{"id":73,"date":"2008-07-30T14:42:15","date_gmt":"2008-07-30T19:42:15","guid":{"rendered":"http:\/\/blogs.law.harvard.edu\/games\/2008\/07\/30\/what-might-a-pro-social-rating-system-look-like\/"},"modified":"2013-09-26T14:39:43","modified_gmt":"2013-09-26T19:39:43","slug":"what-might-a-pro-social-rating-system-look-like","status":"publish","type":"post","link":"https:\/\/archive.blogs.harvard.edu\/games\/2008\/07\/30\/what-might-a-pro-social-rating-system-look-like\/","title":{"rendered":"What might a pro-social rating system look like?"},"content":{"rendered":"<p>This was the mostly-serious question I put to our games group last night at our monthly meeting. The question emerged from previous discussions we\u2019d had about how the meta-game-industry \u2013 critics, player feedback \u2013 influences game development. While the ESRB ratings are about as fuzzy as MPAA film ratings \u2013 and equally subject to manipulation \u2013 there\u2019s no doubt that they influence actual design decisions. One former developer talked about how his team worked to keep a shooter at a \u201cTeen\u201d rating, which meant, for example, that players should not be able to manipulate dead bodies. (Shooting them while alive, of course, is perfectly fine!).<br \/>\n<a href=\"http:\/\/www.cheatcc.com\/extra\/esrb1.html\"><img decoding=\"async\" src=\"http:\/\/blogs.law.harvard.edu\/games\/files\/2008\/07\/esrb-alt.PNG\" alt=\"Cheat Code Central\" align=\"right\" \/><\/a><br \/>\nWe struck on a range of possibilities: an ESRB-like rating system, better search categories in game databases, better game criticism, and of course self-critical game design. Although it opens the door to even more subjectivity, we were all interested in shifting the focus from a checklist of features (blood? gore? bad language?) to an evaluation of the gameplay experience. Whether the graphics feature blood or not, does the game encourage cooperation and mutual sacrifice?<br \/>\n<!--more--><br \/>\nSome general ideas that emerged:<\/p>\n<ul>\n<li>\u201cBook club\u201d style questions, either scaffolded around or built into the gameplay<\/li>\n<li>\u201cDirector\u2019s commentary,\u201d like Half-Life 2 and Portal, but with stronger focus on the game\u2019s artistic and moral vision and how that influenced design decisions<\/li>\n<li>Interpretative walkthroughs, like the 500-page one for Silent Hill 2<\/li>\n<li>Some frameworks that might prove rich mining for frameworks:<\/li>\n<ul>\n<li>the \u201chabits of mind\u201d<\/li>\n<li>the \u201cseven intelligences\u201d<\/li>\n<li>the Partnership for 21st Century Skills<\/li>\n<li>from \u201cfive minds for the future,\u201d the \u201crespectful mind\u201d and the \u201ccooperative mind\u201d<\/li>\n<\/ul>\n<li>Specific terms that did leap to mind, though not necessarily for use in an ESRB fashion: depth of choice, existential intelligence, sharing, trust, reflection, awareness, problem-solving, citizenship, collaboration, professional ethics, empathy, responsibility, interpersonal skills, intrapersonal skills<\/li>\n<\/ul>\n<p>Note that, given our focus on moral and ethical values, the last list does not include other positive experiences that a game might offer \u2013 for example, mathematical problem-solving. And we tried to steer clear from whether the game would produce any particular effects, instead focusing more on the game experience.<\/p>\n<p>I\u2019d welcome any additional ideas to add to the above brainstorm list!<\/p>\n<p><em>&#8211; Gene Koo<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>This was the mostly-serious question I put to our games group last night at our monthly meeting. The question emerged from previous discussions we\u2019d had about how the meta-game-industry \u2013 critics, player feedback \u2013 influences game development. While the ESRB &hellip; <a href=\"https:\/\/archive.blogs.harvard.edu\/games\/2008\/07\/30\/what-might-a-pro-social-rating-system-look-like\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1658,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[113393,2550,2958],"tags":[82577],"class_list":["post-73","post","type-post","status-publish","format-standard","hentry","category-archival","category-opinion-advocacy","category-theory","tag-morality"],"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts\/73","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/users\/1658"}],"replies":[{"embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/comments?post=73"}],"version-history":[{"count":1,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts\/73\/revisions"}],"predecessor-version":[{"id":362,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts\/73\/revisions\/362"}],"wp:attachment":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/media?parent=73"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/categories?post=73"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/tags?post=73"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}