{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,13]],"date-time":"2026-04-13T20:05:05Z","timestamp":1776110705028,"version":"3.50.1"},"publisher-location":"New York, NY, USA","reference-count":50,"publisher":"ACM","license":[{"start":{"date-parts":[[2022,4,29]],"date-time":"2022-04-29T00:00:00Z","timestamp":1651190400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by-nc-nd\/4.0\/"}],"funder":[{"name":"NSERC Discovery Grant","award":["2018-06576"],"award-info":[{"award-number":["2018-06576"]}]},{"name":"Mitacs Accelerate"},{"name":"NSERC CREATE SWaGUR grant"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2022,4,29]]},"DOI":"10.1145\/3491102.3502019","type":"proceedings-article","created":{"date-parts":[[2022,4,28]],"date-time":"2022-04-28T16:34:58Z","timestamp":1651163698000},"page":"1-15","source":"Crossref","is-referenced-by-count":10,"title":["\u201cI Don\u2019t Want To Shoot The Android\u201d: Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become Human"],"prefix":"10.1145","author":[{"given":"Karina","family":"Arrambide","sequence":"first","affiliation":[{"name":"HCI Games Group, University of Waterloo, Canada and Department of Systems Design Engineering, University of Waterloo, Canada"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"John","family":"Yoon","sequence":"additional","affiliation":[{"name":"Department of English, University of Waterloo, Canada and HCI Games Group, University of Waterloo, Canada"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Cayley","family":"MacArthur","sequence":"additional","affiliation":[{"name":"University of Waterloo, Canada and Stratford School of Interaction Design and Business, University of Waterloo, Canada"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Katja","family":"Rogers","sequence":"additional","affiliation":[{"name":"HCI Games Group, Games Institute, University of Waterloo, Canada and Stratford School of Interaction Design and Business, University of Waterloo, Canada"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Alessandra","family":"Luz","sequence":"additional","affiliation":[{"name":"HCI Games, University of Waterloo, Canada and Computer Science exii lab, University of Waterloo, Canada"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Lennart E.","family":"Nacke","sequence":"additional","affiliation":[{"name":"HCI Games Group, Games Institute, University of Waterloo, Canada and Stratford School of Interaction Design and Business, University of Waterloo, Canada"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2022,4,29]]},"reference":[{"key":"e_1_3_2_2_1_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1540-4560.1990.tb00270.x"},{"key":"e_1_3_2_2_2_1","doi-asserted-by":"publisher","DOI":"10.5555\/1108368.1108403"},{"key":"e_1_3_2_2_3_1","volume-title":"PC, PS3]. Microsoft Games Studios","unstructured":"BioWare. 2007. Mass Effect. Game [Xbox360 , PC, PS3]. Microsoft Games Studios , Redmond, Washington, US and Electronic Arts, Redwood City, CA, United States . BioWare. 2007. Mass Effect. Game [Xbox360, PC, PS3]. Microsoft Games Studios, Redmond, Washington, US and Electronic Arts, Redwood City, CA, United States."},{"key":"e_1_3_2_2_4_1","volume-title":"Mass Effect 2. Game [Windows]. Electronic Arts","unstructured":"BioWare. 2010. Mass Effect 2. Game [Windows]. Electronic Arts , Redwood City, CA , United States . BioWare. 