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Assignment Brief

Purpose:
This assignment intends to assess student’s ability to perform a research on a selected problem areas
related to information systems environment and to investigating ethical, legal and professional dilemmas
of the selected organization/ context and provide recommendations with sound justifications.

Introduction
Select a technology, case study, or an information system relevant to the module scope and conduct a
research to identify the relevant ethical, social, legal and professional concerns related to the chosen topic.
Evaluate and discuss the issues identified covering the following tasks.

Task 1 – Presentation (20 Marks)


15 minutes presentation covering the following areas,
 A brief introduction to the topic
 Reason for choosing the topic
 Ethical, social, legal and professional issues related to the topic
 Research and investigation plan.

Task 2 – Essay (80 Marks)


Write an essay approximately with 3000 words covering the following areas related to the chosen topic.

a) Identify the issues in terms of ethical, legal professional and social concerns of the chosen topic
(10 Marks)
b) Critically evaluate different perspectives of the issues / concerns raised by applying relevant
ethical principles, theories, regulations and professional code of conducts. (25 Marks)
c) Discuss the different perspectives, arguments raised by other writers that have researched the
ethical, legal, social and professional concerns of the same technology/ topic. The researchers you
choose should be credible and renowned in their field of study. (20Marks)
d) Suggest the recommendations/ solutions to the identified issues and justify the solutions.
(10Marks)
e) Discuss the importance of ethical approach for the chosen topic and explain how it is helping an
IT professional for his professional development. (10Marks)
f) Correct use of citation, referencing and use of credible and authoritative sources using Harvard
referencing System (5 Marks)

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Marking Scheme

Learning Outcomes:

1 Critically consider the wider legal, social, professional and ethical environment for IT
professionals.
2 Critically discuss contemporary issues at the intersection of computing, technology,
economy, politics and society.
3 Demonstrate appreciation of the importance of a professional and ethical approach to
computer science, software engineering and information systems, along with the
importance of lifelong professional development.

Learning Outcomes covered from the course work.

The LOs covered may depend on the topic chosen by the student.

Presentation Marking Criteria

Topic Marks
The introduction to the topic and the relevance to the module 2
The sources of information and investigation plan 3

Clear and precise presentation (slides and verbal) 3

Identification of the issues related to the selected topic.


 Ethical issues 3
 Legal Issues 3
 Professional Issues 3
 Social Issues 3

Total 20

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Marking criteria – for Task 2

Marks Description of the criteria

Part a) Identification of the issues. (10 marks)

0-3 No or very few issues have been identified. There are enough evidences; facts were not
presented to demonstrate the research conducted.

4-6 Issues have been identified successfully and demonstrated a basic understanding of the
subject scope with acceptable answer. The issues seem to be genuine and a reasonable
sample has been selected and fair amount of issues have been raised.

7-10 An excellent set of issues have been identified. Evidences and justification were
provided for the facts gathered from the sample.

Part b) Critical Evaluate the issues by applying relevant principles, theories and different
perspectives (25 Marks)

0-5 Poor discussion and no evidence of applicability of the different theories given in the
report. Poor analysis of the different perspectives of the sample. No or poor application
of the relevant theories, principles and regulations.

6-12 Basic discussion presented by referring to few different perspectives. Reasonable level
of application of the relevant principles, theories and regulations.

13-19 Very good understanding of the subject scope has been demonstrated and the
discussion of different perspectives is critical. Application of the theories, principles,
regulations is very good and the writing style used, referencing and citation is correct.

20-25 Excellent discussion with outstanding arguments and critical discussion. Many
perspectives were considered and excellent application of the relevant principles,
theories and regulations.

Part c) Discuss other writers’ perspectives (20 Marks)

0-5 Poor or no analysis of the other writers’ perspectives.


6-10 Satisfactory analysis of other writers’ perspectives and reasonable amount of credible
sources were chosen. Citation and referencing is done correctly although some minor
mistakes are present.

11-15 Very good evaluation with critical discussion of the others’ perspectives. The sources
selected are reliable and critical discussion of the other writers’ perspectives was
given.Citations are referencing is accurate.

15-20 Excellent answer with outstanding arguments and discussion of the renowned and
reliable authors’ perspectives. Discussion is critical and excellent set of arguments
were raised. Good list of references given and citation is accurate.

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Part d) Suggestions, recommendations and solutions. (10 Marks)
0-3 No or very few set of recommendations and suggestions given . Recommendations (if
given) are not practical and specific.

4-7 good set of recommendations were suggested and justified them with principles
and theories.

