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Seeds: role-play, medical drama, and ethical exploration
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Seeds: role-play, medical drama, and ethical exploration

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Content 







SEEDS:  
ROLE‐PLAY,
MEDICAL
DRAMA,
AND
ETHICAL
EXPLORATION









by  




Nahil
T.
Sharkasi













A
Thesis
Presented
to
the  
FACULTY
OF
THE
USC
SCHOOL
OF
CINEMATIC
ARTS

UNIVERSITY
OF
SOUTHERN
CALIFORNIA

In
Partial
Fulfillment
of
the

Requirements
for
the
Degree

MASTER
OF
FINE
ARTS

(INTERACTIVE
MEDIA)  
   
     

May
2010













Copyright
2010                          Nahil
T.
Sharkasi


ii
Acknowledgements



I
would
like
to
faculty,
staff
and
students
of
the
Interactive
Media
Division
for

their
support
of  Seeds.  Thank
you
to
Fox
Interactive
for
granting
me
the
2009
Fox

Interactive
Thesis
Fellowship
to
fund
this
project.  Thank
you
my
advisors
Tracy

Fullerton,
Laird
Malamed,
Steve
Anderson,
and
Topper
Lillian.  Tracy,
thank
you
for

being
my
fairy
godmother
over
the
past
three
years
and
teaching
me
everything
I
know

about
game
design.  Laird,
thank
you
for
your
critical
insight,
and
excitement
(and
for

saying
that
playing
Seeds
was
the
most
fun
thing
you’d
done
all
day).  Steve,
thank
you

for
encouraging
this
idea
from
the
beginning
when
it
was,
in
fact,
just
a
seed
and

nurturing
it
into
it’s
final
being.  Topper,
thank
you
for
your
expertise
and
guidance
on

shaping
the
characters
in
Seeds  who
make
this
experience
so
compelling.

Thank
you
to
all
the
USC
students,
graduates,
and
friends
who
donated
their

time
and
talent
to
bring
Seeds
to
life:
Amy
Akmal,
Sama
Al‐Wasmi,
Michael
Annetta,

Sean
Bouchard,
Tristan
Camacho,
Emily
Duff,
Evan
Greenstone,
Gavin
Keese,
Garrick

Lee,
Nite
Luo,
Abier
Sikta,
Thenmozhi
Soundararajan,
Elizabeth
Swensen,
James
Taylor,

Diane
Tucker,
and
Hartley
Voss.

Thanks
to
all
the
actors
featured
in
Seeds:  Anne,
Apra,
David
Babbit,
Wilson

Better,
Clara
Clonch,
Dominic
Conti,
Michelle
Faraone,
Jenni
Fontana,
Cassie
Fliegel,

Carolyn
Grayber,
Cupid
Hayes,
Sara
Jester,
Alphonso
Jones,
John
Richard
Lewis,
Tushar

Mali,
Jhil
McEntyre,
Jeffrey
H.
Newman,
B.
Love
Orr,
Zandra
Palma,
Ashley
Patterson,

iii
Mariella
Redlin,
Richard
Sabine,
Patrick
Stack,
Vesna
Tolomanoska,
April
Wade,

Anastasia
Washington.  

Thanks
for
Dr.
Sangita
Jindall
for
inspiring
this
work,
and
to
the
doctors
and
staff

of
California
Fertility
Partners.  

And
finally
thanks
to
my
friends
and
family
for
their
support
and

encouragement:
my
mother
Magda
Fehema‐Sharkasi,
my
father
Dr.
Tawfik
Sharkasi,
my

brother
Adam
Sharkasi,
and
my
sister
in‐law
Brittany
Sharkasi.  To
the
cousin
mafia:

Fairouz
Fahema,
Rihab
Elhaj,
Nawarah
Khalil,
Hiba
Khalil,
Iya
Khalil,
Abier
Sikta,
Mariam

Ingersoll
and
Reem
Khalil.
iv
Table
of
Contents

Acknowledgements



ii

List
of
Tables



v

List
of
Figures



vi

Abstract



vii

Introduction



1

Project
Overview



4

Goals
and
Measures
for
Success



7

User
Experience
&
Methodology
for
Provoking
Ethical
Decision

Making

10

Survey  10

Challenge  13

Response  13

Evaluate



14

Mechanics
of
Ethical
Evaluation



17

Ethics
&
Consequences



25

Enhancing
Positive
Play
Experience



28

Development
Process  37

Prior
Art
Review  37

Paper
Prototype  44

Digital
Prototype  47

Testing



48

Current
Status
&
Next
Steps



50

Conclusion



52

Glossary



54

Bibliography  55

v
List
of
Tables





Table
1:
Weighting
Decisions
for
Level
of
Impact



18

Table
2:
Ethical
Decision
Making
Weighting
Matrix  20





vi
List
of
Figures



Figure
1:
Main
Game
Interface



4

Figure
2:
Survey
Screen



10

Figure
3:
Miracle
Worker
Play
Pattern



16

Figure
4:
Entrepreneur
Play
Pattern



16

Figure
5:
ICSI
Mini‐Game



30

Figure
6:
Embryo
Transfer
Mini‐Game



31

Figure
7:
IVF
Mini‐Game



32

Figure
8:
IUI
Mini
Game



33

Figure
9:
Winter
Show
Playtest



36

Figure
10:
Paper
Prototype



45

Figure
11:
Paper
Prototype
with
Social
Play



45

 

 

vii
Abstract



In
the
field
of
fertility
medicine,
technology
has
vastly
outpaced
our
ethical,

legal,
and
social
frameworks
leaving
us
in
a
quagmire
of
gray
morality.  Seeds
is
a
role‐
playing
and
simulation
game
about
assisted
reproductive
technology
and
its
effect
on

the
shape
of
the
21
st

Century.  Players
play
the
role
of
a
fertility
doctor
and
must
make

difficult
ethical
decisions
through
courses
of
treatment
while
balancing
economic,

emotional,
and
scientific
concerns.  With
Seeds,
the
goal
is
to
foster
meaningful

decision‐making
that
may
echo
from
the
game
world
into
the
real
world
by
employing

role‐play
and
creating
a
safe
space
for
expression
and
exploration
of
ethical
issues.  





1
Introduction

Babies
are
in.  Between
the
Octo‐mom,
Jon
and
Kate,
and
the
Jolie‐Pitt
brood,
baby

stories
are
leading
media
sales
(Washington).  Often
missing
from
these
stories,

however,
is
the
ever‐increasing
use
of
Assisted
Reproductive
Technologies
(ART)
and
the

ethical
complexities
that
come
with
it.  With
new
technological
approaches
to

reproduction
come
emergent
ethical
situations.  The
field
of
fertility
medicine
is
one

area
among
many
in
the
modern
world
where
technology
has
vastly
outpaced
our

ethical,
legal,
and
social
systems
leaving
us
in
a
snarl
of
gray
morality.  We
are
becoming

increasingly
aware
of
the
physical
risks
that
come
with
the
luxury
to
control
the
specific

circumstances
of
the
process
of
birth–
chief
among
them
multiple
births
and
pre‐
maturity.  The
rapidly
growing
population
of
parents
and
caretakers
of
premature

children,
and
children
conceived
using
ART,
face
unique
challenges.  This
game
will

illuminate
some
of
the
consequences
of
using
ART
for
people
facing
some
of
the
real

challenges
those
technologies
give
rise
to
–
as
well
as
those
who
judge
or
moralize

about
those
who
use
such
technologies
(Levitt).  
At
the
core
of
each
ethical
conflict
surrounding
ART
is
the
essential
question
of
life

and
death
that
resonates
intimately
with
each
individual.  Whether
players
have

specifically
considered
this
topic
before
or
not,
everyone
has
an
opinion.  The
conflicts

that
arise
from
the
availability
of
new
reproductive
technologies
are
receiving
more
and

2
more
coverage
in
popular
media.  While
the
drama
of
how
many
embryos
to
implant,
or

which
donor
to
choose
unfolds
across
news
media,
this
project,
Seeds,
specifically

explores
what
it
would
mean
to
more
actively
engage
with
these
ethical
situations.  


Ethics
Simulations
are
fast
becoming
a
niche
in
the
field
of
interactive
media,
and
an

increasingly
necessary
tool
to
navigate
the
murky
waters
left
in
the
wake
of
speeding

technological
advancement.  Ethics
Simulation
software
is
currently
in
wide
use
for

training
in
corporate
ethics,
financial
ethics,
biomedical
ethics,
and
many
other
fields.  
Last
year,
the
United
States
Office
of
Government
Ethics
developed
their
own
ethical

training
software
CD
Rom
based
on
their
ethical
training
protocol
(1).  Like
most
ethics

simulation
software,
this
CD
Rom
uses
some
multimedia
and
limited
interactivity
to

teach
users
a
pre‐determined
code
of
ethics,
where
law
has
already
established
the

codes.  For
example,
in
a
sexual
harassment
training
simulation,
the
goal
of
the

experience
is
to
clarify
the
established
right
and
wrong
codes
of
behavior,
even
within

socially
ambiguous
situations.  In
areas
of
emerging
technology,
however,
there
are

many
ethical
questions
to
which
a
right
or
wrong
has
not
yet
been
commonly
agreed

upon
and
codified
by
law.  Whereas
the
goal
of
many
current
ethics
simulations
for

established
fields
is
to
direct
audiences
to
a
‘correct’
answer,
role‐playing
games
can

provide
alternative
ways
of
understanding
and
evaluating
ethics
(Simkins
70).  I
argue

that
there
is
an
increasing
need
for
a
virtual
space
for
ethical
exploration
that
lets
the

user
understand
their
own
ethical
decision‐making
process
and
the
implications
of
the

3
choices
they
make
to
help
navigate
areas
like
ART
where
emerging
technology
yields

emergent
ethical
conflict.