2010. Mass Effect 2. Game [Windows]. Electronic Arts, Redwood City, CA, United States."},{"key":"e_1_3_2_2_5_1","volume-title":"A massively moral game? Mass Effect as a case study to understand the influence of players","author":"Boyan Andy","year":"2015","unstructured":"Andy Boyan , Matthew Grizzard , and Nicholas Bowman . 2015. A massively moral game? Mass Effect as a case study to understand the influence of players \u2019 moral intuitions on adherence to hero or antihero play styles. Journal of Gaming & Virtual Worlds 7 (03 2015 ), 41\u201357. https:\/\/doi.org\/10.1386\/jgvw.7.1.41_1 Andy Boyan, Matthew Grizzard, and Nicholas Bowman. 2015. A massively moral game? Mass Effect as a case study to understand the influence of players\u2019 moral intuitions on adherence to hero or antihero play styles. Journal of Gaming & Virtual Worlds 7 (03 2015), 41\u201357. https:\/\/doi.org\/10.1386\/jgvw.7.1.41_1"},{"key":"e_1_3_2_2_6_1","doi-asserted-by":"publisher","DOI":"10.1191\/1478088706qp063oa"},{"key":"e_1_3_2_2_7_1","doi-asserted-by":"publisher","DOI":"10.1080\/2159676X.2019.1628806"},{"key":"e_1_3_2_2_8_1","volume-title":"One size fits all? What counts as quality practice in (reflexive) thematic analysis?Qualitative Research in Psychology 0, 0","author":"Braun Virginia","year":"2020","unstructured":"Virginia Braun and Victoria Clarke . 2020. One size fits all? What counts as quality practice in (reflexive) thematic analysis?Qualitative Research in Psychology 0, 0 ( 2020 ), 1\u201325. https:\/\/doi.org\/10.1080\/14780887.2020.1769238 Virginia Braun and Victoria Clarke. 2020. One size fits all? What counts as quality practice in (reflexive) thematic analysis?Qualitative Research in Psychology 0, 0 (2020), 1\u201325. https:\/\/doi.org\/10.1080\/14780887.2020.1769238"},{"key":"e_1_3_2_2_9_1","volume-title":"Thematic Analysis","author":"Braun Virginia","unstructured":"Virginia Braun , Victoria Clarke , Nikki Hayfield , and Gareth Terry . 2019. Thematic Analysis . Springer Singapore , Singapore , 843\u2013860. https:\/\/doi.org\/10.1007\/978-981-10-5251-4_103 Virginia Braun, Victoria Clarke, Nikki Hayfield, and Gareth Terry. 2019. Thematic Analysis. Springer Singapore, Singapore, 843\u2013860. https:\/\/doi.org\/10.1007\/978-981-10-5251-4_103"},{"key":"e_1_3_2_2_10_1","volume-title":"Thematic Analysis A Practical Guide","author":"Braun Virginia","unstructured":"Virginia Braun and Clarke Victoria . 2021. Thematic Analysis A Practical Guide . SAGE Publications Ltd , 2455 Teller Road, Thousand Oaks, CA 91320. Virginia Braun and Clarke Victoria. 2021. Thematic Analysis A Practical Guide. SAGE Publications Ltd, 2455 Teller Road, Thousand Oaks, CA 91320."},{"key":"e_1_3_2_2_11_1","doi-asserted-by":"crossref","unstructured":"David Byrne. 2021. A worked example of Braun and Clarke\u2019s approach to reflexive thematic analysis. Quality & Quantity -(2021) 1\u201322.  David Byrne. 2021. A worked example of Braun and Clarke\u2019s approach to reflexive thematic analysis. Quality & Quantity -(2021) 1\u201322.","DOI":"10.1007\/s11135-021-01182-y"},{"key":"e_1_3_2_2_12_1","doi-asserted-by":"crossref","unstructured":"Jaeyong Chung and Henry\u00a0J. Gardner. 2012. Temporal Presence Variation in Immersive Computer Games. International Journal of Human\u2013Computer Interaction 28 8(2012) 511\u2013529. https:\/\/doi.org\/10.1080\/10447318.2011.627298  Jaeyong Chung and Henry\u00a0J. Gardner. 