7-10 Excellent set of recommendations which are practical, specific and relevant to the
identified scenario/ topic. Solutions, recommendations have been justified pointing out
the improvement which can bring along with them.

Part e) Discuss the importance of ethical approach for the chosen topic and how it is helping an IT
professional for his professional development. (10Marks)

0-3 No or very few importance were discussed. Has not discuss how ethical approach is
helping the development of IT professional

4-7 Has discuses good set of importance with evidence with justification Has discuss how
ethical approach is helping the development of IT professional with justification

8-10 Excellent discuses has carried out on off importance ethical approach on the chosen
topic with evidence with justification Given excellent set of example and evidence how
ethical approach is helping the development of IT professional

Part f) correct use of citation and referencing (05Marks)

0-1 No or very few citations in the body. Incorrect use of citation and compiled only the
reference list without body citation. Citations and the reference list do not match.

2-3 Correct use of citations but, number of sources used is not sufficient. Used Harvard
referencing system.

4-5 Very good set of sources used and proper citation and referencing is done. The
citations and the reference list do match.

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Executive Summary

According to the summary I have created a research report which is related to computer games.
However, in question a), I have identified what are the issues which might face in ethical, legal,
professional and social. In question b), I have critically evaluated the different perspectives of the
issues or concerns by applying the necessary ethical principles, theories, rules and regulations
and professional code of conducts as well. In question c), I have critically analyzed and
evaluated the different perspectives of the concerns where other writers have used. In question
d), I have given what are the recommendations or solutions which involve from the issues and
finally in question e), I have discussed what are the ethical approach methods which involve an
IT professional for his professional development. Therefore, as an analyst it is my job to seek
what might be the usefulness of computer games in nowadays.

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Table of Contents

Executive Summary.......................................................................................................................08
Introduction....................................................................................................................................10
Question a) ....................................................................................................................................11
Question b) ....................................................................................................................................13
Question c) ....................................................................................................................................15
Question d) ....................................................................................................................................17
Question e) ....................................................................................................................................18
Conclusion ....................................................................................................................................19
Question f) ....................................................................................................................................20

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Introduction
Computer games are programs or software which enables a player in order to interact with a
virtual game environment which is used for entertainment and fun. Therefore, there are many
types of computer games are available from traditional card games to more digitized video
games such as role playing games and adventure games. However, with the upcoming
technology nowadays we have experienced the VR video games which is defined as virtual
reality in order to get the experience is like playing a game in a real world. However, in this
report all the benefits and negative effects of computer game are mentioned in this report.

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Question a)
According to computer games it is the most trending because many people around the world are
highly likely to play video games on their personal computer and mobile phone devices in order
to reduce stress. But however, there are some issues which might lead to computer games such as
ethical, legal, professional and social issues.
 Ethical Issues

According to Ethical issues which is caused by computer games are mainly privacy, violence,
addiction and also image content. When considering privacy this occurs when the user wants to
play an online game which requires an online account therefore the gaming company may ask
the user’s personal information such as user’s name, email address, date of birth and etc. in order
to get the job done. But however there are some gaming companies which may ask the user’s
store payment information for in-game purchases which means that hackers may try to steal or
hack the user’s bank information whenever the hacker wants itself which violates privacy of the
user. When considering violence this occurs when children who are likely to play highly violent
and mature video games which leads to violence for example: “A 14-year-old boy killed his
father by using a sledgehammer since his father had disturbed his computer game.” (Anon.,
2018) When considering addiction this usually occurs when player’s play online games with
other players which will lead to addiction because there is no general ending for example: mainly
games which are especially addictive due to online multi-player games such as Call of Duty,
Fortnite and etc. When considering image content this means that the contents which include in
the game such as blood/killing, humor, nudity and sexuality could bring bad effects to the
player’s mentality. For example: A very famous game known as GTA which implies the real
situation which leads to offensive language, violence, racism and etc.

 Legal Issues

According to Legal issues which is caused by computer games are mainly data loss, copyright
and game ratings. When considering data loss this means that when the user is logging to the
game by entering user credentials once the logging is successful the user’s saved point or data is
missing so therefore in order to overcome this type of issue the gaming company should use an
act called Data Protection Act 1998 this ensures that all the user’s data is kept safe and secure,

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accurate, lawfully. When considering the copyright issue this means that other gaming
companies may try to copy from the original game which is created by the original gaming
company. So, therefore in order to overcome this issue the gaming company has used Design and
Patents act 1988 this ensures that in order to prevent from other gaming companies from copying
the original game otherwise they have to suffer the consequences such as paying heavy penalties.
When considering game ratings this means that every game has no accurate game rating
therefore this might sell the games to under aged people example: Early Childhood (ages 3+),
Everyone (ages 6+), Everyone 10+ (ages 10+), Teen (ages 13+), Mature (ages 17+), and Adults
Only (ages 18+). (Jimmy Dang, n.d.) which is based on the game therefore in order to overcome
this issue the gaming company uses Age restriction act to make sure that the game developer
should consider the age of the user/player which is based on the game.

