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Values at play in digital games
Flanagan M., Nissenbaum H., The MIT Press, Cambridge, MA, 2014. 224 pp. Type: Book (978-0-262027-66-3)
Date Reviewed: Jan 27 2015

What are the values in games? Are they different in digital games? At a time when the sale and consumption of video games has surpassed the consumption of traditional media, such as TV and movies, not to mention radio, this question is of relevance.

Games have always embedded anthropological and societal values. Whether we are talking chess, Cards Against Humanity, Angry Birds, or FarmVille, they all exhibit features that reflect humanity in one way or another. Some introduce perceived violence, others competitive spirit, and others question our morals. The perception of values is not absolute, as studies show that different individuals and groups may interpret them differently. Call of Duty, for example, is perceived differently by deployed military personnel than by the general population.

We play games. We play digital games--a lot! And we play them for different reasons. Some resemble real life. Since Mass Effect, sex has been introduced into mainstream games, and despite the overinflated misrepresentation in some media, is has made games closer to aspects of real life. Grow-A-Game by Tiltfactor is a sound research-based effort to introduce social justice though games. The game is available on multiple platforms and has been introduced in many K-12 curricula.

How can we make games embrace ethical and political change? Is it always possible? The authors of this book believe that it is. In fact, they present a recipe: a meta-approach for building games, with 15 ingredients that need to be considered in game design. Every game could be elevated to infuse one or another ethical value, which, while it may not be universal, will further contribute to society’s efforts to achieve social justice.

When reading this 160-plus-page book, readers will (likely) realize that they have played most of the games mentioned, and will be able to extend the conclusions and suggestions of the book, or question them based on their own experiences and perceptions. One thing is certain: like a work of art, this book will not leave the reader indifferent. At the same time, it will equip readers with a how-to manual for building games.

From an organizational perspective, the book showcases nine chapters in three parts, appended by notes, references, game references, and an index. In the first part, “Understanding Values at Play,” the “values at play =8221; model is elaborated. This part provides background for the rest of the book, as it defines values and rationalizes why values should be a guiding element in game design. Part 2, “The Value at Play Heuristic,” offers ways to incorporate values in the iterative game design process. The approach consists of the discovery, implementation, and verification of those values in the design features and elements of the game being produced. The last part highlights the values at play framework at work.

Values should be intentionally incorporated into games--they should not be an incidental emergent phenomenon. Other books have explored the same topics to less effect [1,2]. The careful design of games will eventually contribute to making the world a better place for all.

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Reviewer:  Goran Trajkovski Review #: CR143115 (1505-0393)
1) Sheff, D. Game over: how Nintendo zapped an American industry, captured your dollars, and enslaved your children . Random House, New York, NY, 1993.
2) Halter, E. From Sun Tzu to Xbox: war and video games. Thunder’s Mouth Press, New York, NY, 2006.
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