2012. Temporal Presence Variation in Immersive Computer Games. International Journal of Human\u2013Computer Interaction 28 8(2012) 511\u2013529. https:\/\/doi.org\/10.1080\/10447318.2011.627298","DOI":"10.1080\/10447318.2011.627298"},{"key":"e_1_3_2_2_13_1","doi-asserted-by":"publisher","DOI":"10.1145\/3235765.3235779"},{"key":"e_1_3_2_2_14_1","volume-title":"PS4, PS3, Microsoft Windows, iOS, Android, MacOS, Linux]. Dontnod Entertainment","author":"Entertainment Dontnod","unstructured":"Dontnod Entertainment & Deck Nine . 2015. Life is Strange. Game [Xbox One , PS4, PS3, Microsoft Windows, iOS, Android, MacOS, Linux]. Dontnod Entertainment , Paris, France & Deck Nine, Boulder, Colorado, US. Dontnod Entertainment & Deck Nine. 2015. Life is Strange. Game [Xbox One, PS4, PS3, Microsoft Windows, iOS, Android, MacOS, Linux]. Dontnod Entertainment, Paris, France & Deck Nine, Boulder, Colorado, US."},{"key":"e_1_3_2_2_15_1","volume-title":"Game [Playstation 3]. Sony Interactive Entertainment","author":"Dream Quantic","unstructured":"Quantic Dream . 2010. Heavy Rain . Game [Playstation 3]. Sony Interactive Entertainment , San Mateo, CA , United States . Quantic Dream. 2010. Heavy Rain. Game [Playstation 3]. Sony Interactive Entertainment, San Mateo, CA, United States."},{"key":"e_1_3_2_2_16_1","volume-title":"Social Realism in Gaming","author":"Galloway R.","unstructured":"A.\u00a0 R. Galloway . 2004. Social Realism in Gaming . http:\/\/gamestudies.org\/0401\/galloway\/. Accessed: 2021-09-06. A.\u00a0R. Galloway. 2004. Social Realism in Gaming. http:\/\/gamestudies.org\/0401\/galloway\/. Accessed: 2021-09-06."},{"key":"e_1_3_2_2_17_1","doi-asserted-by":"crossref","unstructured":"Matthew Grizzard Ron Tamborini Robert\u00a0J. Lewis Lu Wang and Sujay Prabhu. 2014. Being Bad in a Video Game Can Make Us Morally Sensitive. Cyberpsychology behavior and social networking 17 8(2014) 499\u2013504.  Matthew Grizzard Ron Tamborini Robert\u00a0J. Lewis Lu Wang and Sujay Prabhu. 2014. Being Bad in a Video Game Can Make Us Morally Sensitive. Cyberpsychology behavior and social networking 17 8(2014) 499\u2013504.","DOI":"10.1089\/cyber.2013.0658"},{"key":"e_1_3_2_2_18_1","doi-asserted-by":"publisher","DOI":"10.1007\/s11211-007-0034-z"},{"key":"e_1_3_2_2_19_1","doi-asserted-by":"publisher","DOI":"10.1093\/acprof:oso\/9780195332834.003.0019"},{"key":"e_1_3_2_2_20_1","volume-title":"Just a Game? Unjustified Virtual Violence Produces Guilt in Empathetic Players. Media psychology 13, 4","author":"Hartmann Tilo","year":"2010","unstructured":"Tilo Hartmann , Erhan Toz , and Marvin Brandon . 2010. Just a Game? Unjustified Virtual Violence Produces Guilt in Empathetic Players. Media psychology 13, 4 ( 2010 ), 339\u2013363. Tilo Hartmann, Erhan Toz, and Marvin Brandon. 2010. Just a Game? Unjustified Virtual Violence Produces Guilt in Empathetic Players. Media psychology 13, 4 (2010), 339\u2013363."},{"key":"e_1_3_2_2_21_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1460-2466.2009.01459.x"},{"key":"e_1_3_2_2_22_1","doi-asserted-by":"publisher","DOI":"10.1073\/pnas.0308220101"},{"key":"e_1_3_2_2_23_1","volume-title":"Moral decision\u2010making in video games: A focus group study on player perceptions. Human behavior and emerging technologies 2, 3","author":"Holl Elisabeth","year":"2020","unstructured":"Elisabeth Holl , Steve Bernard , and Andr\u00e9 Melzer . 