 Professional Issues

According to Professional issues which is caused by computer games are mainly cheating,
sharing private information and harassment. When considering cheating this means that cheaters
who are good in video games can take unethical advantage therefore which likely unfair for other
players in order to play the game in a proper way. (Anon., 2018) When considering sharing
private information this states that if the player shares his/her personal information to strangers
or other players where they can collect valuable information of the user. When considering
harassment this states that if the player has harassed or bully the other team members which may
lead to violence will create bad impact to the player itself.

 Social Issues

According to Social issues which is caused by computer games are mainly health risk, education
and use of language. When considering health risk this states that if the player is continuously
playing the game for hours which will lead to eye strains, headache, back pain, wrist pain and
etc. When considering education this states that nowadays children are likely to play more time
on video games rather than studying for their education which results lower grades of the
children. When considering use of language this means that when communicating with other
people/strangers through online may lead to harsh language. From that harsh language the player

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might get used to it which will impact the society.

Question b)
Ethical Principles
 Respect for others

This means that when it comes to bullying or violence with other team members playing through
online might lead to disrespect and end up with a bad reputation. (Anon., 2019) Therefore, in
order to gain respect from the other team members is to listen what they say and respond in a
politely way and also should give credit to other players as well in order to earn respect from
other players in a good manner.

 Treat others as equal

This means that if the cheater plays the video game by applying cheat codes it does consider
unequal or unfair for other players in order to play the game in a proper way. (Anon.,
2019)Therefore, by playing without using cheat codes in a video game it is considered as equal
for other players to have fun play time with other team members of the game.

 Act honestly

This suggest that if the player is caught cheating by making money in many gaming competitions
it may lead to unethical practices of the virtual video gaming is being destroyed. (Anon., 2019)
Therefore, if the player acts honestly without cheating in a gaming competitions the player won’t
need to suffer the consequences for e.g. paying heavy fines, getting banned from the game for
entire career.

Ethical Theories
 Deontological Theory

Deontological theory is meant when actions are right or wrong in themselves, regardless of
consequences. For example, if we consider that cheating in any type of game is known as illegal
because there are no proper regulations for its avoidance and also many gaming industries are

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encouraging abnormality in people in order to seek high profits which is an unethical practice
made by the gaming industry. (Anon., 2018)

 Consequentialist Theory

Consequentialist theory is meant when actions are right or wrong depending on their
consequences. For example, if we consider that nowadays many gaming industry produces more
aggressive or violent games which are highly demanded because many teenagers have got into it
and also which brings high profits for the gaming company as well. But by doing this method
this violates a lot of ethical principles which are respect for others, honesty and etc. (Anon.,
2018)

Regulations
When considering the law and regulation in computer games is that selling highly Rated R
games to under aged children who are less than eighteen years’ old which is illegal. And also
games which has included sexual behavior and crime activities it also violates the content rating
system which is known as PEGI (Pan European Game Information). (S. Gregory Boyd, 2019)
When considering copyright or trademark many gaming companies are trying to copy the title,
features of the game and how it is displayed from the original game. Therefore, if the company
has got into any mess by copying from other gaming industry competitors may face heavy
penalties or duties which violates the Copyright, Patents act 1988.

Professional Code of conducts


 Public interest

This means that game developers should know how to make use of the content rating system in
order to identify critically of the video game. (Anon., 2018) For example: As I mentioned before
many teenagers are mostly drawn into highly rated video games which gets the attention of the
players in order to purchase the video game will affect the player’s mentality. Therefore, this
clearly breach the code of conduct which is known as public interest because the gaming
industry is mainly concerned about high demand and also the gaming industry have neglected the
concern when focusing on public matters.

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 Professional Competence and Integrity

This means that gaming industry should concern for the workers who work very hard in order to
make a video game successful. So, therefore when considering the employees in the workplace
the business should provide additional training in order to boost the professional knowledge,
skills and competence on a continuing basis which is relevant to the field. Also, that the gaming
industry should provide protection against from who are harassing other employees which might
involve into conflicts. (Anon., 2019) Finally, the gaming industry should provide health and
safety needs of the employees which includes mental safety and physical health in order to make
sure that the employee is fit enough to work by giving regular breaks and etc.

