{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,1,5]],"date-time":"2026-01-05T21:45:30Z","timestamp":1767649530621,"version":"3.41.0"},"reference-count":142,"publisher":"Association for Computing Machinery (ACM)","issue":"CHI PLAY","license":[{"start":{"date-parts":[[2022,10,25]],"date-time":"2022-10-25T00:00:00Z","timestamp":1666656000000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["Proc. ACM Hum.-Comput. Interact."],"published-print":{"date-parts":[[2022,10,25]]},"abstract":"<jats:p>Pro-social themes like empathy and wellbeing are gaining popularity within games to contrast the medium's stigmatised explorations of themes like violence, often to catalyse reflection or even change players' beliefs surrounding complex scenarios. These abstract themes can be classified as a game's \"values\": elements that are \"useful or important\" to game designers and their audience.<\/jats:p>\n          <jats:p>Exploration of values in games was spearheaded by Values at Play, which described how values manifest in games and advocated for their explicit consideration within games and their discourse. Frameworks such as empathy, ethical, and anti-oppressive design all discuss similar values, but present ontological diversity that makes it difficult to collate games and frameworks under the values-conscious design umbrella. Such frameworks also often focus on design approaches and small-scale prototypes but pay less attention to how values influence aspects like publication and play. As such, the present research examines values within each stage of a game's lifecycle: design, development, publication, interaction, and reportage. Doing so provides an understanding of values in multiple game contexts. This provides new perspectives that form the basis of a taxonomy for values in games, which is then presented alongside practical questions for values-conscious designers, publishers, and players to guide its use.<\/jats:p>","DOI":"10.1145\/3549520","type":"journal-article","created":{"date-parts":[[2022,10,31]],"date-time":"2022-10-31T14:42:43Z","timestamp":1667227363000},"page":"1-27","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":5,"title":["Values throughout the Game Space"],"prefix":"10.1145","volume":"6","author":[{"given":"Adam","family":"Jerrett","sequence":"first","affiliation":[{"name":"University of Portsmouth, Portsmouth, United Kingdom"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Peter Mark","family":"Howell","sequence":"additional","affiliation":[{"name":"University of Portsmouth, Portsmouth, United Kingdom"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2022,10,31]]},"reference":[{"key":"e_1_2_1_1_1","doi-asserted-by":"publisher","DOI":"10.1186\/s40411-016-0032-7"},{"key":"#cr-split#-e_1_2_1_2_1.1","doi-asserted-by":"crossref","unstructured":"APA Task Force on Violent Media. 2015. Technical report on the review of the violent video game literature. DOI:https:\/\/doi.org\/10.1037\/e504632016-001 10.1037\/e504632016-001","DOI":"10.1037\/e504632016-001"},{"key":"#cr-split#-e_1_2_1_2_1.2","doi-asserted-by":"crossref","unstructured":"APA Task Force on Violent Media. 2015. Technical report on the review of the violent video game literature. DOI:https:\/\/doi.org\/10.1037\/e504632016-001","DOI":"10.1037\/e504632016-001"},{"key":"e_1_2_1_3_1","doi-asserted-by":"publisher","DOI":"10.1177\/1046878111432108"},{"key":"e_1_2_1_4_1","doi-asserted-by":"publisher","DOI":"10.1097\/SGA.0000000000000604"},{"key":"e_1_2_1_5_1","volume-title":"Analysing alternate reality games based on game design theory to propose a conceptual framework?. Masters Dissertation","author":"de Beer K","year":"2021","unstructured":"K de Beer . 2016. Analysing alternate reality games based on game design theory to propose a conceptual framework?. Masters Dissertation . University of Pretoria , Pretoria. Retrieved September 29, 2021 from https:\/\/scholar.google.co.za\/citations?view_op=view_citation&hl=en&user=m-vEhZ0AAAAJ&citation_for_view=m-vEhZ0AAAAJ:9yKSN-GCB0IC K de Beer. 2016. Analysing alternate reality games based on game design theory to propose a conceptual framework?. Masters Dissertation. University of Pretoria, Pretoria. Retrieved September 29, 2021 from https:\/\/scholar.google.co.za\/citations?view_op=view_citation&hl=en&user=m-vEhZ0AAAAJ&citation_for_view=m-vEhZ0AAAAJ:9yKSN-GCB0IC"},{"key":"e_1_2_1_6_1","volume-title":"Game Elements: The Language of Values. In Values at Play in Digital Games","author":"Belman J","year":"2014","unstructured":"J Belman . 2014 . Game Elements: The Language of Values. In Values at Play in Digital Games . MIT Press , Cambridge, MA, USA , 33--72. J Belman. 2014. Game Elements: The Language of Values. In Values at Play in Digital Games. MIT Press, Cambridge, MA, USA, 33--72."},{"key":"e_1_2_1_7_1","first-page":"5","article-title":"Designing games to foster empathy","volume":"15","author":"Belman Jonathan","year":"2010","unstructured":"Jonathan Belman and Mary Flanagan . 2010 . Designing games to foster empathy . International Journal of Cognitive Technology 15 , 1 (2010), 5 -- 15 . Jonathan Belman and Mary Flanagan. 2010. Designing games to foster empathy. International Journal of Cognitive Technology 15, 1 (2010), 5--15.","journal-title":"International Journal of Cognitive Technology"},{"volume-title":"The Crooked Timber of Humanity","author":"Berlin Isaiah","key":"e_1_2_1_8_1","unstructured":"Isaiah Berlin . 2013. The Crooked Timber of Humanity : Chapters in the History of Ideas - Second Edition. Princeton University Press . DOI:https:\/\/doi.org\/10.1515\/9781400847815 10.1515\/9781400847815 Isaiah Berlin. 2013. The Crooked Timber of Humanity: Chapters in the History of Ideas - Second Edition. Princeton University Press. DOI:https:\/\/doi.org\/10.1515\/9781400847815"},{"key":"e_1_2_1_9_1","first-page":"0","article-title":"Commercial video games as a resource for mental health: A systematic literature review","volume":"0","author":"Boldi Arianna","year":"2021","unstructured":"Arianna Boldi and Amon Rapp . 2021 . Commercial video games as a resource for mental health: A systematic literature review . Behaviour & Information Technology 0 , 0 (July 2021), 1--37. DOI:https:\/\/doi.org\/10.1080\/0144929X.2021.1943524 10.1080\/0144929X.2021.1943524 Arianna Boldi and Amon Rapp. 2021. Commercial video games as a resource for mental health: A systematic literature review. Behaviour & Information Technology 0, 0 (July 2021), 1--37. DOI:https:\/\/doi.org\/10.1080\/0144929X.2021.1943524","journal-title":"Behaviour & Information Technology"},{"key":"e_1_2_1_10_1","volume-title":"Mattie Brice. Retrieved","author":"Brice Mattie","year":"2011","unstructured":"Mattie Brice . 2011 . Ludonarrative Resonance . Mattie Brice. Retrieved December 17, 2021 from http:\/\/www.mattiebrice.com\/ludonarrative-resonance\/ Mattie Brice. 2011. Ludonarrative Resonance. Mattie Brice. Retrieved December 17, 2021 from http:\/\/www.mattiebrice.com\/ludonarrative-resonance\/"},{"key":"e_1_2_1_11_1","unstructured":"Capcom. 2009. Resident Evil 5. Capcom Osaka JP.  Capcom. 2009. Resident Evil 5. Capcom Osaka JP."},{"key":"e_1_2_1_12_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.janxdis.2018.08.003"},{"key":"e_1_2_1_13_1","volume-title":"United States of America. Retrieved","author":"Code B","year":"2018","unstructured":"B Code . 