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Ma3 Final Research Paper - Final Draft2
Ma3 Final Research Paper - Final Draft2
Cathy Fers
Professor Gonzalez
ENC 1102
18 April 2023
Introduction
Over the past year or so, I stumbled upon an interactive story-telling video game called
Detroit: Become Human, and it completely fascinated me. Set in the year 2038, the game takes
place in a world where laborious tasks that humans don't wish to do are performed by androids.
As the player, you play as three different androids: Connor, Kara, and Markus. Throughout the
game, players are confronted with numerous choices, including several moral decisions.
Examples of these moral decisions include: being tasked with going against human orders,
deciding whether to kill or save someone, or peacefully or aggressively protesting for the liberty
of androids. While playing Detroit: Become Human, I realized that decision-making was a
crucial aspect of the game, and it demanded a great deal of thought. I became curious about the
factors that influenced the decisions I made in the game and wanted to delve deeper into
understanding and analyzing them. The decisions I made in the game had a profound impact on
the story's trajectory and the eventual outcome, which made playing the game all the more
compelling.
This study aims to investigate how people make moral decisions and what factors
influence their decision-making process in the context of interactive storytelling video games,
specifically in the case of Detroit: Become Human. Therefore, I propose two hypotheses: (1) that
my choices will be mainly influenced by empathy, meaning that I will tend to make decisions
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based on my feelings about certain characters or situations; and (2) that most of my choices will
Literature Review
As it turns out, my curiosity about the interactive storytelling video game, Detroit:
Become Human, and its moral decision-making aspects is shared by others. During my literature
review, I found that several key topics were commonly explored, including video games,
morality, and decision-making. To find relevant sources, I analyzed the Works Cited pages of
papers that had a similar inquiry as mine. I made sure that each source was recent and focused on
at least two of the key points I intended to discuss. The sources provided valuable insights into
how video games can serve as a platform for exploring ethical and moral questions, as well as
The sources I’ve analyzed provide insights into players' decision-making processes in
Detroit: Become Human. They reveal that players often make moral choices (rather than
immoral decisions) in video games, especially if they are playing a heroic role, and that these
choices they make are influenced by their feelings of empathy or predictive feelings of guilt
(Consalvo et al. 232; Hartmann and Vorderer 113; Boyan et al. 49). I believe that their findings
can be seen in my gameplay, as a lot of the choices I made were mostly because I know I’d feel
like a bad person if I chose to make an immoral decision. The timed nature of the decisions also
affects players' choices (Holl and Melzer 295). This adds another stress factor, during my
gameplay it led me to almost make rash decisions. Environmental cues within the game, such as
public opinion or societal norms, often influence players' decisions (Tamborini et al. 576). An
example of this that can be tied with Detroit: Become Human is when it comes to the protesting I
previously mentioned. The only way for the public eye to support the android liberation
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movement was to be peaceful, instead of aggressive. Some players may experience moral
disengagement when making immoral decisions, this means they’re going against their morals.
However, if there isn’t any violence caused by their actions, they’re more likely to make immoral
choices (Hartmann and Vorderer 112-113) Some players also separate themselves from their
characters, leading to multiple playthroughs with different moral choices (Consalvo et al.
226-228). I have also done this with Detroit: Become Human, once I finished a full playthrough
of the game, I went back to see what the outcome would’ve been if I made the immoral decision.
An aspect of particular importance that I aimed to investigate is the underlying reasoning behind
my decisions, even if they were perceived as immoral. I will employ Clifford and colleagues’
influential Moral Foundations framework [see Table 1] to do so (1182). Clifford and colleagues
found that the Moral Foundations framework provides a useful and reliable means of assessing
moral decision-making (1195). Other researchers have also highlighted the importance of this
framework, with Holl and Melzer demonstrating that Moral Foundations are present in a
There are a few key findings in the sources I have that connect strongly with my research.
The most important key findings I find to be the fact that most players usually tend to make
moral decisions and that societal morals are to blame. This can be either a conscious or a
subconscious decision, but regardless it has an effect. Another very important finding for my
research is the fact that empathy and predictive feelings of guilt have a strong effect on the moral
decision-making process. Empathy is the ability to understand and share the feelings of others. It
involves the capacity to put oneself in someone else's shoes and feel what they feel. Predictive
feelings of guilt, on the other hand, involve anticipating the negative emotions that may arise
from making a particular decision. This also ties into the finding that most players tend to
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immerse themselves into the role of the character they’re playing, especially if it’s a heroic one.
Which in turn affects the decision made and how it aligns with the morals of the player and also
the character. My last key finding is that moral foundations are found in more than half of
Detroit: Become Human’s morally relevant decisions. Combining all of these findings and
applying them to my research, there will be a clearer explanation as to what factors (game
aspects, morals, etc.) seen during gameplay affect my decision-making process for moral
decisions.
Methods
To conduct my research, I played Detroit: Become Human until the end. This study aims
to explore the decision-making process involved in moral decisions, with a particular focus on
identifying the various factors that influence this process. To accomplish this goal, an
ethnographic research design was implemented and self-reported data was gathered.
