'There's No Winning, Just Decision-Making': Prospective and Current Government Workers' Morality in Serious Gameplay
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| Title: | 'There's No Winning, Just Decision-Making': Prospective and Current Government Workers' Morality in Serious Gameplay |
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| Language: | English |
| Authors: | Rafael Leonardo da Silva |
| Source: | Journal of Interactive Learning Research. 2026 37(1):37-63. |
| Availability: | Association for the Advancement of Computing in Education. P.O. Box 719, Waynesville, NC 28786. Tel: 828-246-9558; Fax: 828-246-9557; e-mail: info@aace.org; Web site: http://www.aace.org |
| Peer Reviewed: | Y |
| Page Count: | 27 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Research |
| Descriptors: | Decision Making, Government Employees, Moral Values, Accountability, Empathy, Professional Identity, Policy, Ethics, Educational Games |
| DOI: | 10.70725/865072bepkgn |
| ISSN: | 1093-023X |
| Abstract: | This qualitative study investigates how prospective and current government workers engage in moral decision-making during collective serious gameplay. While prior research has explored individual moral reasoning in games, less is known about how professionals negotiate dilemmas in group contexts shaped by accountability, empathy, and professional identity. Drawing on three collective play sessions of a custom-designed, narrative-based visual novel simulating an unethical hiring scenario in government, as well as follow-up semi-structured interviews (n=5), this study examines participants' decision-making processes. Data were analyzed through narrative mapping and thematic analysis. Findings indicate that participants predominantly grounded their decisions in policies and procedures, while also drawing on personal ethics and prior workplace experiences. Collective play fostered dialogue, challenged assumptions, and facilitated consensus, but also reinforced reliance on established rules rather than promoting emotional engagement. Although participants expressed empathy toward the main character's struggles, these considerations did not influence decisions. The study contributes to research on moral reasoning in serious games by highlighting the importance of identity, context, and accountability in collective game play. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1502052 |
| Database: | ERIC |
| Abstract: | This qualitative study investigates how prospective and current government workers engage in moral decision-making during collective serious gameplay. While prior research has explored individual moral reasoning in games, less is known about how professionals negotiate dilemmas in group contexts shaped by accountability, empathy, and professional identity. Drawing on three collective play sessions of a custom-designed, narrative-based visual novel simulating an unethical hiring scenario in government, as well as follow-up semi-structured interviews (n=5), this study examines participants' decision-making processes. Data were analyzed through narrative mapping and thematic analysis. Findings indicate that participants predominantly grounded their decisions in policies and procedures, while also drawing on personal ethics and prior workplace experiences. Collective play fostered dialogue, challenged assumptions, and facilitated consensus, but also reinforced reliance on established rules rather than promoting emotional engagement. Although participants expressed empathy toward the main character's struggles, these considerations did not influence decisions. The study contributes to research on moral reasoning in serious games by highlighting the importance of identity, context, and accountability in collective game play. |
|---|---|
| ISSN: | 1093-023X |
| DOI: | 10.70725/865072bepkgn |