2018 . #SelfCare. Tru Luv , United States of America. Retrieved December 30, 2021 from https:\/\/truluv.ai\/self-care B Code. 2018. #SelfCare. Tru Luv, United States of America. Retrieved December 30, 2021 from https:\/\/truluv.ai\/self-care"},{"key":"e_1_2_1_14_1","first-page":"1","article-title":"Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime","volume":"8","author":"Carras Michelle Colder","year":"2018","unstructured":"Michelle Colder Carras , Antonius van Rooij , Donna Spruijt-Metz , Joseph Kvedar , Mark Griffiths , Yorghos Carabas , and Alain Labrique . 2018 . Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime . Frontiers in Psychiatry 8 , 1 (January 2018), 300--307. DOI:https:\/\/doi.org\/10.3389\/fpsyt.2017.00300 10.3389\/fpsyt.2017.00300 Michelle Colder Carras, Antonius van Rooij, Donna Spruijt-Metz, Joseph Kvedar, Mark Griffiths, Yorghos Carabas, and Alain Labrique. 2018. Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime. Frontiers in Psychiatry 8, 1 (January 2018), 300--307. DOI:https:\/\/doi.org\/10.3389\/fpsyt.2017.00300","journal-title":"Frontiers in Psychiatry"},{"key":"e_1_2_1_15_1","doi-asserted-by":"publisher","DOI":"10.1177\/1555412019858898"},{"key":"e_1_2_1_17_1","doi-asserted-by":"publisher","DOI":"10.1089\/g4h.2014.0110"},{"volume-title":"From game design elements to gamefulness: defining ?gamification.\" In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek '11)","author":"Deterding Sebastian","key":"e_1_2_1_18_1","unstructured":"Sebastian Deterding , Dan Dixon , Rilla Khaled , and Lennart Nacke . 2011. From game design elements to gamefulness: defining ?gamification.\" In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek '11) , Association for Computing Machinery , New York, NY, USA , 9--15. DOI:https:\/\/doi.org\/10.1145\/2181037.2181040 10.1145\/2181037.2181040 Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. From game design elements to gamefulness: defining ?gamification.\" In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek '11), Association for Computing Machinery, New York, NY, USA, 9--15. DOI:https:\/\/doi.org\/10.1145\/2181037.2181040"},{"key":"e_1_2_1_19_1","unstructured":"EA DICE. 2008. Mirror's Edge. EA DICE.  EA DICE. 2008. Mirror's Edge. EA DICE."},{"key":"e_1_2_1_20_1","doi-asserted-by":"crossref","unstructured":"Robert James Elliott and Nigel John Kalton. 1972. The Existence of Value in Differential Games. American Mathematical Soc.  Robert James Elliott and Nigel John Kalton. 1972. The Existence of Value in Differential Games. American Mathematical Soc.","DOI":"10.1090\/memo\/0126"},{"key":"e_1_2_1_21_1","doi-asserted-by":"publisher","DOI":"10.14321\/qed.2.2.0125"},{"key":"e_1_2_1_22_1","doi-asserted-by":"publisher","DOI":"10.1177\/1555412014560192"},{"key":"e_1_2_1_23_1","doi-asserted-by":"publisher","DOI":"10.1089\/g4h.2012.1010"},{"key":"e_1_2_1_24_1","doi-asserted-by":"publisher","DOI":"10.1037\/ppm0000280"},{"key":"e_1_2_1_25_1","doi-asserted-by":"publisher","DOI":"10.7551\/mitpress\/7678.001.0001"},{"key":"e_1_2_1_26_1","doi-asserted-by":"publisher","DOI":"10.1145\/1054972.1055076"},{"volume-title":"Values at Play in Digital Games","author":"Flanagan Mary","key":"e_1_2_1_27_1","unstructured":"Mary Flanagan and Helen Nissenbaum . 2014. Values at Play in Digital Games . MIT Press , Cambridge, MA, USA . Mary Flanagan and Helen Nissenbaum. 2014. Values at Play in Digital Games. MIT Press, Cambridge, MA, USA."},{"volume-title":"Information and Human Values","author":"Fleischmann Kenneth","key":"e_1_2_1_28_1","unstructured":"Kenneth Fleischmann . 2013. Information and Human Values . Morgan & Claypool Publishers . Kenneth Fleischmann. 2013. Information and Human Values. Morgan & Claypool Publishers."},{"key":"e_1_2_1_29_1","volume-title":"Retrieved","author":"Franklin C","year":"2013","unstructured":"C Franklin . 2013 . \" Keep Your Politics Out of My Video Games.\" Errant Signal . Retrieved December 13, 2021 from http:\/\/www.errantsignal.com\/blog\/?p=582 C Franklin. 2013. \"Keep Your Politics Out of My Video Games.\" Errant Signal. Retrieved December 13, 2021 from http:\/\/www.errantsignal.com\/blog\/?p=582"},{"key":"e_1_2_1_30_1","unstructured":"G Frasca. 2003. September 12th. Newsgaming United States of America.  G Frasca. 2003. September 12th. Newsgaming United States of America."},{"key":"e_1_2_1_31_1","volume-title":"Proceedings of DiGRA 2007: Situated Play, Digital Games Research Association","author":"Fron Janine","year":"2007","unstructured":"Janine Fron , Tracy Fullerton , Jacquelyn Ford Morie , and Celia Pearce . 2007 . The Hegemony of Play . In Proceedings of DiGRA 2007: Situated Play, Digital Games Research Association , Tokyo, JP. Janine Fron, Tracy Fullerton, Jacquelyn Ford Morie, and Celia Pearce. 2007. The Hegemony of Play. In Proceedings of DiGRA 2007: Situated Play, Digital Games Research Association, Tokyo, JP."},{"key":"e_1_2_1_32_1","volume-title":"Retrieved","author":"Gault M","year":"2018","unstructured":"M Gault . 2018 . Valve Has Removed a School Shooting Simulator From Steam, Calling the Developer a \"Troll.\" Vice . Retrieved December 22, 2021 from https:\/\/www.vice.com\/en\/article\/evkp3a\/active-shooter-removed-from-steam-by-valve M Gault. 2018. Valve Has Removed a School Shooting Simulator From Steam, Calling the Developer a \"Troll.\" Vice. Retrieved December 22, 2021 from https:\/\/www.vice.com\/en\/article\/evkp3a\/active-shooter-removed-from-steam-by-valve"},{"key":"e_1_2_1_33_1","doi-asserted-by":"publisher","DOI":"10.1177\/0146167209333045"},{"key":"e_1_2_1_34_1","volume-title":"Retrieved","author":"Gerblick J","year":"2019","unstructured":"J Gerblick . 2019 . Kojima is most proud of Death Stranding's \"positive\" shared-world multiplayer approach. gamesradar . Retrieved November 15, 2019 from https:\/\/www.gamesradar.com\/kojima-is-most-proud-of-death-strandings-positive-shared-world-multiplayer-approach\/ J Gerblick. 2019. Kojima is most proud of Death Stranding's \"positive\" shared-world multiplayer approach. gamesradar. Retrieved November 15, 2019 from https:\/\/www.gamesradar.com\/kojima-is-most-proud-of-death-strandings-positive-shared-world-multiplayer-approach\/"},{"key":"e_1_2_1_35_1","first-page":"28","article-title":"Trauma, empathy and complicity in The Last of Us Part II: playing as enemy characters","volume":"12","author":"Machado Gomes Rosana Ruas","year":"2020","unstructured":"Rosana Ruas Machado Gomes . 2020 . Trauma, empathy and complicity in The Last of Us Part II: playing as enemy characters . ANTARES: Letras e Humanidades 12 , 28 (December 2020), 167--185. Rosana Ruas Machado Gomes. 2020. Trauma, empathy and complicity in The Last of Us Part II: playing as enemy characters. ANTARES: Letras e Humanidades 12, 28 (December 2020), 167--185.","journal-title":"ANTARES: Letras e Humanidades"},{"key":"e_1_2_1_36_1","doi-asserted-by":"publisher","DOI":"10.1145\/2103354.2103378"},{"key":"e_1_2_1_37_1","volume-title":"Designing Games for Ethics: Models, Techniques and Frameworks","author":"Grace L","unstructured":"L Grace . 2010. Critical Gameplay - Design Techniques and Case Studies . In Designing Games for Ethics: Models, Techniques and Frameworks ( 1 st edition), K Schrier and D Gibson (eds.). Idea Group Inc (IGI) , United States of America, 128--141. L Grace. 