Abstract
Ethics education can potentially be supplemented through the use of video games. This article proposes a novel framework (Ethics Practice and Implementation Categorization [EPIC] Framework), which helps educators choose games to be used for ethics education purposes. The EPIC Framework is derived from a number of classic moral development, learning, and ethical decision-making models, including frameworks and theories associated with games and ethics, as well as prior empirical and theoretical research literature. The EPIC Framework consists of seven ethics education goals (e.g., building ethical awareness, practicing reflection, and enhancing character), and 12 strategies associated with ethics education, which are also present in video games (e.g., role-play, modeling, and simulation). Each of the framework’s categories is described in detail, and the limitations of the framework are also discussed.
Disclosure statement
No financial interest or benefit has arisen or will arise from the direct applications of my research. This work was not financially supported by any grants or agencies.
Additional information
Notes on contributors
Karen Schrier
Karen Schrier is on the faculty at Marist College and directs the Play Innovation Lab. She has edited two recent book series called Ethics and Game Design: Teaching Values through Play and Learning, Education, & Games. Her monograph, Knowledge Games, will be published by Johns Hopkins University Press in 2016. She has a doctorate from Columbia University, a master’s from MIT, and a bachelor’s from Amherst College.