4
Project
Overview

Seeds
is
a
thought‐provoking,
interactive
experience
that
positions
players
at
the

center
of
bio‐ethical
debate.  Part
serialized
medical
drama,
part
online
role‐playing

game,
Seeds
prompts
players
to
assess
their
own
beliefs
to
determine
an
ethical

treatment
solution
using
Assisted
Reproductive
Technology.  Through
engaging
role‐play

in
which
players
treat
and
diagnose
infertility
using
cutting‐edge
and
controversial

technologies,
players
learn
how
each
decision
shapes
their
world
and
the
fate
of
the

characters
in
it.  The
goal
of
Seeds
is
to
provide
a
compelling
narrative
environment
that

facilitates
reflection
and
safe
exploration
of
ethical
issues.




Figure
1:
Main
Game
Interface



5
Where
Seeds
differs
as
an
exploration
space
from
other
ethical
simulation
software,

is
in
the
fact
that
the
ethical
code
for
the
field
of
fertility
medicine
is
emergent.  In

other,
more
established
disciplines,
where
the
ethical
standards
are
widely
known
and

agreed
upon,
the
purpose
of
ethical
training
and
simulation
is
simply
to
educate
the

users
on
those
established
ethical
standards.  In
the
United
States,
within
the
field
of

ART,
a
sharp
distinction
between
right
and
wrong
has
not
yet
been
fully
established
and

codified
by
law.  The
primary
need
is
to
better
understand
the
implications
and

consequences
of
ART,
rather
than
to
rain
an
audience
on
a
code
of
ethical
behavior.  
Thus
Seeds
is
designed
more
as
a
space
for
safe
exploration
of
ethical
issues
than
a

simulation
that
drives
players
to
arrive
at
a
pre‐determined
conclusion.  The
goal
of

Seeds
is
to
spark
an
“aha!”
moment
that
lets
the
user
understand
their
ethical
decision‐
making
process
and
the
implications
of
the
choices
they
make.

In
creating
the
game
system,
I
began
with
standard
role‐playing
game
structures:

many
characters
(patients),
quests
(treatments),
resources
(money)
and
inventory
(eggs,

sperm,
embryos).  In
order
to
have
face
making
personal,
gut‐level
decisions,
I
chose
to

create
an
embodied
first‐person
experience
where
the
player
puts
him
or
herself
in
the

decision
maker’s
shoes.  Seeds
begins
with
the
premise
that
the
player
is
a
new
doctor

at
a
top
fertility
clinic.  The
player
is
asked
by
‘The
Board
of
Directors’
to
take
a
survey
as

part
of
the
new‐employee
paperwork.  The
results
of
the
survey
cast
the
player
as
one

of
three
profile
types,
described
in
detail
below.  Next,
the
game
starts,
and
the
player

6
consults
with
patients,
treats
them
and
follows‐up
with
the
results,
making
critical

ethical
decisions
at
each
step
of
the
way.  Meanwhile
the
game
system
tracks
each

decision
the
player
makes
and
evaluates
it
to
see
whether
or
not
the
player’s
behavior
is

consistent
with
his
or
her
beliefs
as
declared
in
the
introductory
survey.

Rich
characters
and
fictional
worlds
are
the
hallmarks
of
a
role‐playing
game.  The

narrative
elements
and
structures
of
Seeds
are
borrowed
from
TV
medical
Drama.  As
in

television
series
like
Nip/Tuck
or
House,
each
episode
presents
two
major
narrative
arcs

commonly
described
as
the
‘A
Story
Line’
and
the
‘B
Story
Line’.  The
A
Story
Line
always

involves
one
or
more
of
the
main
characters
–
the
doctors,
and
the
B
Story
Line
involves

the
minor
characters
–
the
patients.  As
in
the
example
of
Nip/Tuck,
the
B
Story
Line
is

often
thematically
linked
to
the
A
Story
Line
in
such
that
the
narrative
conflict
presented

by
the
patient
characters
mirrors
challenges,
or
otherwise
engages
the
dramatic
conflict

of
the
A
Story
Line.  In
adapting
this
narrative
structure
to
a
game,
the
player’s
dramatic

arc
is
the
A
Story
Line,
and
the
patients
,
the
B
Stories,
serve
to
challenge
and
engage

the
player.  This
structure
presented
in
an
immersive
first‐person
experience
deepens

the
player’s
ethical
involvement
with
the
content.  Further,
the
choice
to
use
video
to

represent
the
characters,
rather
than
avatars
or
3D
models,
affects
the
player’s
empathy

and
consequently
his
or
her
ethical
behavior,
serving
the
project’s
goal
of
not
only

entertaining,
but
engaging
the
player’s
ethics
on
ART
(Griggs
1).



7
Goal
and
Measures
for
Success

When
the
goal
of
an
interactive
experience
or
game
is
more
than
to
entertain,
game

designers
often
invoke
the
notion
of
‘meaningful
play.’  As
described
by
games
scholars

Katie
Salen
and
Eric
Zimmerman,
meaningful
play
“occurs
when
the
relationships

between
actions
and
outcomes
in
a
game
are
both
discernable
and
integrated
into
the

larger
context
of
the
game”
(30).  The
communicative
and
persuasive
power
of
a
game

lies
in
the
game’s
mechanics,
or
procedures
(Bogost
28).  While
the
in‐game
procedures

of
Seeds
are
not
faithful
representations
of
what
a
doctor
does,
they
are
a
comment
on

the
mechanization
of
reproduction,
and
are
prompts
for
ethical
reflection
on
conflicts

that
are
representative
of
conflicts
outside
the
game
world.  Games
scholar
Miguel

Sicart
defines
players
of
computer
games
as
ethical
beings
interested
in
the
actions
and

goals
defined
by
a
game’s
design
and
therefore
implicitly
interested
in
“how
that
design

can
affect
our
moral
fabric
as
ethical
players”
(24).  Whereas
meaningful
play
is

contextualized
within
the
“magic
circle”
of
the
game,
meaningful
decision‐making
is

about
connecting
the
player
as
an
ethical
being
to
the
game
world’s
actions
and

consequences.  

My
goal
with
Seeds
is
to
evoke
not
only
meaningful
play,
but
also
meaningful

decision‐making
that
may
suggest
parallels
between
the
game
world
and
the
real
world.  
The
strategy
I
employ
draws
parallels
between
the
fiction
and
actions
of
the
game
world

8
that
exist
within
the
magic
circle
to
the
conflicts
and
actions
of
the
real
world
that
the

player
inhabits.  For
my
purposes,
meaningful
decision‐making
is
a
necessary
element
of

ethical
reflection,
and
I
contend
that
both
meaningful
play
and
meaningful
decision‐
making
are
best
fostered
when
contextualized
within
a
rich
and
immersive
narrative

world.  

In
order
to
address
this
objective,
Seeds
uses
role‐play
that
involves
the
player’s
own

personal
beliefs.  The
game
system
challenges
those
beliefs
through
traditional
role‐
playing
game
mechanics.  The
decisions
the
player
makes
are
then
evaluated
within
an

ethical
framework
that
is
constructed
according
to
real
ethical
situations
from
the

scholarly
literature
in
this
field
of
medicine.  The
result
is
an
immersive
narrative‐driven

game
experience
that
both
educates
and
provokes
thought
without
leading
players
to
a

predetermined
resolution.  
There
are
several
user
cues
and
behaviors
that
I
use
to
evaluate
whether
or
not
each

design
decision
serves
the
goals
of
the
project.  The
first
is
a
player’s
desire
to
follow
the

story,
to
know
‘what
happens
next’
in
each
episode.  This
indicates
player
engagement

and
the
success
of
a
narrative‐driven
play
experience.  The
second
cue
I
look
for
is
the

experience
of
the
“yuck”
factor
or
the
“aha!”
moment.  The
“yuck”
factor
is
described
in

this
field
of
medicine
as
the
gut
reaction
against
a
particular
decision,
case,
or

procedure,
and
is
a
key
factor
used
to
determine
the
ethical
soundness
of
treatment

decisions
(Kohl
237).  Doctors
rely
on
an
elusive
gut
reaction
to
inform
their
ethical

9
choices,
and
if
the
player
experiences
the
same
reaction,
this
indicates
that
the

connection
to
the
doctor
role
is
successfully
established.  The
final
measure
of
success
is

the
“aha!”
moment.  This
is
the
most
important
indicator
that
the
player
has

experienced
a
change
in
opinion
or
a
moment
of
reflection
on
his
or
her
stated
beliefs.  
This
can
occur
early
in
game
play
if
one
of
the
early
patients
quickly
prompts
the
player

to
behave
differently
than
indicated
in
the
intro
survey,
or
it
can
happen
later
as
a

pattern
of
behavior
develops
over
the
course
of
many
decisions,
and
the
system
points

out
to
the
player
that
his
or
her
behavior
is
inconsistent
with
their
player
profile.  If
this

information
elicits
an
emotional
response,
or
a
pause
where
the
player
takes
notice
of

what
has
happened,
the
methodology
of
the
system
has
been
successful.



10
User
Experience
&
Methodology
for
Provoking
Ethical
Decision‐making

The
methodology
used
in
Seeds
to
elicit
emotional
response
and
ethical
reflection

has
four
parts.  First,
the
game
assesses
the
user’s
ethical
point
of
view;
second,
it

challenges
that
stance
through
rich
media;
third,
it
solicits
a
response
to
that
challenge;

and
fourth,
it
compares
that
response
to
the
initially
declared
ethical
point
of
view.