2010. Critical Gameplay - Design Techniques and Case Studies. In Designing Games for Ethics: Models, Techniques and Frameworks (1st edition), K Schrier and D Gibson (eds.). Idea Group Inc (IGI), United States of America, 128--141.","edition":"1"},{"key":"e_1_2_1_38_1","doi-asserted-by":"publisher","DOI":"10.1177\/0146167213520459"},{"key":"e_1_2_1_39_1","doi-asserted-by":"publisher","DOI":"10.1037\/a0020194"},{"key":"e_1_2_1_40_1","volume-title":"Designing Games for Ethics: Models, Techniques and Frameworks","author":"Gunraj Andrea","year":"2019","unstructured":"Andrea Gunraj , Susana Ruiz , Ashley York , K Schrier , and D Gibson . 2011. Power to the People: Anti-Oppressive Game Design . In Designing Games for Ethics: Models, Techniques and Frameworks ( 1 st ed.). Information Science Reference, New York , 253--274. Retrieved May 23, 2019 from https:\/\/www.igi-global.com\/chapter\/power-people-anti-oppressive-game\/50743 Andrea Gunraj, Susana Ruiz, Ashley York, K Schrier, and D Gibson. 2011. Power to the People: Anti-Oppressive Game Design. In Designing Games for Ethics: Models, Techniques and Frameworks (1st ed.). Information Science Reference, New York, 253--274. Retrieved May 23, 2019 from https:\/\/www.igi-global.com\/chapter\/power-people-anti-oppressive-game\/50743","edition":"1"},{"key":"e_1_2_1_41_1","doi-asserted-by":"publisher","DOI":"10.1177\/1745691619863807"},{"key":"e_1_2_1_42_1","first-page":"10","article-title":"Superman vs. BAD Man","volume":"16","author":"Happ Christian","year":"2013","unstructured":"Christian Happ , Andr\u00e9 Melzer , and Georges Steffgen . 2013 . Superman vs. BAD Man ? The Effects of Empathy and Game Character in Violent Video Games. Cyberpsychology, Behavior, and Social Networking 16 , 10 (June 2013), 774--778. DOI:https:\/\/doi.org\/10.1089\/cyber.2012.0695 10.1089\/cyber.2012.0695 Christian Happ, Andr\u00e9 Melzer, and Georges Steffgen. 2013. Superman vs. BAD Man? The Effects of Empathy and Game Character in Violent Video Games. Cyberpsychology, Behavior, and Social Networking 16, 10 (June 2013), 774--778. DOI:https:\/\/doi.org\/10.1089\/cyber.2012.0695","journal-title":"Cyberpsychology, Behavior, and Social Networking"},{"key":"e_1_2_1_43_1","unstructured":"Harmonix. 2005. Guitar Hero. RedOctane Boston MA USA.  Harmonix. 2005. Guitar Hero. RedOctane Boston MA USA."},{"key":"e_1_2_1_44_1","volume-title":"Proceedings of the 7th International Conference on Games + Learning + Society Conference (GLS'11)","author":"Harrer Sabine","year":"2011","unstructured":"Sabine Harrer . 2011 . Game Design for Cultural Studies: An Experiential Approach to Critical Thinking . In Proceedings of the 7th International Conference on Games + Learning + Society Conference (GLS'11) , ETC Press, Pittsburgh, PA, 97--101. Retrieved June 12, 2019 from http:\/\/dl.acm.org\/citation.cfm?id=2206376.2206388 Sabine Harrer. 2011. Game Design for Cultural Studies: An Experiential Approach to Critical Thinking. In Proceedings of the 7th International Conference on Games + Learning + Society Conference (GLS'11), ETC Press, Pittsburgh, PA, 97--101. Retrieved June 12, 2019 from http:\/\/dl.acm.org\/citation.cfm?id=2206376.2206388"},{"key":"e_1_2_1_45_1","volume-title":"GGC 2017: Vulvas on the Tablet: Cunt Touch This (by Dr. Sabine Harrer)","author":"Harrer Sabine","year":"2017","unstructured":"Sabine Harrer . 2017 . GGC 2017: Vulvas on the Tablet: Cunt Touch This (by Dr. Sabine Harrer) . Uppsala University, Gotland. Retrieved July 31, 2019 from https:\/\/www.youtube.com\/watch?v=ZmnMYtyAl18 Sabine Harrer. 2017. GGC 2017: Vulvas on the Tablet: Cunt Touch This (by Dr. Sabine Harrer). Uppsala University, Gotland. Retrieved July 31, 2019 from https:\/\/www.youtube.com\/watch?v=ZmnMYtyAl18"},{"key":"e_1_2_1_46_1","volume-title":"GGC 2017: Grief Based Game Design (by Dr. Sabine Harrer)","author":"Harrer Sabine","year":"2017","unstructured":"Sabine Harrer . 2017 . GGC 2017: Grief Based Game Design (by Dr. Sabine Harrer) . Uppsala University, Gotland. Retrieved July 31, 2019 from https:\/\/www.youtube.com\/watch?v=ZmnMYtyAl18 Sabine Harrer. 2017. GGC 2017: Grief Based Game Design (by Dr. Sabine Harrer). Uppsala University, Gotland. Retrieved July 31, 2019 from https:\/\/www.youtube.com\/watch?v=ZmnMYtyAl18"},{"key":"e_1_2_1_47_1","doi-asserted-by":"publisher","DOI":"10.1145\/3316287.3316297"},{"key":"e_1_2_1_48_1","volume-title":"Proceedings of The Philosophy of Computer Games","author":"Harrer Sabine","year":"2015","unstructured":"Sabine Harrer and Martin Pichlmair . 2015 . Black Skin White Guns - Becoming Colonizer in Resident Evil 5 . In Proceedings of The Philosophy of Computer Games 2015, The Philosophy of Computer Games, Berlin, 16. Sabine Harrer and Martin Pichlmair. 2015. Black Skin White Guns - Becoming Colonizer in Resident Evil 5. In Proceedings of The Philosophy of Computer Games 2015, The Philosophy of Computer Games, Berlin, 16."},{"key":"e_1_2_1_49_1","doi-asserted-by":"publisher","DOI":"10.1080\/03637751.2014.922206"},{"key":"e_1_2_1_50_1","first-page":"4","article-title":"Similarity of Social Information Processes in Games and Rituals","volume":"43","author":"Tuomas Harviainen J.","year":"2012","unstructured":"J. Tuomas Harviainen and Andreas Lieberoth . 2012 . Similarity of Social Information Processes in Games and Rituals : Magical Interfaces. Simulation & Gaming 43 , 4 (August 2012), 528--549. DOI:https:\/\/doi.org\/10.1177\/1046878110392703 10.1177\/1046878110392703 J. Tuomas Harviainen and Andreas Lieberoth. 2012. Similarity of Social Information Processes in Games and Rituals: Magical Interfaces. Simulation & Gaming 43, 4 (August 2012), 528--549. DOI:https:\/\/doi.org\/10.1177\/1046878110392703","journal-title":"Magical Interfaces. Simulation & Gaming"},{"key":"e_1_2_1_51_1","volume-title":"Game Developer. Retrieved","author":"Herz J.C.","year":"2013","unstructured":"J.C. Herz . 2013 . A 15-year-old critique of the game industry that's still relevant today . Game Developer. Retrieved December 22, 2021 from https:\/\/www.gamedeveloper.com\/business\/a-15-year-old-critique-of-the-game-industry-that-s-still-relevant-today J.C. Herz. 2013. A 15-year-old critique of the game industry that's still relevant today. Game Developer. Retrieved December 22, 2021 from https:\/\/www.gamedeveloper.com\/business\/a-15-year-old-critique-of-the-game-industry-that-s-still-relevant-today"},{"key":"e_1_2_1_52_1","volume-title":"Jennifer Brandes Hepler, and Ann Lemay.","author":"Heussner Tobias","year":"2015","unstructured":"Tobias Heussner , Toiya Kristen Finley , Jennifer Brandes Hepler, and Ann Lemay. 2015 . The Game Narrative Toolbox. Focal Press , Burlington, MA. Tobias Heussner, Toiya Kristen Finley, Jennifer Brandes Hepler, and Ann Lemay. 2015. The Game Narrative Toolbox. Focal Press, Burlington, MA."},{"key":"e_1_2_1_53_1","volume-title":"Click Nothing. Retrieved","author":"Hocking C","year":"2007","unstructured":"C Hocking . 2007 . Ludonarrative Dissonance in Bioshock . Click Nothing. Retrieved December 17, 2021 from https:\/\/www.clicknothing.com\/click_nothing\/2007\/10\/ludonarrative-d.html C Hocking. 