2020. Moral decision\u2010making in video games: A focus group study on player perceptions. Human behavior and emerging technologies 2, 3 ( 2020 ), 278\u2013287. Elisabeth Holl, Steve Bernard, and Andr\u00e9 Melzer. 2020. Moral decision\u2010making in video games: A focus group study on player perceptions. Human behavior and emerging technologies 2, 3 (2020), 278\u2013287."},{"key":"e_1_3_2_2_24_1","unstructured":"J. Huizinga. 1998. Homo Ludens. Routledge London.  J. Huizinga. 1998. Homo Ludens. Routledge London."},{"key":"e_1_3_2_2_25_1","volume-title":"Gut or Game? The Influence of Moral Intuitions on Decisions in Video Games. Media psychology 15, 4","author":"Joeckel Sven","year":"2012","unstructured":"Sven Joeckel , Nicholas\u00a0David Bowman , and Leyla Dogruel . 2012. Gut or Game? The Influence of Moral Intuitions on Decisions in Video Games. Media psychology 15, 4 ( 2012 ), 460\u2013485. Sven Joeckel, Nicholas\u00a0David Bowman, and Leyla Dogruel. 2012. Gut or Game? The Influence of Moral Intuitions on Decisions in Video Games. Media psychology 15, 4 (2012), 460\u2013485."},{"key":"e_1_3_2_2_26_1","doi-asserted-by":"publisher","DOI":"10.1080\/17482798.2013.781513"},{"key":"e_1_3_2_2_27_1","volume-title":"Half-real: Video games between real rules and fictional worlds","author":"Juul Jesper","year":"2011","unstructured":"Jesper Juul . 2011 . Half-real: Video games between real rules and fictional worlds . MIT press , One Broadway , 12th Floor, Cambridge, MA 02142. Jesper Juul. 2011. Half-real: Video games between real rules and fictional worlds. MIT press, One Broadway, 12th Floor, Cambridge, MA 02142."},{"key":"e_1_3_2_2_28_1","volume-title":"How players manage moral concerns to make video game violence enjoyable. Communications","author":"Klimmt Christoph","year":"2006","unstructured":"Christoph Klimmt , Hannah Schmid , Andreas Nosper , Tilo Hartmann , and Peter Vorderer . 2006. How players manage moral concerns to make video game violence enjoyable. Communications ; Communications 31, 3 ( 2006 ), 309\u2013328. Christoph Klimmt, Hannah Schmid, Andreas Nosper, Tilo Hartmann, and Peter Vorderer. 2006. How players manage moral concerns to make video game violence enjoyable. Communications; Communications 31, 3 (2006), 309\u2013328."},{"key":"e_1_3_2_2_29_1","doi-asserted-by":"publisher","DOI":"10.1080\/08838151.2015.1127246"},{"key":"e_1_3_2_2_30_1","volume-title":"Reflexivity and the practice of qualitative research. Vol.\u00a0109","author":"May Tim","unstructured":"Tim May , Beth Perry , 2014. Reflexivity and the practice of qualitative research. Vol.\u00a0109 . Sage Los Angeles, 2455 Teller Road, Thousand Oaks, CA 91320. Tim May, Beth Perry, 2014. Reflexivity and the practice of qualitative research. Vol.\u00a0109. Sage Los Angeles, 2455 Teller Road, Thousand Oaks, CA 91320."},{"key":"e_1_3_2_2_31_1","doi-asserted-by":"publisher","DOI":"10.2307\/2215538"},{"key":"e_1_3_2_2_32_1","volume-title":"Detroit: Become Human - PlayStation 4. https:\/\/www.metacritic.com\/game\/playstation-4\/detroit-become-human. Accessed: 2021-08-08.","year":"2018","unstructured":"Metacritic. 2018 . Detroit: Become Human - PlayStation 4. https:\/\/www.metacritic.com\/game\/playstation-4\/detroit-become-human. Accessed: 2021-08-08. Metacritic. 2018. Detroit: Become Human - PlayStation 4. https:\/\/www.metacritic.com\/game\/playstation-4\/detroit-become-human. Accessed: 2021-08-08."