Survey


Figure
2:
Survey
Screen



Upon
starting
the
game,
a
new
player’s
first
task
is
to
complete
a
survey
that

assesses
their
general
point
of
view
on
some
key
ethical
issues
surrounding
Assisted

Reproductive
Technology.  Based
on
the
survey
results,
the
player
is
assigned
one
of

11
three
player
profiles:
‘The
Entrepreneur’,  ‘The
Mad
Scientist’,
‘The
Miracle
Worker’
–
as

well
as
a
mission
statement
appropriate
to
that
profile.  



– ‘The
Entrepreneur’
believes
fertility
medicine
is
a
service
industry
where
the

customer
is
always
right.

– ‘The
Mad
Scientist’
supports
the
advancement
of
science,
experimental

technologies,
and
research.  
– ‘The
Miracle
Worker’
favors
strong
familial
relationships.  



The
main
function
of
this
survey
is
to
calibrate
the
player’s
ethical
position
in
order

to
evaluate
the
decisions
he
or
she
makes,
and
to
determine
whether
they
are
indeed

consistent
with
their
declared
mission
statement.  This
also
allows
the
system
to
track

whether
or
not
the
player
has
changed
their
mind
over
the
course
of
play.  The
tertiary

function
of
the
survey
is
to
prime
the
player
to
own
the
role
and
decisions
he
or
she

makes.  Other
details,
such
as
creating
an
interface
design
that
resembles
a
first
person

point
of
view
to
an
office
patient
management
system,
also
serve
to
support
the

player’s
performance
in
the
role.

The
survey
contains
8
questions
touching
on
the
key
areas
of
controversy
in
the
field

of
Assisted
Reproductive
Technology
as
outlined
in
Ethical
Issues
in
the
New

Reproductive
Technologies,
(Hull)
and
other
literature.  These
topics
include:  
12
– Right
to
treatment
–
Is
reproduction
an
inherent
right?  Should
treatment
be

covered
by
insurance?
Who
sets
the
price
for
treatment?

– Risky
technologies
–
Should
ART
be
regulated?

– Donor
anonymity
–
Does
a
donor’s
right
to
anonymity
trump
a
child’s
right
to

know
his
or
her
biological
origins?

– Third
party
parents
(donors,
surrogates,
gestational
carriers)
–
what
is
the
legal

and
social
status
of
these
individuals?  Does
a
social,
legal,
or
biological

relationship
take
precedent?

– How
many
embryos
should
be
created
in
a
course
of
treatment?  How
many

should
be
implanted
with
each
transfer?

– When
is
the
best
time
implant
the
embryos?  An
early,
three
day
transfer
is

riskier.  Waiting
until
blastocyst
stage
(five
days)
is
safer
but
could
ultimately

lead
to
more
disappointment.

– Selective
reduction  ‐
is
this
practice
ethical?  Can
you
risk
the
life
of
one
to

save
many,
or
many
to
save
few?  On
what
basis
can
we
selectively
reduce
a

pregnancy
(gender,
health,
ease
of
access)?

– What
to
do
with
leftover
embryos?  Can
they
be
used
for
scientific
research?  
Should
they
be
destroyed
or
kept
frozen
in
perpetuity?





13
Challenge

Once
the
player’s
profile
is
established,
the
system
delivers
custom
content
to

challenge
their
particular
stance.  For
example,
if
a
player
in
the
intro
survey
states
that

donor
anonymity
should
be
outlawed,
once
the
game
starts
that
player
will
receive
a

patient
case
with
a
compelling
request
for
an
anonymous
donor.  These
cases
are

presented
as
integral
stories
told
in
three
acts:
1)
Consultation,
2)
Treatment,
3)
Follow

Up,
and
presented
using
a
variety
of
media.  The
first
act
of
each
patient
case
is
told
in
a

brief
Consultation
scene
with
actors
playing
the
patients.  The
second
act,
Treatment,

consists
of
interactive
game
play,
and
the
third
act,
Follow
Up,
is
told
in
images
and
text

with
mild
interactivity.



Response

Once
the
player’s
ethical
stance
has
been
assessed
and
challenged,
the
final
step
is

to
codify
and
systematize
their
reactions,
and
the
risks
and
rewards
associated
with

each
decision.
In
considering
Bartle’s
four
player
types,
Sicart
assesses
that
players
can

only
be
motivated
towards
actions
and
goals
that
the
game
affords
(94).  Therefore,
in

designing
customized
reward
systems
and
goals
for
each
player
profile
type
I
designed

not
only
a
compelling
play
experience
for
each,
but
a
moral
universe
that

accommodates
each
profile’s
point
of
view.  In
upholding
the
design
goal
of
creating
a

safe
space
for
ethical
exploration,
it
is
vitally
important
that
the
game’s
reward
system

14
not
reflect
the
designer’s
own
personal
ethical
stance.  Rather
than
simply
rewarding

‘morality
points’
for
some
actions
over
others,
I
created
a
system
that
is
entirely
context

specific,
ensuring
that
ethical
decisions
can
be
evaluated
differently
depending
on
what

the
player’s
mission
statement
is.  The
player’s
pattern
of
behavior
is
tracked
and
each

decision
is
tallied
into
the
score.  



Evaluate

 An
essential
part
of
the
player
feedback
system
is
meaningful
consequences
for

each
action
taken
in
the
game.    Each
player
action
deserves
an
equal
reaction
from
the

game
system,
however
all
actions
in
Seeds
are
not
weighted
equally.  The
choice
of

whether
or
not
to
accept
a
patient
is
a
personal
choice
made
by
the
doctor
and
would

only
impact
the
doctor
and
the
patient.  Conversely,
the
decision
of
what
to
do
with

leftover
embryos
impacts
not
only
the
doctor
and
the
patient,
but
the
embryos

themselves,
adoptive
families
who
would
adopt
embryos,
scientists
who
would
benefit

from
using
those
embryos
in
research,
as
well
as
having
implications
for
the

classification
of
embryos
and
the
cessation
of
human
life,
which
are
ultimately

government
policy
and
legal
issues.  Each
decision
the
player
makes
is
evaluated
for

both
its
magnitude
and
directionality,
and
then
compared
to
the
profile
type
chosen
by

the
player
to
see
if
the
player’s
pattern
of
behavior
is
consistent
with
his
or
her
profile.  
For
example,
a
decision
to
support
the
donation
of
leftover
embryos
to
scientific

15
research
favors
the
‘Mad
Scientist’
player
profile,
while
a
choice
of
an
open
donorship

favors
the
‘Miracle
Worker’
profile.

The
game
becomes
more
complex
when
players
make
choices
counter
to
their

declared
profile
and
mission
statement.  Once
the
system
satisfactorily
tracks
and

evaluates
each
ethical
decision,
the
next
challenge
is
to
provide
feedback
and

consequences
so
that
the
player
feels
the
weight
of
their
actions
in
the
world.  Players

receive
feedback
in
the
form
of
letters
from
the
Board
of
Directors,
which
either

congratulate
them
for
upholding
the
mission
statement
or
reprimand
them
for
diverging

from
it.  When
a
player’s
decision
pattern
skews
too
far
in
one
direction,
the
player
is

presented
with
consequences
in
the
form
of
news
events
or
correspondence
from
non‐
player
characters,
for
example
a
headline
related
to
recent
game
actions
that
may
have

positive
or
negative
implications
for
the
player.  Again,
it
is
important
that
the
game
not

steer
the
player
to
make
one
decision
over
another,
but
provide
an
engaging

environment
to
make
different
decisions
and
see
the
repercussions
for
those
decisions

in
world.



16
   
Figure
3:
Miracle
Worker
Profile      Figure4:
Entrepreneur
Play
Pattern

   


17
Mechanics
of
Ethical
Evaluation

I
began
crafting
the
game’s
evaluation
system
by
seeking
out
the
ethical
and
legal

frameworks
currently
in
use
in
this
field,
such
as
the
guidelines
issued
by
the
UK’s

Human
Fertilization
and
Embryology
Authority
(Deech
and
Smajdor
3).  I
found
that

ethical
decisions
are
classified
as
having
consequences
in
personal,
professional,
group,

and
government
arenas
(Hull
2).  I
decided
to
weigh
each
decision
according
to
the

sphere
of
influence
where
it
was
most
relevant.
The
weight
of
the
decision
is

determined
by
how
many
people
it
affects
(table
1).



18
Table
1:
Weighting
Decisions
for
Level
of
Impact

Level
of
decision’s
impact Point
value
weight
Government +4
Group +3
Professional +2
Decision
For
Personal +1
Neutral 0
Personal ‐1
Professional ‐2
Group ‐3
Decision
Against
Government ‐4


Each
ethical
decision
point
is
tracked
with
three
indices
for
each
of
the
three
profile

types.  The
value
of
each
decision
is
also
weighted
depending
on
which
profile
type
it

favors.  The
treatment
phase
of
game
play
introduces
the
use
of
an
ethical
decision‐
making
weighting
matrix
(table
2).  The
matrix
assigns
point
values
to
each
decision
in

the
game
according
to
level
of
impact
of
the
decision,
and
which
profile
type
it
favors.  
19
For
example,
a
decision
in
favor
of
the
‘Mad
Scientist’
profile
that
only
has
impact
on
a

personal
level
is
valued
at
+1
(a
decision
that
just
passes
the
‘Yuck’
test),
while
a

decision
that
impacts
governmental
policy,
such
as
a
life‐defining
policy
decision,
is

valued
at
+4.  Conversely
a
decision
that
hinders
the
cause
of
the
‘Mad
Scientist
on
the

Government
level
would
receive
a
‐4,
and
a
decision
that
doesn’t
pass
the
Yuck
test
is

given
a
‐1.



