康德伦理学在电子游戏商业模式中的应用

IF 0.4 Q4 ETHICS BUSINESS & PROFESSIONAL ETHICS JOURNAL Pub Date : 2021-03-01 DOI:10.5840/BPEJ202115106
Nandita Roy
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引用次数: 0

摘要

本文扩展了现有的分析电子游戏货币化商业伦理的模型,使用了哲学家伊曼纽尔·康德提出的范畴命令的概念。提出了一个模型来分析和评估电子游戏货币化的商业逻辑,该模型属于规范伦理的义务生物学范畴。使用两个分类规则,现有的游戏货币化模型被分为道德或不道德,并以《星球大战:前线II》(2017)为例进行了介绍。这项分析旨在为视频游戏开发商和企业提供游戏货币化的道德准则,从长远来看,这也可能对他们有利。在视频游戏货币化的框架内,义务论分析是相关的,因为游戏开发商一直在发挥作用,使游戏更具可玩性/可支付性。本文将康德商业道德应用于一个新行业的背景下,即视频游戏企业,从而为视频游戏开发商提供了更广泛的道德视角,这将帮助他们以道德的方式将游戏货币化,从长远来看也是有利可图的。
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Applying Kant’s Ethics to Video Game Business Models
This article expands on existing models of analyzing business ethics of monetization in video games using the concept of categorical imperatives, as posited by the philosopher Immanuel Kant. A model is advanced to analyze and evaluate the business logics of video game monetization using a Kantian framework, which falls in the deontological category of normative ethics. Using two categorical imperatives, existing models of game monetization are divided into ethical or unethical, and presented using the case example of Star Wars: Battlefront II (2017). This analysis aims to provide video game developers and businesses with ethical guidelines for game monetization which may also be profitable for them in the long term. Within the framework of video game monetization, a deontological analysis is relevant due to the fact that the game developer is engaged in a continuous role of making the game more playable/payable. This article applies Kantian business ethics to the context of a new sector, that of video game businesses, and thereby presents a broader ethical perspective to video game developers, which will help them monetize games in an ethical manner which is also profitable in the long run.
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