},{"key":"e_1_3_2_2_33_1","doi-asserted-by":"publisher","DOI":"10.1145\/2309996.2310014"},{"key":"e_1_3_2_2_34_1","volume-title":"Empathy with Computer Game Characters: A Cognitive Neuroscience Perspective. Virtual Social Agents - (01","author":"Morrison India","year":"2005","unstructured":"India Morrison and Tom Ziemke . 2005. Empathy with Computer Game Characters: A Cognitive Neuroscience Perspective. Virtual Social Agents - (01 2005 ). India Morrison and Tom Ziemke. 2005. Empathy with Computer Game Characters: A Cognitive Neuroscience Perspective. Virtual Social Agents - (01 2005)."},{"key":"e_1_3_2_2_35_1","unstructured":"John\u00a0T Murray. 2018. Telltale Hearts: Encoding Cinematic Choice-based Adventure Games. Ph.D. Dissertation. University of California Santa Cruz.  John\u00a0T Murray. 2018. Telltale Hearts: Encoding Cinematic Choice-based Adventure Games. Ph.D. Dissertation. University of California Santa Cruz."},{"key":"e_1_3_2_2_36_1","doi-asserted-by":"publisher","DOI":"10.1177\/1609406917733847"},{"key":"e_1_3_2_2_37_1","doi-asserted-by":"publisher","DOI":"10.3389\/fcomp.2021.531713"},{"key":"e_1_3_2_2_38_1","volume-title":"Detroit: Become Human. Game [PS4]. Quantic Dream","author":"Dream Quantic","year":"2018","unstructured":"Quantic Dream . 2018 . Detroit: Become Human. Game [PS4]. Quantic Dream , Paris, France . Last played July 2021. Quantic Dream. 2018. Detroit: Become Human. Game [PS4]. Quantic Dream, Paris, France. Last played July 2021."},{"key":"e_1_3_2_2_39_1","volume-title":"The ethics of computer games","author":"Sicart Miguel","unstructured":"Miguel Sicart . 2009. The ethics of computer games . MIT Press , Cambridge, Mass . [u.a.]. Miguel Sicart. 2009. The ethics of computer games. MIT Press, Cambridge, Mass. [u.a.]."},{"key":"e_1_3_2_2_40_1","volume-title":"Beyond choices : the design of ethical gameplay","author":"Sicart Miguel","unstructured":"Miguel Sicart . 2013. Beyond choices : the design of ethical gameplay . MIT Press , Cambridge, Massachusetts . Miguel Sicart. 2013. Beyond choices : the design of ethical gameplay. MIT Press, Cambridge, Massachusetts."},{"key":"e_1_3_2_2_41_1","doi-asserted-by":"publisher","DOI":"10.1177\/1555412014559306"},{"key":"e_1_3_2_2_42_1","series-title":"Xbox Series X\/S]","volume-title":"PS3, Xbox360, PS4 XboxOne, Nintendo Switch, PS5","author":"Studios Bethesda\u00a0Games","unstructured":"Bethesda\u00a0Games Studios . 2011. Skyrim. Game [Microsoft Windows , PS3, Xbox360, PS4 XboxOne, Nintendo Switch, PS5 , Xbox Series X\/S] . Bethesda Games Studios , Rockville, Maryland, US . Bethesda\u00a0Games Studios. 2011. Skyrim. Game [Microsoft Windows, PS3, Xbox360, PS4 XboxOne, Nintendo Switch, PS5, Xbox Series X\/S]. Bethesda Games Studios, Rockville, Maryland, US."},{"key":"e_1_3_2_2_43_1","volume-title":"Moral Intuition and Media Entertainment. Journal of Media Psychology: Theories, Methods, and Applications 23 (01","author":"Tamborini Ron","year":"2011","unstructured":"Ron Tamborini . 2011. Moral Intuition and Media Entertainment. Journal of Media Psychology: Theories, Methods, and Applications 23 (01 2011 ), 39\u201345. https:\/\/doi.org\/10.1027\/1864-1105\/a000031 Ron Tamborini. 