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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
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Dewolf Smith, Nancy (September 29, 2005). “Love and Infertility, Death and
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Griggs, Jessica(February 2010). “Even in the Virtual World, Men Judge Women
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Kohl, Beth. Embryo Culture: Making Babies in the 21
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Sicart, Miguel. Ethics of Computer Games. Cambridge, MA: The MIT Press, 2009.
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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.
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Asset Metadata
Creator
Sharkasi, Nahil T. (author)
Core Title
Seeds: role-play, medical drama, and ethical exploration
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-PMH Harvest,role-playing game,rpg,serious game
Language
English
Contributor
Electronically uploaded by the author
(provenance)
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
cisadmin@lib.usc.edu
Tags
assisted reproduction technology
bio-ethics
ethics simulation
fertility
medical drama
role-playing game
rpg
serious game