2007. Ludonarrative Dissonance in Bioshock. Click Nothing. Retrieved December 17, 2021 from https:\/\/www.clicknothing.com\/click_nothing\/2007\/10\/ludonarrative-d.html"},{"key":"e_1_2_1_54_1","volume-title":"Proceedings of DiGRA 2019 Conference: Games, Play and the Emerging Ludo-Mix, Digital Games Research Association","author":"Howell P","year":"2019","unstructured":"P Howell and B Stevens . 2019 . Epistemological Issues in Understanding Games Design, Play-Experience, and Reportage . In Proceedings of DiGRA 2019 Conference: Games, Play and the Emerging Ludo-Mix, Digital Games Research Association , Kyoto, Japan. Retrieved from http:\/\/www.digra.org\/wp-content\/uploads\/digital-library\/DiGRA_ 2019_paper_35.pdf P Howell and B Stevens. 2019. Epistemological Issues in Understanding Games Design, Play-Experience, and Reportage. In Proceedings of DiGRA 2019 Conference: Games, Play and the Emerging Ludo-Mix, Digital Games Research Association, Kyoto, Japan. Retrieved from http:\/\/www.digra.org\/wp-content\/uploads\/digital-library\/DiGRA_2019_paper_35.pdf"},{"volume-title":"Call of Duty: Modern Warfare 2","author":"Ward Infinity","key":"e_1_2_1_55_1","unstructured":"Infinity Ward . 2009. Call of Duty: Modern Warfare 2 . Activision, California . Infinity Ward. 2009. Call of Duty: Modern Warfare 2. Activision, California."},{"key":"e_1_2_1_56_1","volume-title":"How Games Move Us: Emotion by Design","author":"Isbister Katherine","unstructured":"Katherine Isbister . 2016. How Games Move Us: Emotion by Design ( 1 st edition ed.). The MIT Press , Cambridge, MA . Katherine Isbister. 2016. How Games Move Us: Emotion by Design (1st edition ed.). The MIT Press, Cambridge, MA.","edition":"1"},{"key":"e_1_2_1_57_1","volume-title":"The Empathy Exams: Essays","author":"Jamison Leslie","unstructured":"Leslie Jamison . 2014. The Empathy Exams: Essays ( 1 st Edition ed.). Graywolf Press , Minneapolis, MN . Leslie Jamison. 2014. The Empathy Exams: Essays (1st Edition ed.). Graywolf Press, Minneapolis, MN.","edition":"1"},{"key":"e_1_2_1_58_1","volume-title":"We Go By Jeep. Retrieved","author":"Jeep Tobias","year":"2008","unstructured":"Tobias Jeep . 2008 . GR . We Go By Jeep. Retrieved December 23, 2021 from http:\/\/jeepen.org\/games\/gr\/ Tobias Jeep. 2008. GR. We Go By Jeep. Retrieved December 23, 2021 from http:\/\/jeepen.org\/games\/gr\/"},{"key":"e_1_2_1_59_1","volume-title":"Developing an Empathy Spectrum for Games. Games and Culture (September","author":"Jerrett A","year":"2020","unstructured":"A Jerrett , Peter Howell , and Neil Dansey . 2020. Developing an Empathy Spectrum for Games. Games and Culture (September 2020 ). DOI:https:\/\/doi.org\/10.1177\/1555412020954019 10.1177\/1555412020954019 A Jerrett, Peter Howell, and Neil Dansey. 2020. Developing an Empathy Spectrum for Games. Games and Culture (September 2020). DOI:https:\/\/doi.org\/10.1177\/1555412020954019"},{"key":"e_1_2_1_60_1","first-page":"2","article-title":"The Positive Discomfort of Spec Ops: The Line","volume":"16","author":"J\u00f8rgensen Kristine","year":"2016","unstructured":"Kristine J\u00f8rgensen . 2016 . The Positive Discomfort of Spec Ops: The Line . Game Studies 16 , 2 (December 2016). Retrieved December 29, 2021 from http:\/\/gamestudies.org\/1602\/articles\/jorgensenkristine Kristine J\u00f8rgensen. 2016. The Positive Discomfort of Spec Ops: The Line. Game Studies 16, 2 (December 2016). Retrieved December 29, 2021 from http:\/\/gamestudies.org\/1602\/articles\/jorgensenkristine","journal-title":"Game Studies"},{"key":"e_1_2_1_61_1","doi-asserted-by":"publisher","DOI":"10.1073\/pnas.1115898108"},{"key":"e_1_2_1_62_1","volume-title":"Toward a General Theory of Action","author":"Kluckhohn C","unstructured":"C Kluckhohn . 1951. Values and Value-Orientations in the Theory of Action: An Exploration in Definition and Classification . In Toward a General Theory of Action ( 1 st ed.), C Parsons and E Shills (eds.). Harvard University Press , Cambridge, MA, 388--443. C Kluckhohn. 1951. Values and Value-Orientations in the Theory of Action: An Exploration in Definition and Classification. In Toward a General Theory of Action (1st ed.), C Parsons and E Shills (eds.). Harvard University Press, Cambridge, MA, 388--443.","edition":"1"},{"key":"e_1_2_1_63_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.chb.2015.07.034"},{"key":"e_1_2_1_64_1","volume-title":"PlayStation Blog. Retrieved","author":"Kojima H","year":"2019","unstructured":"H Kojima . 2019 . Death Stranding Available November 8 on PS4 . PlayStation Blog. Retrieved February 27, 2020 from https:\/\/blog.us.playstation.com\/2019\/05\/29\/death-stranding-available-november-8-on-ps4\/ H Kojima. 2019. Death Stranding Available November 8 on PS4. PlayStation Blog. Retrieved February 27, 2020 from https:\/\/blog.us.playstation.com\/2019\/05\/29\/death-stranding-available-november-8-on-ps4\/"},{"key":"e_1_2_1_65_1","unstructured":"H Kojima and A Sakamoto. 2019. Death Stranding. Kojima Productions Japan.  H Kojima and A Sakamoto. 2019. Death Stranding. Kojima Productions Japan."},{"volume-title":"Dance Dance Revolution","key":"e_1_2_1_66_1","unstructured":"Konami. 1998. Dance Dance Revolution . Konami , Tokyo, JP . Konami. 1998. Dance Dance Revolution. Konami, Tokyo, JP."},{"volume-title":"Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '16), ACM","author":"Kors Martijn J.L.","key":"e_1_2_1_67_1","unstructured":"Martijn J.L. Kors , Gabriele Ferri , Erik D. van der Spek, Cas Ketel, and Ben A.M. Schouten. 2016. A Breathtaking Journey. On the Design of an Empathy-Arousing Mixed-Reality Game . In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '16), ACM , New York, NY, 91--104. DOI:https:\/\/doi.org\/10.1145\/2967934.2968110 10.1145\/2967934.2968110 Martijn J.L. Kors, Gabriele Ferri, Erik D. van der Spek, Cas Ketel, and Ben A.M. Schouten. 2016. A Breathtaking Journey. On the Design of an Empathy-Arousing Mixed-Reality Game. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '16), ACM, New York, NY, 91--104. DOI:https:\/\/doi.org\/10.1145\/2967934.2968110"},{"key":"e_1_2_1_68_1","volume-title":"Theory of Fun for Game Design","author":"Koster Raph","unstructured":"Raph Koster . 2013. Theory of Fun for Game Design ( 2 nd ed.). O'Reilly Media, Inc. , California, FL . Raph Koster. 2013. Theory of Fun for Game Design (2nd ed.). O'Reilly Media, Inc., California, FL.","edition":"2"},{"key":"e_1_2_1_69_1","doi-asserted-by":"publisher","DOI":"10.1145\/2994310.2994362"},{"key":"e_1_2_1_70_1","volume-title":"A fantasy based in reality: Hellblade. Gaming the Mind. Retrieved","author":"Lam Sin Fai","year":"2021","unstructured":"Sin Fai Lam . 2017. A fantasy based in reality: Hellblade. Gaming the Mind. Retrieved May 4, 2021 from https:\/\/www.rcpsych.ac.uk\/news-and-features\/blogs\/detail\/cultural-blog\/2017\/06\/23\/a-fantasy-based-in-reality-how-service-user-and-specialist-input-informed-the-portrayal-of-psychosis-in-hellblade Sin Fai Lam. 2017. A fantasy based in reality: Hellblade. Gaming the Mind. Retrieved May 4, 2021 from https:\/\/www.rcpsych.ac.uk\/news-and-features\/blogs\/detail\/cultural-blog\/2017\/06\/23\/a-fantasy-based-in-reality-how-service-user-and-specialist-input-informed-the-portrayal-of-psychosis-in-hellblade"},{"key":"e_1_2_1_71_1","first-page":"1","article-title":"You're Just Gonna Be Nice\": How Players Engage with Moral Choice Systems","volume":"1","author":"Lange Amanda","year":"2014","unstructured":"Amanda Lange . 