200 years after a nuclear war devastated the world in an alternate, post-World War II timeline, Fallout 3 places the player as an inhabitant of a survival shelter designed to protect humans from nuclear radiation. When the player's father leaves without prior notice, the player does as well, traversing the Capital Wasteland that was once Washington, D.C., in pursuit. While combat is the game's primary emphasis, Fallout 3 has an important feature in its Karma system. Player actions affect status within the game world and how well non-player characters (NPCs) receive the player. With consequences to most every action, the player is able to earn significant in-game rewards. However, evil as well as good deeds can garner positive NPC reactions,...
textWhile considering the role of media in shaping and examining histories, we must also grapple wit...
This chapter critically examines issues of ethics and morality in survival horror videogames
This work offers a set of design principles that might be useful to develop non-player characters (N...
This article focuses on 1950’s American iconography and the player’s participation in Fallout 3’s ce...
Video games are fun. The fictional environments and plots they generate are designed with solely thi...
Fallout is a series of role-playing games set in a prolonged nuclear age that follows the fictional ...
Morality systems in computer role-playing games (CRPGs) are a characteristic feature of the genre. A...
In this essay, the overt ideological message and the internal system for structuring gameplay in Fal...
This thesis is aimed at game designers and had the goal of investigating how moral philosophies exis...
Morality has always been a pressing issue in video game scholarship, but became more contentious aft...
A study in the journal of Cyberpsychology, Behavior, and Social Networking suggests most v...
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, int...
Contemporary climate change research today speculates that life as we know it is at an end (Scranton...
Videogames as narratives exist on the margins of literary acceptance, and although digital texts are...
This exploratory study was designed to examine how players make moral choices in video games and wha...
textWhile considering the role of media in shaping and examining histories, we must also grapple wit...
This chapter critically examines issues of ethics and morality in survival horror videogames
This work offers a set of design principles that might be useful to develop non-player characters (N...
This article focuses on 1950’s American iconography and the player’s participation in Fallout 3’s ce...
Video games are fun. The fictional environments and plots they generate are designed with solely thi...
Fallout is a series of role-playing games set in a prolonged nuclear age that follows the fictional ...
Morality systems in computer role-playing games (CRPGs) are a characteristic feature of the genre. A...
In this essay, the overt ideological message and the internal system for structuring gameplay in Fal...
This thesis is aimed at game designers and had the goal of investigating how moral philosophies exis...
Morality has always been a pressing issue in video game scholarship, but became more contentious aft...
A study in the journal of Cyberpsychology, Behavior, and Social Networking suggests most v...
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, int...
Contemporary climate change research today speculates that life as we know it is at an end (Scranton...
Videogames as narratives exist on the margins of literary acceptance, and although digital texts are...
This exploratory study was designed to examine how players make moral choices in video games and wha...
textWhile considering the role of media in shaping and examining histories, we must also grapple wit...
This chapter critically examines issues of ethics and morality in survival horror videogames
This work offers a set of design principles that might be useful to develop non-player characters (N...