20
Table
2:
Ethical
Decision
Making
Weighting
Matrix.

Decision Entrepreneur Mad

Scientist
Miracle

Worker
Accepting
a
patient*
∗
‐1/+1 ‐1/+1 ‐1/+1 1
Rejecting
a
patient* ‐1/+1 ‐1/+1 ‐1/+1
Prescribing
experimental
technology 0 +2 ‐2 2
Prescribing
more
expensive
treatment +2 0 ‐2
Choosing
Donor
Anonymity 3 3 ‐3
Choosing
Open
Donorship ‐3 3 3
3
Choosing
Delayed
Disclosure 0 0 3
Harvesting
the
maximum
number
of
gametes 3 3 ‐3 4
Harvesting
the
minimum
Number
of
gametes ‐3 ‐3 0
Fertilizing
the
maximum
number
of
eggs ‐3 3 ‐3 5
Fertilizing
the
minimum
number
of
eggs 3 ‐3 3
Choosing
3
day
transfer 3 ‐3 ‐3 6
Choosing
blastocyst‐stage
transfer 0 3 3
Choosing
to
selectively
reduce
a
multiple

pregnancy
4 4 4
Choosing
not
to
selectively
reduce
a
multiple

pregnancy
0 0 ‐4
Reducing
a
multiple
pregnancy
to
a
single 4 0 4
7
Reducing
a
high‐order
(quadruplets
+)
multiple

pregnancy
to
low
order
multiples
(twins,

triplets)
4 0 4
Keep
Leftovers
Frozen 4 0 4
Donate
to
Science ‐4 4 ‐4
Donate
to
Adoptive
Family ‐4 ‐4 4
8
Destroy 0 ‐4 ‐4


The
first
decision
the
player
makes
in
consulting
with
a
new
patient
is
the

decision
to
accept
or
reject
the
patient
for
treatment.  The
only
information
the
player
is

given
at
that
point
is
narrative
information
about
the
patient.  The
game
is
soliciting
a

pure
‘gut‐reaction’,
and
this
decision
should
be
made
purely
based
on
the
player’s

                                               
∗

The
specific
value
of
these
decisions
depends
on
the
nature
of
the
patient
case,
and
which
profile
would
favor
it.

21
personal
feelings.  Since
financial
information
does
not
factor
into
this
decision,
it
can
be

classified
as
a
decision
that
only
affects
the
personal
sphere.  In
applying
the
above‐
mentioned
ethical
framework
as
a
weighting
system,
a
personal
decision
has
less
weight

than
a
professional,
group
or
government
decision.  The
“accept/reject”
decision
is

weighted
as
either
a
positive
or
negative
1,
given
which
profile
type
the
case
naturally

favors.

The
second
decision
the
player
impacts
on
a
professional
level.  After
accepting
a

patient,
the
player
must
then
prescribe
a
treatment.  The
player
is
given
two
options
for

treatment.
Each
is
described
in
terms
of
how
much
revenue
it
will
generate
for
the
clinic

and
what
the
likelihood
of
success
is.  This
decision
is
about
balancing
economic

concerns
and
professional
concerns,
while
still
not
violating
a
player’s
personal
gut

choice
that
made
them
accept
the
patient
in
the
first
place.  The
choice
of
treatment
is

weighted
at
a
positive
or
negative
2.

Once
a
course
of
treatment
is
prescribed,
the
next
set
of
decisions
is
about

considering
the
family
as
a
group.  This
is
called
the
‘Check
List’
phase,
and
is
where
the

player
verifies
that
the
patient
has
all
the
right
components
in
order
to
proceed
with

treatment.  The
ethical
decision
point
arrives
if
the
patient
requires
the
use
of
a
sperm

or
egg
donor,
surrogate,
or
gestational
carrier.  When
third
parties
are
involved
in
the

reproductive
process,
the
consequences
can
often
be
unpredictable
for
the
doctor
who

may,
in
some
cases,
be
held
responsible
for
facilitating
the
relationship.  In
the
‘Check

22
List’
phase
of
the
game,
the
patient
has
two
ethical
choices
to
consider:
the
donor

agreement
and
the
choice
of
donor.

The
donor
agreement
is
the
contract
that
details
the
relationship
the
donor
is
to

have
with
his
or
her
offspring.  In
the
real
world
brokers,
or
agencies
outside
the
medical

establishment
often
negotiate
this
contract,
but
for
the
purposes
of
including
this

important
ethical
choice
in
the
game,
the
player
is
asked
to
advise
his
or
her
patient
on

a
donor
agreement.  The
three
choices
are
1)
anonymity,
2)
open
donorship,
and
3)

delayed
disclosure.  In
choosing
anonymity,
the
player
is
effectively
placing
the
rights
of

the
customers,
the
parents,
above
the
rights
of
the
child.  This
decision
is
weighted

positively
for
the
‘Entrepreneur’
and
‘Mad
Scientist’
profiles,
because
studies
show
that

anonymity
encourages
donation
(Mundy
181).  In
choosing
open
donorship,
the
player

is
supporting
a
child’s
right
to
know
his
or
her
biological
parent.  This
decision
is

weighted
positively
for
the
‘Miracle
Worker’
profile
and
negatively
for
the

‘Entrepreneur.’  Choosing
delayed
disclosure
is
somewhat
of
a
middle
ground,
it
is

considerate
of
a
donor’s
privacy
for
a
limited
time,
but
ultimately
favors
a
child’s
right
to

know
his
or
her
genetic
origins.  This
third
choice
is
weighted
as
a
neutral
for
the

‘Entrepreneur’
and
‘Mad
Scientist’
and
positively
for
‘Miracle
Worker.’  Regardless
of

the
choice,
the
decision
is
based
on
a
consideration
of
another
person
or
small
group,

and
is
thus
weighted
with
a
positive
or
negative
3.

23
Similarly,
the
decision
of
how
many
eggs
to
retrieve
and
fertilize,
how
many

embryos
to
transfer,
and
when
to
transfer
them
is
most
relevant
to
the
patient
family
as

a
group,
so
this
decision
is
also
weighted
as
a
positive
or
negative
3.

The
decisions
in
the
remaining
portion
of
the
treatment
cycle,
through
the

Conception
and
Results
phases,
are
weighted
the
highest,
with
a
positive
or
negative
4

because
of
their
relevance
to
an
ongoing
national
dialogue
on
the
nature
of
life
and

death,
and
have
implications
for
policy
decisions
in
those
areas.  These
decisions
are

weighted
much
more
heavily
because
of
legal
precedents
that
link
fertility
medicine
to

the
abortion
and
end‐of
life
debates.

One
of
the
most
common
risks
of
Assisted
Reproductive
Treatment
is
the

possibility
of
multiple
pregnancy.  When
a
patient
has
multiple
embryos
implanted

successfully
or
an
implanted
embryo
unexpectedly
splits
as
becomes
increasingly

common
with
age
(Mundy
273),
the
doctor
and
patient
are
faced
with
the
difficult

decision
of
selective
reduction.  They
must
consider,
especially
in
the
case
of
high
order

multiples,
reducing
the
pregnancy
to
ensure
the
health
of
the
mother
and
the
remaining

embryos.  In
the
game,
if
a
patient
has
a
multiple
pregnancy,
the
player
has
the
choice

to
reduce
or
not,
and
is
also
asked
on
what
basis
to
choose
the
fetuses
that
will
be

reduced
‐
gender,
health,
or
location
in
the
uterus.

The
final
ethical
decision
in
the
treatment
cycle
comes
up
after
a
positive
result

is
achieved
from
IVF
treatment.  As
multiple
embryos
are
often
created
in
the
process,

24
the
player
must
advise
his
or
her
patients
on
what
to
do
with
left‐over
embryos.  There

are
four
choices:
keep
them
frozen,
donate
them
to
science,
donate
them
to
adoptive

families,
or
destroy
them.  Each
choice
has
advantages
and
disadvantages
for
each

profile
type.  For
example,
donating
leftover
embryos
to
adoptive
families
is
favorable
to

the
‘Miracle
Worker’
but
not
to
the
‘Mad
Scientist’
who
would
rather
use
the
excess

embryos
for
research.  Destroying
leftover
embryos
seems
like
a
waste
to
the
‘Mad

Scientist’
and
the
‘Miracle
Worker’,
but
to
the
‘Entrepreneur’
it’s
seen
as
the
elimination

of
a
liability.

As
compelling
as
these
conflicts
are,
their
presence
alone
is
not
enough
to
create

ethical
game
play.  Ethical
actions
and
decisions
must
yield
meaningful
consequences
in

order
for
the
player
to
engage
in
the
conflict
and
feel
the
weight
of
his
or
her
decisions.



25
Ethics
&
Consequences

Ethical
game
play
arises
when
the
game
world
responds
to
the
player’s
values,

and
the
player
is
positioned
within
the
“network
of
responsibility
of
the
game”(Sicart

159).  Consequences
tie
the
player
to
the
game
world
and
the
network
of
responsibility.  
The
evaluation
process
described
above
is
hidden
from
the
interface,
and
feedback
on

the
player’s
ethical
choices
and
behaviors
is
presented
in
terms
of
consequences.  
Periodically
throughout
the
game,
when
a
pattern
of
behavior
emerges
(i.e.,
behavior

favoring
one
profile
becomes
dominant),
the
player
is
given
feedback
about
the

decisions
he
or
she
has
been
making.  
There
are
two
tiers
of
consequences
in
Seeds:
the
player
level
and
the
level
of

the
game
world.  On
the
player
level,
the
system
tracks
the
ethical
decisions
made
in
the

game,
and
periodically
assesses
whether
or
not
they
are
consistent
with
the
player’s

profile.  If
the
two
scores
are
consistent,
and
the
player
indeed
is
acting
according
to
his

or
her
stated
beliefs,
he
or
she
is
awarded
a
financial
bonus
from
the
clinic’s
Board
of

Directors.  If,
however,
the
player’s
pattern
of
decisions
is
inconsistent
with
his
or
her

stated
profile
–
if
the
self‐declared
‘Miracle
Worker’
is
behaving
more
like
an

‘Entrepreneur,’
for
instance
–
the
player
takes
a
financial
penalty
accompanied
by
an

admonition
from
the
Board
of
Directors.  This
penalty
or
bonus
is
small
and
serves
less

26
to
encourage
or
discourage
specific
choices,
but
rather
to
point
out
to
the
player
what

their
beliefs
and
choices
might
look
like
if
manifested
in
real
scenarios.  
The
second
tier
of
consequences
is
in
the
game
world.  ‘News
Events’
arise

periodically
from
the
game
world
indicating
what
the
world
would
be
like
if
the

decisions
the
player
has
supported
were
proliferated
throughout
society.  For
example,

if
a
player
consistently
decides
against
anonymous
donorship,
he
or
she
might
get
a

News
Event
that
anonymous
donorship
has
been
outlawed.  

