching ethical approaches to tech design.

References

[1]        J. Buolamwini and T. Gebru, “Gender Shades: Intersectional Accuracy Disparities in Commercial Gender Classification,” in Proceedings of the 1st Conference on Fairness, Accountability and Transparency, New York, NY, USA, Feb. 2018, vol. 81, pp. 77–91, [Online]. Available: http://proceedings.mlr.press/v81/buolamwini18a.html.

[2]        S. U. Noble, Algorithms of Oppression: How Search Engines Reinforce Racism. NYU Press, 2018.

[3]        R. Benjamin, Race After Technology: Abolitionist Tools for the New Jim Code. John Wiley & Sons, 2019.

[4]        S. Browne, Dark Matters: On the Surveillance of Blackness. Duke University Press, 2015.

[5]        C. Mitcham and E. E. Englehardt, “Ethics Across the Curriculum: Prospects for Broader (and Deeper) Teaching and Learning in Research and Engineering Ethics,” Sci. Eng. Ethics, vol. 25, no. 6, pp. 1735–1762, Dec. 2019, doi: 10.1007/s11948-016-9797-7.

[6]        S. M. Lord et al., “Talking about a Revolution: Overview of NSF RED Projects,” presented at the 2017 ASEE Annual Conference & Exposition, Jun. 2017, Accessed: Sep. 12, 2020. [Online]. Available: https://peer.asee.org/talking-about-a-revolution-overview-of-nsf-red-projects.

[7]        R. Chatila and J. C. Havens, “The IEEE Global Initiative on Ethics of Autonomous and Intelligent Systems,” in Robotics and Well-Being, vol. 95, M. I. Aldinhas Ferreira, J. Silva Sequeira, G. Singh Virk, M. O. Tokhi, and E. E. Kadar, Eds. Cham: Springer International Publishing, 2019, pp. 11–16.

[8]        K. E. Björnberg, I.-B. Skogh, and E. Strömberg, “Integrating social sustainability in engineering education at the KTH Royal Institute of Technology,” Int. J. Sustain. High. Educ., vol. 16, no. 5, pp. 639–649, Jan. 2015, doi: 10.1108/IJSHE-01-2014-0010.

[9]        Digital Education Strategies, The Chang School of Continuing Education, and Ryerson University, The Art of Serious Game Design. .

[10]      K. Schrier, “EPIC: A framework for using video games in ethics education,” J. Moral Educ., vol. 44, no. 4, pp. 393–424, 2015.

[11]      M. Consalvo, T. Busch, and C. Jong, “Playing a Better Me: How Players Rehearse Their Ethos via Moral Choices,” Games Cult., vol. 14, no. 3, pp. 216–235, May 2019, doi: 10.1177/1555412016677449.

[12]      J. P. Gee, What Video Games Have to Teach Us about Learning and Literacy. Palgrave Macmillan, 2004.

[13]      K. Squire, Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Teachers College Press, 2011.

[14]      M. Kelly, “Designing Game-Based Writing Projects to Foster Critical Ethical Reasoning in the English Classroom: A Case Study Using Plague Inc: Evolved,” Simul. Gaming, p. 1046878120953592, Sep. 2020, doi: 10.1177/1046878120953592.