2011. Moral Intuition and Media Entertainment. Journal of Media Psychology: Theories, Methods, and Applications 23 (01 2011), 39\u201345. https:\/\/doi.org\/10.1027\/1864-1105\/a000031"},{"key":"e_1_3_2_2_44_1","volume-title":"The effect of moral intuitions on decisions in video game play: The impact of chronic and temporary intuition accessibility. New media & society 20, 2","author":"Tamborini Ron","year":"2018","unstructured":"Ron Tamborini , Nicholas\u00a0 D. Bowman , Sujay Prabhu , Lindsay Hahn , Brian Klebig , Clare Grall , and Eric Novotny . 2018. The effect of moral intuitions on decisions in video game play: The impact of chronic and temporary intuition accessibility. New media & society 20, 2 ( 2018 ), 564\u2013580. Ron Tamborini, Nicholas\u00a0D. Bowman, Sujay Prabhu, Lindsay Hahn, Brian Klebig, Clare Grall, and Eric Novotny. 2018. The effect of moral intuitions on decisions in video game play: The impact of chronic and temporary intuition accessibility. New media & society 20, 2 (2018), 564\u2013580."},{"key":"e_1_3_2_2_45_1","doi-asserted-by":"publisher","DOI":"10.1111\/j.1460-2466.2011.01620.x"},{"key":"e_1_3_2_2_46_1","volume-title":"The Walking Dead. Game [Windows]. Telltale Games","author":"Games Telltale","unstructured":"Telltale Games , Skybound Games . 2012. The Walking Dead. Game [Windows]. Telltale Games , San Rafael, CA , United States . Telltale Games, Skybound Games. 2012. The Walking Dead. Game [Windows]. Telltale Games, San Rafael, CA, United States."},{"key":"e_1_3_2_2_47_1","doi-asserted-by":"publisher","DOI":"10.1089\/cyber.2012.0235"},{"key":"e_1_3_2_2_48_1","doi-asserted-by":"publisher","DOI":"10.1089\/cpb.2006.9984"},{"key":"e_1_3_2_2_49_1","volume-title":"Ethically Notable Videogames: Moral Dilemmas and Gameplay.Proceedings of the Digital Interactive Games Research Association Conference (DiGRA) -(2009)","author":"Zagal Jos\u00e9\u00a0Pablo","year":"2009","unstructured":"Jos\u00e9\u00a0Pablo Zagal . 2009 . Ethically Notable Videogames: Moral Dilemmas and Gameplay.Proceedings of the Digital Interactive Games Research Association Conference (DiGRA) -(2009) . Jos\u00e9\u00a0Pablo Zagal. 2009. Ethically Notable Videogames: Moral Dilemmas and Gameplay.Proceedings of the Digital Interactive Games Research Association Conference (DiGRA) -(2009)."},{"key":"e_1_3_2_2_50_1","volume-title":"Basal morality in drama appreciation. Moving images, culture, and the mind -","author":"Zillmann Dolf","year":"2000","unstructured":"Dolf Zillmann . 2000. Basal morality in drama appreciation. Moving images, culture, and the mind - ( 2000 ), 53\u201363. Dolf Zillmann. 2000. Basal morality in drama appreciation. Moving images, culture, and the mind - (2000), 53\u201363."}],"event":{"name":"CHI '22: CHI Conference on Human Factors in Computing Systems","location":"New Orleans LA USA","acronym":"CHI '22","sponsor":["SIGCHI ACM Special Interest Group on Computer-Human Interaction"]},"container-title":["CHI Conference on Human Factors in Computing Systems"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3491102.3502019","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3491102.3502019","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T19:31:06Z","timestamp":1750188666000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3491102.3502019"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2022,4,29]]},"references-count":50,"alternative-id":["10.1145\/3491102.3502019","10.1145\/3491102"],"URL":"https:\/\/doi.org\/10.1145\/3491102.3502019","relation":{},"subject":[],"published":{"date-parts":[[2022,4,29]]}}}