 An
advantage
of
playing
through
different
ethical
decisions
in
a
virtual
space
is

the
ability
to
compress
time,
and
explore
the
diverse
consequences
of
different
choices.  
In
Seeds,
the
consequence
of
making
one
ethical
choice
over
another
is
framed
as

pushing
the
game
world’s
ethical
position
towards
the
worldview
of
one
of
the
profile

types.  I
wanted
to
be
careful
not
to
impose
my
own
opinions
on
the
content,
but
to

allow
the
player
to
use
the
game
system
to
see
what
would
happen
if
everyone
in
the

world
made
the
same
decisions
they
had
made
in
the
game.  Consequences
in
this
game

are
not
inherently
positive
or
negative,
but
are
relative
to
the
player’s
profile
and
the

choices
he
or
she
has
made.  

 As
a
formal
game
element,
consequences
appear
like
chance
cards
in
Monopoly.  
Every
so
often,
the
player
is
dealt
a
‘consequence
event’
that
carries
a
financial
penalty

or
bonus,
or
other
rule
change.  As
a
narrative
element,
it
appears
in
the
player’s
in‐
game
inbox
as
a
news
article,
message
from
a
colleague,
or
other
correspondence.  If
a

27
player
consistently
chooses
an
open
donor
agreement
for
his
or
her
patients,
he
or
she

might
receive
a
‘consequence
event’
with
a
headline
declaring
that
Anonymous

donorship
has
been
abolished
and
subsequently
the
inventory
of
donors
has
decreased.  
The
system
tracks
which
profile
type
the
player
is
most
closely
following,
and
issues

consequence
events
related
to
the
worldview
that
each
profile
represents.  For

example,
the
‘Entrepreneur’
favors
a
world
with
an
unregulated
fertility
industry;
the

‘Mad
Scientist’
favors
a
world
with
government
funding
for
human
embryo
research;

the
‘Miracle
Worker’
favors
a
world
with
laws
that
support
and
protect
children
and

families.  


28
Enhancing
Positive
Play
Experience

By
the
time
of
the
second
round
of
playtests,
I
had
incorporated
all
the
ethical

content
points,
but
balancing
the
content
with
compelling
game
play
remained
a

challenge.  In
the
initial
playtests
of
the
paper
prototype,
I
had
set
the
probability
of

successful
treatment
in
each
patient
case
at
60%
‐
90%.  In
reality
IVF
usually
has
a
30%

probability
of
success
per
cycle.  As
much
as
ART
has
become
a
game
of
skill
and

resources,
conception
still
holds
an
undeniable
random
element
that
needed
to
be

represented
in
the
system.  The
question
presented
itself:
can
a
game
still
be
engaging
if

there’s
only
a
30%
chance
of
success?  I
went
back
to
paper
to
try
to
solve
this
problem.  
I
tried
a
number
of
variations
to
simulate
a
30%
success
rate
and
avoid
frustrating
game

play.  I
tried
a
statistical
30%
for
each
round
over
multiple
rounds;
I
also
tried
increasing

the
probability
slightly
each
round,
so
that
by
the
fourth
round,
the
player
had
a
75%

chance
of
achieving
a
positive
result.  This
solution
was
a
little
more
satisfying
to
the

player
but
still
lacked
a
strong
enough
sense
of
agency.

In
the
next
iteration
of
tests,
I
tried
a
more
nuanced
approach
to
calculating

success
rate,
where
the
specifics
of
the
patient
case
are
factored
in
with
the
user’s

inventory
(power
ups)
and
experience
(the
player’s
success
rate).  The
quality
of
the

sperm,
egg,
and
womb
each
comprise
30%
of
this
score;
5%
was
given
to
power‐up

inventory
items
such
as
fertility
drugs,
new
equipment,
etc.;
5%
was
given
to
the

29
player’s
own
success
rate
indicating
the
doctor’s
experience
in
the
game.  This
became

known
as
the
‘Check
List
Score’
in
the
game.  The
science
on
infertility
supported
this

breakdown,
but
it
still
didn’t
give
the
player
much
agency.  
To
address
the
problem
of
user
agency,
I
decided
to
introduce
a
series
of
skill‐
based
mini‐games
that
simulate
the
various
reproductive
technologies
featured
in
the

game
–
In
Vitro
Fertilization
(IVF),
Intrauterine
Insemination
(IUI),
and
Intracytoplasmic

Sperm
Injection
(ICSI).  Each
game
presents
a
variation
on
a
targeting
or
shooting

mechanic,
whether
the
player
are
targeting
eggs
in
petri
dishes,
sperm
cells
under
a

microscope,
or
an
egg
traveling
down
a
fallopian
tube.  The
simple
mechanic
is
a

rhetorical
comment
on
the
mechanization
of
reproduction
and
makes
players
aware
of

the
doctor’s
hand
in
the
reproductive
process
where
ART
is
used(Bogost
28).  Many

commonly
used
game
mechanics
and
genres
can
be
read
as
allegories
for
reproduction,

whether
shooting
at
a
target
or
a
diminutive
hero
traversing
an
inhospitable

environment
in
a
side‐scrolling
platformer
(Roof
5).  
The
results
of
treatment
would
be
decided
by
a
combination
of
statistical
data

and
performance,
giving
the
player
much
more
of
a
sense
of
agency
than
would
a
simple

dice
roll.  The
mini‐games
also
provide
a
break
from
the
rhythm
of
the
game,
creating
a

more
dynamic
and
varied
experience.  The
success
or
failure
of
a
patient’s
treatment

would
be
calculated
by
multiplying
the
mini‐game
score
by
the
‘Check
List
Score’

30
mentioned
above.  The
Check
List
Score
was
turned
into
a
percent
value
that
is
used
as
a

multiplier
for
the
mini‐game
scores.    





Figure
5:
ICSI
Mini‐Game
–
Player
must
“aspirate”
or
collect
as
many
sperm
cells
as
he
or
she
can
in
the
allotted
time.



31


Figure
6:
Embryo
Transfer
Mini‐Game
–
Player
must
shoot
the
embryos
at
the
targets
to
implant
them
in
the
uterus.



The
scoring
system
for
each
mini‐game
is
slightly
different
depending
on
the

mechanic.  The
IVF
mini‐game
is
an
inverted
shooting
gallery
where
the
player
must

inseminate
eggs
in
Petri
dishes
as
they
move
along
a
conveyor
belt.  In
this
case,
the

final
results
would
be
calculated
as
follows:
if
the
patient’s
checklist
score
is
85%,
each

of
the
Petri
dishes
that
the
player
successfully
targets
would
be
given
an
85%
chance
of

survival.  The
system
would
generate
random
numbers
for
each,
and
calculate
how

many
embryos
were
successfully
created.

32

Figure
7:
IVF
Mini‐Game
‐  Player
must
target
the
eggs
in
the
Petri
dishes
moving
along
the
bottom
of
the
screen.



The
IUI
(
also
known
as
Artificial
Insemination)
mini‐game
uses
a
more
standard

shooting
mechanic
where
the
player
must
target
a
single,
slowly
moving
egg
at
the
right

time.  Once
again,
the
patient’s
checklist
score
would
be
multiplied
by
the
player’s

accuracy
score
in
the
mini‐game,
which
would
in
turn
be
used
to
calculate
final
results.  

33

Figure
8:
IUI
Mini‐Game
–
Player
must
target
the
slowly
moving
egg
in
order
to
inseminate
it.



Another
challenge
of
creating
a
positive
play
experience
while
staying
true
to
the

content
and
balancing
the
ethics
goals
of
the
project
was
providing
rewards
for
each

unique
player
profile.  Player
types
and
behaviors
are
dependent
on
the
context,
design,

and
affordances
of
the
game
(Sicart
94).  It
was
insufficient
to
have
money
be
the
key

scoring
mechanism
in
the
game
and
reward
system.  Further,
it
spoils
the
underlying

evaluation
mechanism
if
players’
behavior
is
motivated
by
anything
other
than
their

own
ethical
beliefs.  If
a
player
makes
a
choice
that
earns
him
or
her
more
money
in
the

game,
it
should
be
because
that
choice
expresses
the
player’s
point
of
view,
not
because

earning
the
most
money
is
the
only
way
to
‘win’
the
game
or
have
a
positive
play

34
experience.  The
‘Entrepreneur’
player
type
would
certainly
play
to
earn
the
most

money,
but
what
would
motivate
the
other
two
profile
types?