2014 . \" You're Just Gonna Be Nice\": How Players Engage with Moral Choice Systems . Journal of Games Criticism 1 , 1 (January 2014), 1--16. Amanda Lange. 2014. \"You're Just Gonna Be Nice\": How Players Engage with Moral Choice Systems. Journal of Games Criticism 1, 1 (January 2014), 1--16.","journal-title":"Journal of Games Criticism"},{"key":"e_1_2_1_72_1","volume-title":"Game Developers Conference","author":"Lawhead N","year":"2019","unstructured":"N Lawhead , J Sui , P Snow , K Snow , Jenny J Hsia , and N Freeman . 2019 . Personal Experiences as Games . Game Developers Conference , San Francisco, CA. Retrieved June 12, 2019 from https:\/\/www.gdcvault.com\/play\/1025675\/Personal-Experiences-as N Lawhead, J Sui, P Snow, K Snow, Jenny J Hsia, and N Freeman. 2019. Personal Experiences as Games. Game Developers Conference, San Francisco, CA. Retrieved June 12, 2019 from https:\/\/www.gdcvault.com\/play\/1025675\/Personal-Experiences-as"},{"key":"e_1_2_1_73_1","doi-asserted-by":"publisher","DOI":"10.1145\/985921.986068"},{"key":"e_1_2_1_74_1","doi-asserted-by":"publisher","DOI":"10.1016\/S2215-0366(14)70386-4"},{"key":"e_1_2_1_75_1","doi-asserted-by":"publisher","DOI":"10.4324\/9781315738680-1"},{"key":"e_1_2_1_76_1","doi-asserted-by":"publisher","DOI":"10.1145\/2702613.2732514"},{"key":"e_1_2_1_77_1","volume-title":"Chicory: A Colorful Tale. Finji, United States of America.","author":"Lobanov G","year":"2021","unstructured":"G Lobanov . 2021 . Chicory: A Colorful Tale. Finji, United States of America. G Lobanov. 2021. Chicory: A Colorful Tale. Finji, United States of America."},{"key":"e_1_2_1_78_1","volume-title":"The Psychology of Video Games. Retrieved","author":"Madigan J","year":"2019","unstructured":"J Madigan and Kelli N Dunlap . 2019 . Empathy in Video Games . The Psychology of Video Games. Retrieved May 20, 2020 from https:\/\/www.psychologyofgames.com\/2019\/07\/podcast-50-empathy-in-video-games\/ J Madigan and Kelli N Dunlap. 2019. Empathy in Video Games. The Psychology of Video Games. Retrieved May 20, 2020 from https:\/\/www.psychologyofgames.com\/2019\/07\/podcast-50-empathy-in-video-games\/"},{"key":"e_1_2_1_79_1","first-page":"3","article-title":"Pseudo-Gambling and Whaling: How Loot Boxes Pray on Vulnerable Populations and How to Curtail Future Predatory Behavior","volume":"15","author":"Mann Alexander","year":"2020","unstructured":"Alexander Mann . 2020 . Pseudo-Gambling and Whaling: How Loot Boxes Pray on Vulnerable Populations and How to Curtail Future Predatory Behavior . Washington Journal of Law, Technology & Arts 15 , 3 (April 2020), 200. Alexander Mann. 2020. Pseudo-Gambling and Whaling: How Loot Boxes Pray on Vulnerable Populations and How to Curtail Future Predatory Behavior. Washington Journal of Law, Technology & Arts 15, 3 (April 2020), 200.","journal-title":"Washington Journal of Law, Technology & Arts"},{"key":"e_1_2_1_80_1","first-page":"51","article-title":"Empathy in the Time of Technology: How Storytelling is the Key to Empathy","volume":"19","author":"Manney Patricia J.","year":"2008","unstructured":"Patricia J. Manney . 2008 . Empathy in the Time of Technology: How Storytelling is the Key to Empathy . Journal of Evolution & Technology 19 , 1 (2008), 51 -- 61 . Patricia J. Manney. 2008. Empathy in the Time of Technology: How Storytelling is the Key to Empathy. Journal of Evolution & Technology 19, 1 (2008), 51--61.","journal-title":"Journal of Evolution & Technology"},{"key":"e_1_2_1_81_1","volume-title":"Eurogamer. Retrieved","author":"Matulef Jeffrey","year":"2013","unstructured":"Jeffrey Matulef . 2013 . Amnesia: A Machine for Pigs writer describes disturbing cut content . Eurogamer. Retrieved December 30, 2021 from https:\/\/www.eurogamer.net\/articles\/2013-09--27-amnesia-a-machine-for-pigs-writer-describes-disturbing-cut-content Jeffrey Matulef. 2013. Amnesia: A Machine for Pigs writer describes disturbing cut content. Eurogamer. Retrieved December 30, 2021 from https:\/\/www.eurogamer.net\/articles\/2013-09--27-amnesia-a-machine-for-pigs-writer-describes-disturbing-cut-content"},{"key":"e_1_2_1_82_1","volume-title":"Making Them Care: The Narrative Burden for Creating Empathy. Game Developers Conference","author":"McDonald Heidi","year":"2018","unstructured":"Heidi McDonald . 2018 . Making Them Care: The Narrative Burden for Creating Empathy. Game Developers Conference , San Francisco, CA. Retrieved June 12, 2019 from https:\/\/www.gdcvault.com\/play\/1025424\/Making-Them-Care-The-Narrative Heidi McDonald. 2018. Making Them Care: The Narrative Burden for Creating Empathy. Game Developers Conference, San Francisco, CA. Retrieved June 12, 2019 from https:\/\/www.gdcvault.com\/play\/1025424\/Making-Them-Care-The-Narrative"},{"key":"e_1_2_1_83_1","volume-title":"The Ecology of Games: Connecting Youth","author":"McGonigal Jane","year":"2010","unstructured":"Jane McGonigal . 2007. Why I Love Bees: A Case Study in Collective Intelligence Gaming . In The Ecology of Games: Connecting Youth , Games, and Learning, Katie Salen (ed.). MIT Press , Cambridge , 199--227. Retrieved January 22, 2010 from http:\/\/mitpress2.mit.edu\/books\/chapters\/0262195755chap9.pdf Jane McGonigal. 2007. Why I Love Bees: A Case Study in Collective Intelligence Gaming. In The Ecology of Games: Connecting Youth, Games, and Learning, Katie Salen (ed.). MIT Press, Cambridge, 199--227. Retrieved January 22, 2010 from http:\/\/mitpress2.mit.edu\/books\/chapters\/0262195755chap9.pdf"},{"key":"e_1_2_1_84_1","volume-title":"Retrieved","author":"McGonigal Jane","year":"2010","unstructured":"Jane McGonigal . 2010 . Urgent Evoke: What Went Right, What Went Wrong: Lessons from Season 1 of EVOKE . Retrieved March 23, 2015 from http:\/\/blog.urgentevoke.net\/2010\/07\/26\/what-went-right-what-went-wrong-lessons-from-season-1-evoke1\/ Jane McGonigal. 2010. Urgent Evoke: What Went Right, What Went Wrong: Lessons from Season 1 of EVOKE. Retrieved March 23, 2015 from http:\/\/blog.urgentevoke.net\/2010\/07\/26\/what-went-right-what-went-wrong-lessons-from-season-1-evoke1\/"},{"key":"e_1_2_1_85_1","volume-title":"Disruptive Effects Conference","author":"McGonigal Jane","year":"2010","unstructured":"Jane McGonigal . 2010 . World Without Oil (game recap) . Disruptive Effects Conference , University of Minnesota. Retrieved July 26, 2021 from https:\/\/www.youtube.com\/watch?v=WbBpC3AYZxU Jane McGonigal. 2010. World Without Oil (game recap). Disruptive Effects Conference, University of Minnesota. Retrieved July 26, 2021 from https:\/\/www.youtube.com\/watch?v=WbBpC3AYZxU"},{"volume-title":"Reality is broken: why games make us better and how they can change the world","author":"McGonigal Jane","key":"e_1_2_1_86_1","unstructured":"Jane McGonigal . 2011. Reality is broken: why games make us better and how they can change the world . Penguin Press , New York . Jane McGonigal. 2011. Reality is broken: why games make us better and how they can change the world. Penguin Press, New York."},{"key":"e_1_2_1_87_1","volume-title":"TEDGlobal. Retrieved","author":"McGonigal Jane","year":"2012","unstructured":"Jane McGonigal . 2012 . The game that can give you 10 extra years of life. TED , TEDGlobal. Retrieved February 26, 2019 from https:\/\/www.ted.com\/talks\/jane_mcgonigal_the_game_that_can_give_you_10_extra_years_of_life?language=en Jane McGonigal. 