Before I started playing the game, I created six different questions that would help me
Pre-Decision: Post-Decision:
Upon completing the game, I employed the Moral Foundations outlined by Clifford and
colleagues in their research article (1182) to examine the decisions I made. Additionally, I
applied the Moral Foundations to questions 1-3, further enhancing my analysis of the game's
ethical themes. By utilizing this approach, I gained a more comprehensive understanding of the
Results
After analyzing the collected data, I observed that Kara's moral decisions accounted for
46.7% of the 15 different moral dilemmas prompted, while Connor and Markus had 26.7% each
in terms of their moral dilemmas. Further analysis of the 31 possible decisions revealed that a
significant proportion, 65.6%, involved breaking a moral foundation (MF) [see Table 1], in
The breakdown of MF violations showed that harm/care accounted for the largest
19%. While examining the context of the 15 prompted dilemmas, I found that half of the time
(50%), they involved MF. Of these MF violations, harm/care was the most common at 30% of
the time, followed by respecting authority at 30%. Purity was violated 20% of the time, while
found that 73.3% of my decisions involved breaking a moral foundation, with empathy being the
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basis for 53.3% of my choices. The remaining 47.7% either went against my emotions or were
made without feeling empathy. Among the moral foundations, respecting authority was the most
frequently violated, accounting for 45.5% of instances. The next most frequently violated
foundation was harm/care at 27.3%, followed by fairness/justice at 18.2%, and loyalty at 9.1%.
Finally, upon evaluating the frequency of my overall regret for the choices made, it was
found that it occurred 26.7% of the time, while the remaining 73.3% of the time, I did not regret
my choices. Further analysis revealed that when considering only MF violations, regret occurred
in 36.4% of cases, while 63.6% of the time, I did not regret the MF violations.
Discussion
Some initial observations can be made upon examining my results. First and foremost,
Kara, the heroic character in my gameplay, was presented with more moral dilemmas compared
to both Connor and Markus. Additionally, over 50% of all the possible decisions I could have
made involved violating a moral foundation. Of these moral violations, harm/care was the most
commonly broken foundation. Furthermore, for half of the situations presented in the game, there
was a moral foundation at risk of being violated. When examining my decision-making process,
it became clear that I frequently made choices that violated moral foundations. Notably, my
decisions were often influenced by empathy, which is not surprising. Among the various moral
foundations, I most frequently violated the principle of respecting authority. Interestingly, I found
that I rarely regretted my decisions, regardless of whether a moral foundation was violated or
not.
My findings support hypothesis 1, which proposed that empathy would play a significant
role in shaping my decision-making process. This finding aligns with prior research by Consalvo
et al. (232), Hartmann and Vorder (113), and Boyan et al. (49), who found that emotions such as
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empathy and guilt can influence decision-making. Conversely, hypothesis 2, which posited that
the majority of my decisions would be moral rather than immoral, was contradicted by my
results. Notably, I discovered a positive correlation between making immoral decisions and not
regretting them, which challenges the findings of Consalvo et al., Hartmann and Vorder, and
Boyan et al. who suggest that players are more likely to make moral choices. In my specific case,
I believe that my decisions were influenced by a sense of justice or empathy for the character I
was playing, rather than the other characters or the game's moral framework.
The implications of my study have several implications for both theory and writing. The
new insights provided into the factors that influence decision-making can be attributed to moral
foundations observed in the context and options presented, as well as my thoughts on the matter.
These results can be applied to the design of interactive story-telling games and theoretical
frameworks that support the study of ethics and morality. Furthermore, my findings suggest that
these insights into writing reveals the potential for unique perspectives into human
decision-making processes and moral reasoning. The significance of recognizing the role of
emotions and empathy in decision-making, both in gaming and real-life scenarios, cannot be
understated. As such, students and writing studies researchers alike should take away from this
study the importance of considering the ethical implications of their writing and decision-making
processes, the influence of empathy and emotions on these processes, and the potential benefits
of utilizing interactive media, such as video games, to gain insights into these phenomena.
Conclusion
Based on my research, it can be concluded that the impact of empathy and the sense of
frequently, despite my initial expectations based on my morality. These findings hold significant
implications for the development and writing of interactive story-telling video games,
study's limitations, such as the subjectivity of morals and my pre-existing knowledge of the
game, are important to note, they provide a starting point for further research on the common
factors that affect decision-making in this context. In a world where everyday actions are
overlooked or taken for granted, Detroit: Become Human and my research data show that from
hugging a child to pulling the trigger, every decision counts. What role does your morality play
in shaping the course of your life, ultimately defining the person you become?
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Appendix A
Research Data
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Appendix B
Analysis Data
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Works Cited
Boyan, Andy, et al. “A massively moral game? Mass Effect as a case study to understand the
Journal of Gaming & Virtual Worlds, vol. 7, no. 1, 2015, pp. 41-57.
Clifford, Scott, et al. “Moral foundations vignettes: a standardized stimulus database of scenarios
based on moral foundations theory.” Behavior Research Methods, vol. 47, 2015, pp.
1178-98.
Consalvo, Mia, et al. “Playing a Better Me: How Players Rehearse Their Ethos via Moral
Choices.” Games and Culture, vol. 14, no. 3, 2016, pp. 216-35.
Hartmann, Tilo, and Peter Vorderer. “It’s Okay to Shoot a Character: Moral Disengagement in
Violent Video Games.” Journal of Communication, vol. 60, 2010, pp. 94-119.
Holl, Elisabeth, and André Melzer. “Moral Minds in Gaming: A Quantitative Case Study of
Tamborini, Ron, and Nicholas D. Bowman. “The effect of moral intuitions on decisions in video
game play: The impact of chronic and temporary intuition accessibility.” new media &