To
address
this,
I
incorporated
other
achievements
and
narrative
rewards
that

would
appeal
to
other
player
types.  To
appeal
to
the
‘Mad
Scientist’
profile,
the
game

rewards
players
with
new
gear
and
scientific
honors.  I
adapted
the
content
of
what
was

the
game
inventory
system
into
reward
badges
and
achievements
so
this
player
profile

could
be
rewarded
with
new
equipment,
technologies,
and
scientific
awards.  A
‘Mad‐
Scientist’
player
who
would
be
motivated
by
these
rewards,
rather
than
focusing
on

earning
money
to
purchase
these
items
and
thereby
behaving
out
of
character,
could

focus
on
the
aspects
of
game
play
that
he
or
she
finds
compelling
and
subsequently
be

rewarded
for
that.

Similarly
to
appeal
to
the
‘Miracle
Worker’
player,
I
incorporated
narrative

rewards
in
the
“Baby
Wall”
feature.  Almost
all
fertility
clinics
display
photographs
of

patients
who
have
been
successfully
treated
along
with
their
new
children.  In
the
game,

when
a
patient
is
successfully
treated,
their
photos
go
up
on
the
Baby
Wall.  Players
can

visit
the
Wall
at
any
time
and
review
their
achievements.  Clicking
on
the
photos
in
the

wall
also
reveals
a
flash‐forward‐style
follow‐up
that
tells
the
final
chapter
in
the

patient’s
story,
so
players
can
continue
to
visit
with
patients
as
time
passes.  This
is
also

another
way
to
illustrate
consequences
on
a
smaller
scale
than
the
formal
consequence

events,
but
still
keeps
the
player
involved
with
and
responsible
for
these
characters.

35
Non‐player
characters
were
also
added
to
guide
and
frame
the
experience.  The

Board
of
Directors
serves
to
keep
the
player
in
check
with
his
or
her
decisions.  The

Nurse
character
is
the
player’s
associate,
and
voice
of
the
tutorial
and
help
features.  
She
is
also
featured
off
camera
in
the
consultation
scenes
to
advocate
for
the
player.

The
user
interface
of
Seeds
is
presented
as
a
first
person
view
of
an
office,
with

interface
elements
representing
items
that
might
be
commonly
found
on
a
doctor’s

desktop
such
as
and
email
inbox
and
patient
files.  The
player
is
meant
to
feel
like
doctor

and
what
he
or
she
sees
on
screen
is
what
the
player
character
would
see
seated
at
his

or
her
desk
in
the
game
world.  In
addition,
during
playtests
and
presentations,
players

have
been
given
the
option
of
wearing
lab
coats.  The
embodied
first‐person
experience

increases
the
player’s
subjectivization
as
the
agent
in
the
game,
and
thus
increases
the

player’s
installation
in
the
player
character
role
(Sicart
83).  This
subjectivization
is
key

for
both
the
ludic
experience
of
the
game,
but
also
for
the
player
to
own
his
or
her

actions
as
an
ethical
player.

36

Figure
9:
Winter
Show
Playtest



37
Development
Process

This
project
has
been
through
four
phases
of
development.  The
first
stage
of

development
consisted
of
discovery
and
background
research.  The
second
phase

involved
the
creation
and
testing
of
a
paper
prototype.  The
third
phase
of
development

saw
the
implementation
of
the
system
developed
with
the
paper
prototype
in
a
digital

form.  The
integration
of
the
ethics
methodology
also
happened
in
the
second
phase.  
The
fourth
phase
of
development
was
about
refining
the
digital
prototype
and
testing

the
methodology.  


Prior
Art
Review



 In
conceptualizing
Seeds
as
a
hybrid
between
tv
medical
drama
and
online
role‐
playing
games
it
was
important
to
incorporate
elements
from
both
genres.  In

considering
the
narrative
elements
of
the
game,
I
turned
to
the
tv
medical
dramas

Nip/Tuck.  This
show
offers
archetypal
characters
and
often,
ethical
debate
presented
in

the
interplay
between
the
“A”
and
“B”
storylines.  In
addition
to
borrowing
from
these

narrative
structures,
I
was
also
interested
in
how
the
complicated
relationships
between

characters
found
in
large
ensemble
dramas
can
be
illustrated,
and
how
this
data

visualization
task
is
often
adopted
by
fan
communities.  For
this,
I
turned
to
Heroes,

38
Lost,
and
The
L
word.  Like
in
The
L
Word,
the
complexity
of
the
character
relationships

in
Seeds
is
engendered
by
the
very
nature
of
content.

• Nip/Tuck
,  F/X,
2003
–
Present

o Emmy
and
Golden
Globe
Award
winning
cable
television
series

surrounding
the
ethics,
controversy
and
drama
of
plastic
surgery.  Each

episode
of
this
procedural
drama
opens
with
a
new
patient
consultation.  
Dr.
McNamara
and
Dr.
Troy
then
play
good‐cop/bad‐cop
debating
the

merit
of
the
case
–
Dr.
McNamara
promoting
the
ethical
side,
and
Dr.

Troy
promoting
the
financial
or
ego
driven
reasons
to
take
the
case.  The

debate
between
the
two
doctors
provides
compelling
dramatic
conflict,

especially
in
cases
where
one
betrays
the
other.  

o www.niptuck.com



• The
L
Word,  Showtime
Networks,
2004
–
2009

o This
primetime
series
about
lesbians
in
Los
Angeles
used
visual
graphics

to
illustrate
the
relationships
and
connections
between
all
the
characters

in
the
show.  Commonly
known
as
‘The
Chart’,
this
graphic
was

introduced
in
an
episode
where
one
character
charted
all
her
sexual

partners,
and
their
partners,
tracing
a
path
linking
her
to
another

character.  The
fan
community
took
this
and
began
making
charts
of
their

39
own
and
sharing
them
online.  Showtime,
developed
this
idea
into
a

social
networking
site
for
fans
of
the
show
and
their
communities
called

ourchart.com,
which
was
dismantled
when
the
show
finished
its
sixth

season.

o www.thelword.com



In
considering
the
formal
elements
of
the
game
system
I
turned
to
casual
online

role‐playing
games
as
well
as
console
games
based
on
soap‐opera
and
procedural
tv

drama.  Role‐playing
games,
for
instance,
focus
on
developing
characters
through

experience,
accumulating
wealth
and
status,
and
managing
resources
or
inventory

(Fullerton
416),
and
this
seemed
a
natural
genre
choice
for
developing
my
game
system.

• Sharkrunners,  Area/Code  2007

o A
fantasy‐career,
role‐playing
game
with
sporadic
game
play.  Players

assume
the
role
of
a
shark
researcher,
charting
a
course
through
the

Great
Barrier
Reef,
chasing
sharks
in
a
giant
game
of
tag.  Players
are

alerted
every
several
hours
by
email
and
are
awarded
with
video
upon

completing
a
successful
dive.  This
pattern
suspends
the
players
disbelief

and
adds
to
the
authenticity
of
the
player’s
role
as
shark
runner.  The

player
is
rewarded
with
video
which
increases
authenticity
of
the

experience
and
the
player’s
installation
in
the
role.

40
o www.sharkrunners.com



• Mafia
Wars,  Zynga
2008

o One
of
the
most
played
games
on
facebook,
Mafia
Wars
is
a
casual,

massively
multiplayer
online
role
playing
game,
in
which
players
level
up

through
the
ranks
of
the
mafia,
taking
on
various
jobs,
increasing
their

inventory
of
weapons
and
real
estate,
and
battling
friends
and
other

mafias
for
supremecy.  Mafia
Wars
leverages
players’
facebook
friends
as

resources
in
the
game,
creating
a
fun
social
and
viral
experience.  The

structure
of
“jobs”
in
Mafia
Wars
informed
early
design
of
patient

treatments
in
Seeds.

o http://www.zynga.com/games/index.php?game=mafiawars



• Do
I
Have
a
Right?,  OurCourts.org
2009

o Browser
based
flash
game
aims
to
teach
middle
school
students
about

their
constitutional
rights.  Players
run
a
law
office,
recruiting
lawyers

with
expertise
on
certain
constitutional
issues,
and
match
them
to
clients

that
come
in
to
determine
whether
they
have
a
case
or
not,
and
whether

the
case
will
be
successful
in
court.  

o http://www.ourcourts.org/flashgames/dihar/index.html

41


• NationStates,
Max
Barry
2002

o An
online
management
simulation
game
where
players
assume
the
role

of
a
leader
of
their
own
country.  Players
design
their
nation,
and
then

manage
issues,
uprisings,
and
crises.  

o www.nationstates.net



• Trauma
Center,  Atlus
2005‐2008

o Award
winning
Japanese
game
series
for
Wii
and
Nintendo
DS
where

players
take
on
the
role
of
Doctor
Derek
Stiles,
treating
hospital
patients

and
following
the
drama
as
it
unfolds.  This
game
incorporates

sensationalized,
soap‐opera
style
drama
into
the
game
play.

o www.atlus.com/trauma_center/



• CSI:
The
Game
Series,  Ubisoft
2003‐2008

o Adventure
and
Simulation
game
for
PC
and
console
that
follows
the

procedural
structure
of
the
popular
television
series.  This
game

simulates
the
use
of
CSI
technology
to
place
players
in
the
role
of
a
CSI

detective.  
o http://csi.us.ubi.com/

42


Further,
in
considering
ways
to
explore
the
controversial
subjects
of
ART
and
bio‐
ethics,
in
Seeds,
encountered
many
different
approaches,
from
the
political,
to
the

social,
to
the
sensational.  
• BioCom,
Critical
Art
Ensemble
1998

o A
parody
of
a
biotechnology
company
website
which
points
out
the

terrifying
absurdity
of
advancements
in
genetics
and
other
biological

engineering.  The
realistic
style
of
BioCom’s
web
presence
both
serves

the
satire
of
the
piece
and
compels
viewers
to
dig
deeper
into
the

content.  This
style
is
also
found
in
may
Alternate
Reality
Games,
and
is
a

style
I
would
use
in
Seeds
to
suspend
users’
disbelief.  

o www.critical‐art.net/biotech/biocom/  


• Donor
Sibling
Registry,
Wendy
and
Ryan
Kramer
2000

o An
online
social
network
dedicated
to
connecting,
educating,
and

supporting
donor
families.  This
site
connects
children
conceived
with

donor
egg
or
sperm
with
half‐siblings
and
genetic
parents.  This
site

would
be
an
inspirational
resource
for
narrative
content,
as
well
as
a

resource
for
observing
what
kinds
of
communication
modes
and
patterns

43
are
used
when
trying
to
make
connections
between
people
in
this

specific
context.

o www.donorsiblingregistery.com



• Inconceivable,
NBC
2005

o A
primetime
television
drama
based
around
the
lives
of
doctors,

psychologists,
and
patients
at
a
fertility
clinic.  The
show
was
canceled
in

its
first
season.  Critics
described
it
as
overly
sensationalist
and
highly

exaggerated,
but
without
the
wit
or
sex
appeal
of
Nip/Tuck
(Smith).

o http://www.imdb.com/title/tt0460089/



Finally,
in
considering
approaches
to
ethical
game
play
in
Seeds,
I
examined
the

following
games
which
are
often
cited
as
works
that
present
the
player
with
a
moral

challenge
or
choice.  