2012. The game that can give you 10 extra years of life. TED, TEDGlobal. Retrieved February 26, 2019 from https:\/\/www.ted.com\/talks\/jane_mcgonigal_the_game_that_can_give_you_10_extra_years_of_life?language=en"},{"key":"e_1_2_1_88_1","volume-title":"SuperBetter: How a gameful life can make you stronger, happier, braver and more resilient","author":"McGonigal Jane","unstructured":"Jane McGonigal . 2016. SuperBetter: How a gameful life can make you stronger, happier, braver and more resilient ( 1 st ed.). HarperCollins, London , UK. Jane McGonigal. 2016. SuperBetter: How a gameful life can make you stronger, happier, braver and more resilient (1st ed.). HarperCollins, London, UK.","edition":"1"},{"key":"e_1_2_1_89_1","unstructured":"A Miklik and J Harr. 2016. You Feel Like Shit. Amanda Miklik Coaching + Consulting United States of America.  A Miklik and J Harr. 2016. You Feel Like Shit. Amanda Miklik Coaching + Consulting United States of America."},{"volume-title":"The Positive Negative Experience in Extreme Role-Playing","author":"Montola M","key":"e_1_2_1_90_1","unstructured":"M Montola . 2014. The Positive Negative Experience in Extreme Role-Playing . In The Foundation Stone of Nordic Larp (1st ed.), Eleanor Saitta, Marie Holm-Andersen and Jon Back (eds.). Knutpunkt, Sweden , 152--166. M Montola. 2014. The Positive Negative Experience in Extreme Role-Playing. In The Foundation Stone of Nordic Larp (1st ed.), Eleanor Saitta, Marie Holm-Andersen and Jon Back (eds.). Knutpunkt, Sweden, 152--166."},{"key":"e_1_2_1_91_1","volume-title":"Uncharted: Drake's Fortune. Naughty Dog","author":"Dog Naughty","year":"2007","unstructured":"Naughty Dog . 2007 . Uncharted: Drake's Fortune. Naughty Dog , Santa Monica, CA . Naughty Dog. 2007. Uncharted: Drake's Fortune. Naughty Dog, Santa Monica, CA."},{"volume-title":"The Last of Us Part II. Naughty Dog","author":"Dog Naughty","key":"e_1_2_1_92_1","unstructured":"Naughty Dog . 2020. The Last of Us Part II. Naughty Dog , Santa Monica, CA . Naughty Dog. 2020. The Last of Us Part II. Naughty Dog, Santa Monica, CA."},{"key":"e_1_2_1_93_1","volume-title":"Hellblade: Senua's Sacrifice. Ninja Theory","author":"Theory Ninja","year":"2017","unstructured":"Ninja Theory . 2017 . Hellblade: Senua's Sacrifice. Ninja Theory , Cambridge , UK. Ninja Theory. 2017. Hellblade: Senua's Sacrifice. Ninja Theory, Cambridge, UK."},{"key":"e_1_2_1_94_1","volume-title":"Animal Crossing: New Horizons. Nintendo, Kyoto, JP.","author":"Nintendo","year":"2020","unstructured":"Nintendo EPD. 2020 . Animal Crossing: New Horizons. Nintendo, Kyoto, JP. Nintendo EPD. 2020. Animal Crossing: New Horizons. Nintendo, Kyoto, JP."},{"key":"e_1_2_1_95_1","volume-title":"Retrieved","author":"Nissenbaum Helen","year":"2014","unstructured":"Helen Nissenbaum and Mary Flanagan . 2014 . Curriculum: Values At Play . Retrieved December 21, 2021 from https:\/\/www.valuesatplay.org\/curriculum Helen Nissenbaum and Mary Flanagan. 2014. Curriculum: Values At Play. Retrieved December 21, 2021 from https:\/\/www.valuesatplay.org\/curriculum"},{"key":"e_1_2_1_96_1","first-page":"35","article-title":"A classification of business models in video game industry","volume":"17","author":"Osathanunkul C","year":"2015","unstructured":"C Osathanunkul . 2015 . A classification of business models in video game industry . International Journal of Management Cases 17 , 1 (2015), 35 -- 34 . C Osathanunkul. 2015. A classification of business models in video game industry. International Journal of Management Cases 17, 1 (2015), 35--4.","journal-title":"International Journal of Management Cases"},{"key":"e_1_2_1_97_1","volume-title":"Peace Journalism in Times of War","author":"Ottosen R","unstructured":"R Ottosen . 2017. Video games as war propaganda: Can peace journalism offer an alternative approach . In Peace Journalism in Times of War ( 2 nd ed.), Majid Tehranian and Susan Dente Ross (eds.). Routledge , New York, NY, 91--99. R Ottosen. 2017. Video games as war propaganda: Can peace journalism offer an alternative approach. In Peace Journalism in Times of War (2nd ed.), Majid Tehranian and Susan Dente Ross (eds.). Routledge, New York, NY, 91--99.","edition":"2"},{"key":"e_1_2_1_98_1","doi-asserted-by":"publisher","DOI":"10.1145\/3025453.3025871"},{"key":"e_1_2_1_99_1","unstructured":"Vijay Pande T Derner and P Eastman. 2020. Covid19 -- Folding@home. Folding@Home. Retrieved May 6 2020 from https:\/\/foldingathome.org\/covid19\/  Vijay Pande T Derner and P Eastman. 2020. Covid19 -- Folding@home. Folding@Home. Retrieved May 6 2020 from https:\/\/foldingathome.org\/covid19\/"},{"key":"e_1_2_1_100_1","doi-asserted-by":"publisher","DOI":"10.1371\/journal.pcbi.1003149"},{"key":"e_1_2_1_101_1","doi-asserted-by":"publisher","DOI":"10.3389\/fcomp.2021.531713"},{"key":"e_1_2_1_102_1","unstructured":"Z Quinn and P Lindsey. 2013. Depression Quest. The Quinnspiracy United States of America.  Z Quinn and P Lindsey. 2013. Depression Quest. The Quinnspiracy United States of America."},{"key":"e_1_2_1_103_1","volume-title":"New York Post. Retrieved","author":"Rogers James","year":"2019","unstructured":"James Rogers . 2019 . Sick \"Rape Day' video game sparks global outrage . New York Post. Retrieved December 22, 2021 from https:\/\/nypost.com\/2019\/03\/08\/sick-rape-day-video-game-sparks-global-outrage\/ James Rogers. 2019. Sick \"Rape Day' video game sparks global outrage. New York Post. Retrieved December 22, 2021 from https:\/\/nypost.com\/2019\/03\/08\/sick-rape-day-video-game-sparks-global-outrage\/"},{"key":"e_1_2_1_104_1","volume-title":"The nature of human values","author":"Rokeach Milton","unstructured":"Milton Rokeach . 1973. The nature of human values ( 1 st ed.). Free Press , New York, NY , US. Milton Rokeach. 1973. The nature of human values (1st ed.). Free Press, New York, NY, US.","edition":"1"},{"key":"e_1_2_1_105_1","volume-title":"Galway. Retrieved","author":"Romero B","year":"2016","unstructured":"B Romero . 2016 . Are Games Art? Ted , Galway. Retrieved September 28, 2020 from https:\/\/www.youtube.com\/watch?v=L5sBdR4-GGM&ab_channel=TEDxTalks B Romero. 2016. Are Games Art? Ted, Galway. Retrieved September 28, 2020 from https:\/\/www.youtube.com\/watch?v=L5sBdR4-GGM&ab_channel=TEDxTalks"},{"key":"e_1_2_1_106_1","volume-title":"Brenda Romero. Retrieved","author":"Romero B","year":"2019","unstructured":"B Romero . 2019 . Work . Brenda Romero. Retrieved June 13, 2019 from http:\/\/brenda.games\/work-1 B Romero. 2019. Work. Brenda Romero. Retrieved June 13, 2019 from http:\/\/brenda.games\/work-1"},{"key":"e_1_2_1_107_1","doi-asserted-by":"publisher","DOI":"10.1177\/1367877920950323"},{"key":"e_1_2_1_108_1","volume-title":"Making Deep Games: Designing Games with Meaning and Purpose","author":"Rusch D","unstructured":"D Rusch . 2017. Making Deep Games: Designing Games with Meaning and Purpose ( 1 st edition ed.). Routledge, Boca Raton , FL. D Rusch. 2017. Making Deep Games: Designing Games with Meaning and Purpose (1st edition ed.). Routledge, Boca Raton, FL.","edition":"1"},{"key":"e_1_2_1_109_1","volume-title":"Searching for Bliss","author":"Rusch D","year":"2019","unstructured":"D Rusch . 