• Black
and
White,
Lionhead
Studios
2001

o The
quintessential
“God
game”
in
which
players
rule
over
the
world
of

Eden.  The
world
and
creatures
in
it
evolve
and
change
depending
on
the

player’s
benevolent
or
evil
actions.  This
game
allows
players
to

experience
moral
choice
and
consequences
in
a
rich
virtual
environment.

o http://www.lionhead.com/BW/Default.aspx

44


• BioShock,
2K
Games
2007

o Often
cited
as
a
game
that
features
ethical
choice,
BioShock
asks
players

to
make
choices
about
resources
that
are
veiled
as
moral
choices
by
the

game’s
narrative.  The
player
must
harvest
a
resource
“ADAM”
from
Little

Sisters,
half‐dead
little
girls.  The
player
is
given
the
choice
to
kill
the
Little

Sisters
for
resources
or
save
them
for
fewer
resources.  
o www.BioShockgame.com

 

Paper
Prototypes

The
first
iteration
of
Seeds
was
developed
as
a
paper
prototype
that
was
played

by
teams
with
an
emphasis
on
discussion
and
cooperative
decision‐making.  The
goal

was
to
see
if
the
narratives
I
had
collected
based
on
research
with
fertility
specialists

and
patients
were
compelling
enough
to
sustain
engagement
in
the
system.  My
focus

was
on
the
potential
for
episodic
narrative
and
dramatic
suspense
to
motivate
game

play.  

45
         
Figure
10:
Paper
Prototype            Figure
11:
Paper
Prototype
with
Social
Play


In
the
first
playtest,
three
teams
of
two
people
each
played.  I
asked
them
first
to

agree
on
a
name
for
their
clinic
and
a
mission
statement.  Asking
players
to
first
agree

on
something
helped
established
a
core
game
mechanic
and
inviting
them
to
customize

their
clinic
added
a
sense
of
ownership
that
I
felt
would
add
to
the
weight
of
the

choices.

Each
team
was
asked
to
keep
track
of
their
revenue
and
success
rate.  On
each

turn
I
distributed
a
folded
slip
of
paper
to
each
team.  The
first
paper
revealed
the
first

act
of
each
patient
story,
the
Consultation.  It
also
indicated
a
dollar
amount
for
revenue

and
a
percentage
for
the
probability
of
success.  The
teams
were
asked
to
read
the

consultation
and
decide
whether
or
not
to
take
the
case.  If
they
decided
not
to
take
the

case,
it
was
thrown
into
the
center
for
another
team
to
pick
up.  After
they
made
their

decision,
I
dealt
them
another
patient.  The
turn
lasted
five
minutes,
and
scores
were

46
tallied
at
the
end.  At
the
end
of
the
turn,
each
team
calculated
the
revenue
they
had

received
from
each
patient,
and
then
began
“treatment”.  

In
this
early
paper
prototype,
treatment
consisted
of
a
random
draw
of
a
coin

out
of
a
bag,
given
the
statistical
probability
for
success
for
that
patient.  The
treatment

phase
introduced
a
branching
narrative,
where
the
next
act
of
the
story
was
revealed

and
would
be
different
depending
on
positive
or
negative
results.  After
all
the
patients

in
the
round
were
treated,
I
assessed
which
team
had
earned
the
most
money,
and

which
team
had
the
highest
success
rate.  I
rewarded
the
winning
teams
with
‘follow
up’

points,
limited
resources
they
could
use
in
subsequent
rounds
to
reveal
the
final
act
of

each
patient
arc.  The
goal
here
being
that
players
would
seek
the
‘follow
up’
points
so

that
they
could
learn
the
final
act
of
each
story.  
The
results
of
this
early
play
test
supported
my
assumptions
about
player

engagement
in
ethical
decision
making.  In
deciding
whether
to
accept
or
reject

patients,
players
were
considering
the
mission
statement
they
had
declared
during

game
set
up,
and
basing
their
decision
on
those
criteria.  This
was
an
important
moment

that
informed
the
use
of
mission
statement
and
the
design
for
the
decision
evaluation

system
in
the
final
digital
game.  Players
were
indeed
engaging
in
social
discussion

within
the
team.  Players
also
found
the
narratives
compelling,
and
were
successfully

motivated
by
the
desire
to
reveal
each
successive
act
of
the
patient’s
story.

47
One
unanticipated
mode
of
play
emerged
out
of
the
discussion
of
patient

stories.  Players
began
to
discuss
other
similar
stories
that
they
had
heard
in
the
news.  I

asked
them
to
write
down
the
stories
in
the
same
format
as
the
patient
profiles
and
I

added
them
to
the
deck
for
the
next
round
of
play
testers.  As
a
result,
the
addition
of

user
generated
content
feature
was
subsequently
incorporated
into
the
final
design.



Digital
Prototypes

The
first
playtests
confirmed
that
the
content
I
had
gathered
was
compelling,

and
it
did
map
well
onto
a
game
system.
The
system
that
emerged
began
to
seem
more

and
more
like
a
role‐playing
game
system.  I
chose
to
incorporate
more
elements
from

this
game
genre,
adding
an
inventory
of
machines,
drugs,
and
technologies
that
could

improve
the
probability
of
successful
treatment.  Inventory
items
could
then
be

purchased
with
the
money
earned.  I
also
defined
the
three
specific
aforementioned

player
roles,
each
with
their
own
mission
statement,
and
unique
ability.  
This
increased
detail
and
specificity
made
for
more
interesting
game
play,
but
it

did
not
address
issues
of
player
agency,
and
ethical
choice.  The
random
assignment
of

positive
or
negative
results
of
treatment
left
players
feeling
unsatisfied.  After

researching
the
subject
further,
I
agreed
that
the
simplicity
of
basing
the
success/failure

outcome
of
treatment
on
one
statistic
was
both
unsatisfying
and
untrue
to
the

sophistication
of
the
science
and
system
I
was
attempting
to
model.  I
did
not
want
to

48
simply
create
a
management
simulation
about
running
a
fertility
clinic.  I
wanted
to

incorporate
ethical
decisions
and
consequences
into
the
game’s
core
mechanic.  My

next
step
was
therefore
to
increase
the
complexity
of
the
treatment
phase
of
the
game

to
match
the
content,
specifically
by
including
all
the
key
ethical
decisions
that
a
doctor

and
patient
would
have
to
consider
in
the
course
of
fertility
treatment.



Testing  
In
testing
my
methodology
for
ethical
game
play,
I
looked
behavioral
cues
to

further
support
what
research
suggests
–
that
role‐play
and
emotional
engagement
with

rich
content
is
a
sound
strategy
for
encouraging
ethical
reflection.  If,
upon
responding

to
the
ethical
challenges
each
patient
posed,
players
developed
a
play
pattern
that
was

inconsistent
with
their
profile
type,
and
the
players
recognized
their
behavior
in
the
new

play
pattern,
I
would
know
that
the
system
was
working.  I
watched
for
the
‘aha’

moment,
where
players
may
change
their
opinions
about
Assisted
Reproductive

Technology
or
learn
something
new
about
their
own
beliefs.

Proof
of
concept
for
this
project
came
early
on
during
the
paper
prototyping

phase.  During
a
playtest,
a
player
self‐identified
as
an
‘Entrepreneur,’
believing
solidly

that,
like
any
other
medical
service,
fertility
medicine
was
primarily
a
business.  She

began
by
accepting
all
lucrative
patients
regardless
of
their
low
probability
of
success.  
By
the
fifth
patient,
her
behavior
suddenly
changed,
and
she
began
rejecting
patients

49
with
low
probabilities
of
success,
stating
that
she
was
“feeling
like
slime”
for
taking

advantage
of
patients
and
giving
them
false
hope.
The
player
confessed
to
changing
her

mind
about
one
aspect
of
Assisted
Reproductive
Technology.  

During
a
later
playtests
of
the
digital
prototype,
one
player
exhibited
a
stuggle

with
the
introduction
survey.  With
each
question,
she
vocalized
what
she
thought
the

“correct”
answer
was,
though
her
personal
opinion
differed.  This
illustrates
a

recognition
of
an
ethical
debate
with
multiple
valid
points
of
view.  This
player
was

profiled
as
a
‘Mad
Scientist’
upon
starting
the
game.  After
losing
money
early
in
the

game,
she
began
to
consistently
prescribe
the
more
expensive
treatments.  Her
play

pattern
cast
her
as
the
‘Entrepreneur’
profile
type.  Similarly,
another
playtester
who

was
profiled
as
a
‘Miracle
Worker’
type
at
the
start
of
the
game,
found
herself
playing

more
like
the
‘Mad
Scientist’,
when
she
wanted
to
her
patient
to
donate
her
leftover

embryos
to
science,
rather
than
have
them
adopted.