2018. Existential Game Design - Lost in the Woods , Searching for Bliss . Uppsala University , Gotland . Retrieved June 12, 2019 from https:\/\/www.youtube.com\/watch?v=oeJnT9nMNyM D Rusch. 2018. Existential Game Design - Lost in the Woods, Searching for Bliss. Uppsala University, Gotland. Retrieved June 12, 2019 from https:\/\/www.youtube.com\/watch?v=oeJnT9nMNyM"},{"key":"e_1_2_1_110_1","doi-asserted-by":"publisher","DOI":"10.1145\/2282338.2282389"},{"key":"e_1_2_1_111_1","volume-title":"Empathy Engines: Design Games That Are Personal, Political, And Profound","author":"Sampat E","year":"2017","unstructured":"E Sampat . 2017 . Empathy Engines: Design Games That Are Personal, Political, And Profound ( 2 nd ed.). CreateSpace Independent Publishing Platform , United States of America. Retrieved June 12, 2019 from https:\/\/elizabethsampat.itch.io\/empathy-engines E Sampat. 2017. Empathy Engines: Design Games That Are Personal, Political, And Profound (2nd ed.). CreateSpace Independent Publishing Platform, United States of America. Retrieved June 12, 2019 from https:\/\/elizabethsampat.itch.io\/empathy-engines","edition":"2"},{"key":"e_1_2_1_112_1","first-page":"17","article-title":"No Going Back\": The Telltale Model as Thought Experiment","volume":"9","author":"Sarian Antranig Arek","year":"2018","unstructured":"Antranig Arek Sarian . 2018 . \" No Going Back\": The Telltale Model as Thought Experiment . Eludamos. Journal for Computer Game Culture 9 , 1 (2018), 17 . Antranig Arek Sarian. 2018. \"No Going Back\": The Telltale Model as Thought Experiment. Eludamos. Journal for Computer Game Culture 9, 1 (2018), 17.","journal-title":"Journal for Computer Game Culture"},{"key":"e_1_2_1_113_1","volume-title":"Feminist Frequency. Retrieved","author":"Sarkeesian A","year":"2013","unstructured":"A Sarkeesian and E Adams . 2013 . Tropes vs Women in Video Games . Feminist Frequency. Retrieved November 11, 2019 from https:\/\/feministfrequency.com\/tag\/tropes-vs-women-in-video-games\/ A Sarkeesian and E Adams. 2013. Tropes vs Women in Video Games. Feminist Frequency. Retrieved November 11, 2019 from https:\/\/feministfrequency.com\/tag\/tropes-vs-women-in-video-games\/"},{"volume-title":"The Art of Game Design: A Book of Lenses","author":"Schell Jesse","key":"e_1_2_1_114_1","unstructured":"Jesse Schell . 2014. The Art of Game Design: A Book of Lenses (Second Edition ed.). CRC Press , Boca Raton, FL . Jesse Schell. 2014. The Art of Game Design: A Book of Lenses (Second Edition ed.). CRC Press, Boca Raton, FL."},{"key":"e_1_2_1_115_1","volume-title":"The Reflective Practitioner?: How Professionals Think in Action","author":"Sch\u00f6n Donald A.","unstructured":"Donald A. Sch\u00f6n . 1983. The Reflective Practitioner?: How Professionals Think in Action ( 1 st ed.). Routledge, London , UK. DOI :https:\/\/doi.org\/10.4324\/9781315237473 10.4324\/9781315237473 Donald A. Sch\u00f6n. 1983. The Reflective Practitioner?: How Professionals Think in Action (1st ed.). Routledge, London, UK. DOI:https:\/\/doi.org\/10.4324\/9781315237473","edition":"1"},{"key":"e_1_2_1_116_1","volume-title":"Confronting Games and Ethics: Challenging Students to Be Critical Designers","author":"Schrier K","year":"2019","unstructured":"K Schrier . 2017. Confronting Games and Ethics: Challenging Students to Be Critical Designers . San Francisco, CA . Retrieved May 21, 2019 from https:\/\/www.gdcvault.com\/play\/1024214\/Confronting-Games-and-Ethics-Challenging K Schrier. 2017. Confronting Games and Ethics: Challenging Students to Be Critical Designers. San Francisco, CA. Retrieved May 21, 2019 from https:\/\/www.gdcvault.com\/play\/1024214\/Confronting-Games-and-Ethics-Challenging"},{"key":"e_1_2_1_117_1","volume-title":"Designing Ourselves: Identity, Bias, Empathy and Game Design","author":"Schrier K","year":"2019","unstructured":"K Schrier . 2019 . Designing Ourselves: Identity, Bias, Empathy and Game Design . Center of Technology and Society, San Francisco , CA. Retrieved June 24, 2019 from https:\/\/www.adl.org\/media\/13011\/download K Schrier. 2019. Designing Ourselves: Identity, Bias, Empathy and Game Design. Center of Technology and Society, San Francisco, CA. Retrieved June 24, 2019 from https:\/\/www.adl.org\/media\/13011\/download"},{"key":"e_1_2_1_118_1","doi-asserted-by":"crossref","unstructured":"K Schrier and D Gibson (Eds.). 2010. Designing Games for Ethics: Models Techniques and Frameworks (1st edition ed.). IGI Global New York.  K Schrier and D Gibson (Eds.). 2010. Designing Games for Ethics: Models Techniques and Frameworks (1st edition ed.). IGI Global New York.","DOI":"10.4018\/978-1-60960-120-1"},{"key":"e_1_2_1_119_1","doi-asserted-by":"publisher","DOI":"10.1386\/jgvw_00036_1"},{"volume-title":"Of Games and God: A Christian Exploration of Video Games","author":"Schut Kevin","key":"e_1_2_1_120_1","unstructured":"Kevin Schut . 2013. Of Games and God: A Christian Exploration of Video Games . Baker Books . Kevin Schut. 2013. Of Games and God: A Christian Exploration of Video Games. Baker Books."},{"key":"e_1_2_1_121_1","first-page":"1","article-title":"Where is the Queerness in Games?: Types of Lesbian, Gay, Bisexual, Transgender, and Queer Content in Digital Games","volume":"10","author":"Shaw Adrienne","year":"2016","unstructured":"Adrienne Shaw and Elizaveta Friesem . 2016 . Where is the Queerness in Games?: Types of Lesbian, Gay, Bisexual, Transgender, and Queer Content in Digital Games . International Journal of Communication 10 , 1 (July 2016), 13. Adrienne Shaw and Elizaveta Friesem. 2016. Where is the Queerness in Games?: Types of Lesbian, Gay, Bisexual, Transgender, and Queer Content in Digital Games. International Journal of Communication 10, 1 (July 2016), 13.","journal-title":"International Journal of Communication"},{"key":"e_1_2_1_122_1","volume-title":"Values and Ethics in Human-computer Interaction. Foundations and Trends\u00ae in Human-Computer Interaction 12, 2","author":"Shilton Katie","year":"2018","unstructured":"Katie Shilton . 2018. Values and Ethics in Human-computer Interaction. Foundations and Trends\u00ae in Human-Computer Interaction 12, 2 ( 2018 ), 107--171. Katie Shilton. 2018. Values and Ethics in Human-computer Interaction. Foundations and Trends\u00ae in Human-Computer Interaction 12, 2 (2018), 107--171."},{"key":"e_1_2_1_123_1","volume-title":"The Ethics of Computer Games","author":"Sicart Miguel","unstructured":"Miguel Sicart . 2011. The Ethics of Computer Games ( 1 st ed.). MIT Press, Cambridge , MA. Miguel Sicart. 2011. The Ethics of Computer Games (1st ed.). MIT Press, Cambridge, MA.","edition":"1"},{"key":"e_1_2_1_124_1","unstructured":"J. A Simpson and E. S. C Weiner (Eds.). 1993. Oxford English Dictionary (Second Edition ed.). Oxford University Press Oxford NY.  J. A Simpson and E. S. C Weiner (Eds.). 1993. Oxford English Dictionary (Second Edition ed.). Oxford University Press Oxford NY."},{"key":"e_1_2_1_125_1","volume-title":"Transmedia Practice: A Collective Approach","author":"Southerton Clare","year":"2021","unstructured":"Clare Southerton . 2014. Zombies, Run! Rethinking Immersion in Light of Nontraditional Gaming Contexts . In Transmedia Practice: A Collective Approach ( 1 st ed.). Brill , Leiden, NL , 131--141. Retrieved July 16, 2021 from https:\/\/brill.com\/view\/book\/edcoll\/9781848882614\/BP000013.xml Clare Southerton. 2014. Zombies, Run! Rethinking Immersion in Light of Nontraditional Gaming Contexts. In Transmedia Practice: A Collective Approach (1st ed.). Brill, Leiden, NL, 131--141. Retrieved July 16, 2021 from https:\/\/brill.com\/view\/book\/edcoll\/9781848882614\/BP000013.xml","edition":"1"},{"key":"e_1_2_1_126_1","volume-title":"Life is Strange: True Colors. Life is Strange: True Colors. Retrieved","author":"Enix Square","year":"2021","unstructured":"Square Enix . 2021. Life is Strange: True Colors. Life is Strange: True Colors. Retrieved May 4, 2021 from https:\/\/lifeisstrange.square-enix-games.com\/ Square Enix. 2021. Life is Strange: True Colors. Life is Strange: True Colors. Retrieved May 4, 2021 from https:\/\/lifeisstrange.square-enix-games.com\/"},{"key":"e_1_2_1_127_1","doi-asserted-by":"publisher","DOI":"10.1024\/1421-0185.67.1.41"},{"volume-title":"Role-Playing Game Studies","author":"Stenros Jaakko","key":"e_1_2_1_128_1","unstructured":"Jaakko Stenros and Sarah Lynne Bowman . 2018. Transgressive Role-Play . In Role-Playing Game Studies . Routledge . Jaakko Stenros and Sarah Lynne Bowman. 2018. Transgressive Role-Play. In Role-Playing Game Studies. Routledge."},{"key":"e_1_2_1_129_1","volume-title":"The Guardian. Retrieved","author":"Stuart Keith","year":"2013","unstructured":"Keith Stuart . 2013 . Luxuria Superbia -- a game about sex and giving . The Guardian. Retrieved December 30, 2021 from https:\/\/www.theguardian.com\/technology\/gamesblog\/2013\/nov\/06\/luxuria-superbia-the-game-you-please Keith Stuart. 2013. Luxuria Superbia -- a game about sex and giving. The Guardian. Retrieved December 30, 2021 from https:\/\/www.theguardian.com\/technology\/gamesblog\/2013\/nov\/06\/luxuria-superbia-the-game-you-please"},{"key":"e_1_2_1_130_1","doi-asserted-by":"publisher","DOI":"10.3138\/9781487574338"},{"key":"e_1_2_1_131_1","volume-title":"Retrieved","author":"Taylor H","year":"2018","unstructured":"H Taylor . 2018 . Valve banning \"child exploitation\" games from Steam. GamesIndustry.biz . Retrieved December 22, 2021 from https:\/\/www.gamesindustry.biz\/articles\/2018--12--10-valve-banning-child-exploitation-games-from-steam H Taylor. 2018. Valve banning \"child exploitation\" games from Steam. GamesIndustry.biz. Retrieved December 22, 2021 from https:\/\/www.gamesindustry.biz\/articles\/2018--12--10-valve-banning-child-exploitation-games-from-steam"},{"volume-title":"The Walking Dead: Season One. Telltale Games","author":"Games Telltale","key":"e_1_2_1_132_1","unstructured":"Telltale Games . 2012. The Walking Dead: Season One. Telltale Games , San Rafael , California . Telltale Games. 2012. The Walking Dead: Season One. Telltale Games, San Rafael, California."},{"key":"e_1_2_1_133_1","doi-asserted-by":"publisher","DOI":"10.1016\/S1364-6613(03)00135-9"},{"volume-title":"Cunt Touch This. The Copenhagen Game Collective","author":"Game Collective The Copenhagen","key":"e_1_2_1_134_1","unstructured":"The Copenhagen Game Collective . 2015. Cunt Touch This. The Copenhagen Game Collective , Copenhagen . The Copenhagen Game Collective. 2015. Cunt Touch This. The Copenhagen Game Collective, Copenhagen."},{"volume-title":"Steam. Retrieved","year":"2018","key":"e_1_2_1_135_1","unstructured":"Valve. 2018 . Who Gets To Be On The Steam Store ? Steam. Retrieved December 22, 2021 from https:\/\/store.steampowered.com\/news\/group\/27766192\/view\/ Valve. 2018. Who Gets To Be On The Steam Store? Steam. Retrieved December 22, 2021 from https:\/\/store.steampowered.com\/news\/group\/27766192\/view\/"},{"volume-title":"Steam. Retrieved","year":"2019","key":"e_1_2_1_136_1","unstructured":"Valve. 2019 . Rape Day will not ship on Steam . Steam. Retrieved December 22, 2021 from https:\/\/store.steampowered.com\/news\/group\/27766192\/view\/ Valve. 2019. Rape Day will not ship on Steam. Steam. Retrieved December 22, 2021 from https:\/\/store.steampowered.com\/news\/group\/27766192\/view\/"},{"volume-title":"Steamworks. Retrieved","year":"2021","key":"e_1_2_1_137_1","unstructured":"Valve. 2021 . Onboarding . Steamworks. Retrieved December 22, 2021 from https:\/\/partner.steamgames.com\/doc\/gettingstarted\/onboarding Valve. 2021. Onboarding. Steamworks. Retrieved December 22, 2021 from https:\/\/partner.steamgames.com\/doc\/gettingstarted\/onboarding"},{"key":"e_1_2_1_138_1","volume-title":"Capitalist or Comrade? On Nook Discourse and the Millennial Housing Crisis. loading 13, 22","author":"Vossen Emma","year":"2020","unstructured":"Emma Vossen . 2020. Tom Nook , Capitalist or Comrade? On Nook Discourse and the Millennial Housing Crisis. loading 13, 22 ( 2020 ), 109--134. DOI:https:\/\/doi.org\/10.7202\/1075266ar 10.7202\/1075266ar Emma Vossen. 2020. Tom Nook, Capitalist or Comrade? On Nook Discourse and the Millennial Housing Crisis. loading 13, 22 (2020), 109--134. DOI:https:\/\/doi.org\/10.7202\/1075266ar"},{"key":"e_1_2_1_139_1","doi-asserted-by":"publisher","DOI":"10.1386\/jgvw_00017_1"},{"key":"e_1_2_1_140_1","first-page":"121","article-title":"Do Artifacts Have Politics","volume":"109","author":"Winner Langdon","year":"1980","unstructured":"Langdon Winner . 1980 . Do Artifacts Have Politics ? Daedalus 109 , 1 (1980), 121 -- 136 . Langdon Winner. 1980. Do Artifacts Have Politics? Daedalus 109, 1 (1980), 121--136.","journal-title":"Daedalus"},{"key":"e_1_2_1_141_1","volume-title":"Spec Ops: The Line.","author":"Development Yager","year":"2012","unstructured":"Yager Development . 2012 . Spec Ops: The Line. Yager Development , Germany . Yager Development. 2012. Spec Ops: The Line. Yager Development, Germany."},{"key":"e_1_2_1_142_1","volume-title":"Proceedings of the 8th International Conference on the Foundations of Digital Games, Foundations of Digital Games 2013","author":"Zagal Jos\u00e9 P.","year":"2013","unstructured":"Jos\u00e9 P. Zagal , Staffan Bj\u00f6rk , and Chris Lewis . 2013 . Dark Patterns in the Design of Games . In Proceedings of the 8th International Conference on the Foundations of Digital Games, Foundations of Digital Games 2013 , Chania, GR, 39--46. Retrieved December 31, 2021 from http:\/\/urn.kb.se\/resolve?urn=urn:nbn:se:ri:diva-24252 Jos\u00e9 P. Zagal, Staffan Bj\u00f6rk, and Chris Lewis. 2013. Dark Patterns in the Design of Games. In Proceedings of the 8th International Conference on the Foundations of Digital Games, Foundations of Digital Games 2013, Chania, GR, 39--46. Retrieved December 31, 2021 from http:\/\/urn.kb.se\/resolve?urn=urn:nbn:se:ri:diva-24252"}],"container-title":["Proceedings of the ACM on Human-Computer Interaction"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3549520","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3549520","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,17]],"date-time":"2025-06-17T19:00:11Z","timestamp":1750186811000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3549520"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2022,10,25]]},"references-count":142,"journal-issue":{"issue":"CHI PLAY","published-print":{"date-parts":[[2022,10,25]]}},"alternative-id":["10.1145\/3549520"],"URL":"https:\/\/doi.org\/10.1145\/3549520","relation":{},"ISSN":["2573-0142"],"issn-type":[{"type":"electronic","value":"2573-0142"}],"subject":[],"published":{"date-parts":[[2022,10,25]]},"assertion":[{"value":"2022-10-31","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}