As
players
are
confronted
with
more
developed
characters,
rendered
in
video

and
images,
as
well
as
text,
players
were
less
inclined
to
reject
patients
casually

illustrating
an
emotional
connection
to
the
characters
and
the
ethical
struggles
they

present.  Where
players
do
consistently
reject
patients,
it
is
because
of
a
clearly
stated

moral
objection.  This
at
least
proves
that
players
are
ethically
engaged
in
the
content.

50
Current
Status
&
Next
Steps

The
highest
priority
in
designing
the
digital
game
is
highlighting
the
ethical

decisions
and
engaging
ethical
reflection.
A
single
player
game
positions
the
player
as

the
sole
agent
in
the
system,
increasing
the
relevance
of
the
player’s
ethical
agency
and

his
or
her
ties
to
the
system
(Sicart
163).  In
order
to
focus
on
this
goal,
and
contain
the

scope
of
the
project
during
the
third
stage
of
development,
I
decided
on
a
single
player,

time‐based
system
and
limited
the
degree
of
granularity
of
the
content
I
would

represent
in
the
game
to
the
eight
aforementioned
decision
points
and
three

treatments:
IVF,
IUI,
ICSI.
In
future
iterations
of
this
project,
the
goals
would
also
be

served
by
re‐incorporating
social
or
cooperative
play
as
well
as
increasing
the
quantity

and
granularity
of
content.

Future
possibilities
for
expanding
the
experience
include
further
developing
the

player
profile
types,
and
the
narratives
featured
in
the
game.  The
three
profile
types

currently
featured
in
the
game
represent
the
over
arching
archetypes
and
viewpoints
in

this
field
of
medicine.  Expanding
upon
these
three
roles
and
increasing
the
level
of

detail
and
nuance
would
enrich
the
experience.  Further,
developing
the
patient

characters
and
their
narrative
could
also
increase
empathy
for
the
characters
and
enrich

the
experience.  Also,
as
the
methodology
for
ethics
evaluation
continues
to
be

51
rigorously
tested,
it
may
prove
useful
to
apply
this
methodology
to
other
fields
of
study

with
emergent
ethical
conflict,
such
as
financial
ethics
or
military
ethics.

52
Conclusion

Three
opposing
forces
frame
the
ethical
issues
surrounding
Assisted
Reproductive

Technology:
scientific
advancement,
economic
constraints,
and
patients’
desires
(Hull).  
Technology
allows
us
to
create
life
in
ways
that
have
never
before
been
possible,

however
the
long‐term
risks
involved
in
using
this
technology
are
not
fully
understood.  
The
fertility
industry
is
largely
privatized
and
unregulated.
Profit
motives
lead
to
rapid

growth
and
sometimes
irresponsible
and
reckless
treatment
of
patients.  Also,
as
a

consumer
industry,
doctors
are
often
compelled
to
honor
patients’
requests,
even

where
they
conflict
with
the
patients’
best
interest.
These
three
forces
map
very
clearly

onto
traditional
role‐playing
game
elements.  Players
earn
money
by
treating
(or

cheating)
patients.  Doctors
advance
science
by
taking
risks,
and
putting
your
patient

first
may
help
or
hurt
you.  Each
patient
the
player
treats
presents
a
unique
ethical

conflict,
and
within
each
treatment
cycle
the
player
must
make
an
array
of
decisions

ranging
from
choosing
donors
to
what
to
do
with
left
over
embryos.  Regardless
of
what

a
player’s
ethical
stance
is
upon
entering
the
game,
there
is
enough
provocative

material
to
challenge
a
wide
range
of
beliefs.  Also,
knowing
the
player’s
profile
allows

us
to
customize
the
experience
so
that
that
we
can
challenge
their
specific
beliefs.

 Further,
few
of
the
currently
available
ethics
simulation
software
products
take

advantage
of
the
natural
affordances
of
interactive
digital
media
and
the
game
literacy

53
of
modern
audiences.  In
role‐playing
games,
players  advance
through
experience,

accumulating
wealth
and
status,
while
managing
resources.  Map
the
real
world

concerns
of
growing
a
business
and
personal
character
growth
to
this
type
of
framework

and
you
have
a
natural
fit
for
an
ethics
simulation
game.  In
this
case,
however,
rather

than
‘leveling‐up’
the
status
of
your
player
character,
you
would
be
developing
your

own
moral
character.  Interactive
media
is
commonly
used
for
placing
the
user
in

another
character’s
shoes,
to
experience
his
or
her
world
and
conflicts
from
a
designed

point
of
view.  As
a
passive
spectator
it
is
easy
to
pass
judgment
on
the
right
or
wrong

choice,
or
the
obvious
ethical
choice
given
a
particular
narrative.  Actions,
however,

speak
louder
than
words,
and
I
have
observed
that
when
directly
faced
with
a
conflict,

people
will
often
behave
differently
than
their
previously
stated
intentions.  Ethical

choices
are
simply
easier
said
than
done.  
As
the
ethical
complexity
of
our
world
increases,
so
does
the
need
for
our

instructive
and
entertainment
media
to
engage
that
complexity.  For
centuries
people

have
used
drama
to
engage
and
discuss
ethical
struggle.  Interactive
media
has
the

capacity
to
not
only
involve
us
directly
in
the
drama,
but
more
deeply
into
the
ethical

conflict.  By
feeling,
rather
than
watching,
the
dramatic
tension
over
these
ethical

questions,
we
may
better
prepare
ourselves
to
answer
these
questions
when
we
come

to
face
them
in
our
own
lives.

54
Glossary

 
ART  Assisted
Reproductive
Technology





Embryo
Transfer  A
step
in
the
IVF
process
in
which
one
or
more
embryos

are
placed
in
the
uterus
with
the
intent
to
establish
a

pregnancy.





Gestational
Carrier  A
woman
who
carries
an
embryo
to
full
term
pregnancy,

but
is
not
biologically
or
legally
related
to
the
child.  

 


IVF  In
vitro
fertilization
is
a
process
in
which
eggs
are

fertilized
outside
the
womb.





IUI  Intrauterine
Insemination,
also
known
as
Artificial

Insemination,
is
a
process
in
which
sperm
is
placed
into

the
reproductive
tract
with
intent
of
establishing
a

pregnancy.





Selective
Reduction  The
termination
of
one
or
more
fetuses
in
a
multifetal

pregnancy.





Surrogate  A
woman
who
serves
as
both
the
egg
donor
and
the

Gestational
Carrier.

 


55


Bibliography



Bogost,
Ian.  Persuasive
Games:
The
Expressive
Power
of
Video
Games.  
Cambridge,
MA:
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Deech,
Ruth
&
Smajdor,
Anna
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Dewolf
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29,
2005).  “Love
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Street
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Jessica(February
2010).  “Even
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Richard
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Kohl,
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Levitt,
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Mundy,
Liza.  Everything
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How
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Our
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York,
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Judith.  Reproductions
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York,
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Routledge,
1996.  Print.



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Katie
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Asset Metadata
Creator Sharkasi, Nahil T. (author) 
Core Title Seeds: role-play, medical drama, and ethical exploration 
Contributor Electronically uploaded by the author (provenance) 
School School of Cinematic Arts 
Degree Master of Fine Arts 
Degree Program Interactive Media 
Publication Date 05/06/2010 
Defense Date 03/30/2010 
Publisher University of Southern California (original), University of Southern California. Libraries (digital) 
Tag art,assisted reproduction technology,bio-ethics,ethics,ethics simulation,fertility,medical drama,Medicine,oai:digitallibrary.usc.edu:usctheses,OAI-PMH Harvest,role-playing game,rpg,serious game 
Language English
Advisor Fullerton, Tracy (committee chair), Anderson, Steven F. (committee member), Lilien, Topper (committee member), Malamed, Laird (committee member) 
Creator Email nahilshark@gmail.com,sharkasi@usc.edu 
Permanent Link (DOI) https://doi.org/10.25549/usctheses-m3026 
Unique identifier UC1481931 
Identifier etd-Sharkasi-3676 (filename),usctheses-m40 (legacy collection record id),usctheses-c127-331913 (legacy record id),usctheses-m3026 (legacy record id) 
Legacy Identifier etd-Sharkasi-3676.pdf 
Dmrecord 331913 
Document Type Thesis 
Rights Sharkasi, Nahil T. 
Type texts
Source University of Southern California (contributing entity), University of Southern California Dissertations and Theses (collection) 
Repository Name Libraries, University of Southern California
Repository Location Los Angeles, California
Repository Email uscdl@usc.edu
Abstract (if available)
Abstract In the field of fertility medicine, technology has vastly outpaced our ethical, legal, and social frameworks leaving us in a quagmire of gray morality.  Seeds is a role-playing and simulation game about assisted reproductive technology and its effect on the shape of the 21st Century.  Players play the role of a fertility doctor and must make difficult ethical decisions through courses of treatment while balancing economic, emotional, and scientific concerns.  With Seeds, the goal is to foster meaningful decision-making that may echo from the game world into the real world by employing role-play and creating a safe space for expression and exploration of ethical issues. 
Tags
assisted reproduction technology
bio-ethics
ethics simulation
fertility
medical drama
role-playing game
rpg
serious game
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University of Southern California Dissertations and Theses
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University of Southern California Dissertations and Theses 
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