Question c)
In order to discuss the perspectives of what other writers have researched about computer games
where and how the gaming industries uses several methods in order to concern the ethical, legal,
professional and social.
Therefore, based on the journal document “Playing with Ethics: Video Game Controversy”. This
document mentions that nowadays when many players or gamers have ethical issues regarding
video games such as violence, stereotyping, rating and etc. (Jimmy Dang, n.d.) However, this
states that “it is also the player’s responsibility to be aware of the positive and negative effects of
video gaming.” Normally, violence occurs when the player plays highly matured video games
for e.g. Call of Duty, PUBG and many other games. Also this has mentioned a recent study
where “the Indiana University School of Medicine has used a MRI brain scan to a particular
individual who plays highly violent video games which shows an amount of increase in
emotional arousal which will lead to less self-control and attention of the individual. When
considering about game rating this a rating system which allows the players to purchase or buy
the video game based on the age of the user which is related to the game. For e.g. “Entertainment
Software Rating Board (ESRB)” is a company which assigns the video game rating based on the
contents which is used by gaming industries such as: unwanted content which is illegal for small
kids to play games. Therefore, with the help of content rating nowadays parents can buy video
games which is most suitable for their kids by go through the age which is mentioned in the back

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of the video game case. This will keep their children safe from playing games which contains
unwanted content.
Therefore, based on the journal document “Impact of Computer Games on Students GPA”. This
document tells us that computer games are the world’s largest entertainment where nowadays
many students or children play video games for a long time without considering their education
therefore the GPA of the students has fallen. (Karzan Wakil, 2017) For e.g. in a recent study
where “a questionnaire is distributed for 100 students in a school in order to determine or study
that how much hours that students spend their time playing video games.” According to the study
it says that “students who play more than three hours a day and their GPA reduces up to -2.41%
per hour”. However, with the continuous playing of video games students might feel lazy and
less active when it comes to education this is because that playing video games may reduce the
human creativity which reduce the overall thinking ability of the student. And also another risk is
that when it comes under health risk this triggers headaches, eye stains, back pains and many
more. However, in order to reduce such concerns is that students should be able to limit the time
of playing video games and also should focus more on their education in order to increase the
GPA of the student which will improve their education.
Therefore, when going through a book named “Video Game Law” which contains all the legal
laws which is related to computer games in nowadays. When considering copyright this suggest
that in order to prevent from other companies copying the same game. (S. Gregory Boyd, 2019)
Also copyright in video games includes the “stories, characters, geographic locations and also
the software source code which is used in the software as well”. Therefore, if any company has
caught by illegally copying the company has to pay the fine which is depend on how much the
company has copied from the original game. When considering trademarks this means that a
word, name, or a symbol in order to identify the company’s products for e.g. xbox, playstation
and etc. Mostly many gaming industries used a specific symbol which is known as “TM” to
indicate that the mark is being is used by the gaming industry.

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Question d)
The recommendation and solutions for the issues are:
 Install an anti-virus software

By installing an anti-virus software will allow to protect users from viruses and malware through
online. Also when creating an online account this allows the cybercriminals to collect
information from user. (Anon., 2019) Therefore, nowadays many children don’t know how
online gaming is secure or not but with the help of anti-virus software now parents can activate
parental control which restricts the information shared to other users.

 Use of legal acts

If the hacker tries to breach from the user’s personal account information which violates data
protection act 1998. Therefore, the gaming company should be responsible for protecting the
user’s
information safe and secure. When considering the design and patents act 1988 this allows the
gaming company to prevent other companies from copying the idea, features, graphics, music of
the game. Also before deploying the game to the general public the game developer should
consider the age of the user which is based on the game such as unwanted media that might
affect the mentality of the user therefore it violates the age restriction act as well.

 Banning / report

This means that if any player is caught from cheating, violent actions or offensive language
which is a harassment and unfair for other players to play the game. Therefore, the solution to
this problem is that players can report that particular person or player and then finally the gaming
company might take necessary actions against them such as banning from the entire game or pay
a sum amount of fine as a punishment.

 Take regular breaks

This means that when the player plays the game for long hours’ health issues might involve so
therefore, in order to reduce these risk, the best thing is to take regular breaks which is good for

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the health of the player or gamer.

Question e)
When considering the ethical approach in order to help the IT professional for his professional
development is to provide necessary training which is related to the field may able to assist the
ongoing professional development (Anon., 2019). And also by monitoring the IT professional
employee in order to identify what are the strengths and weaknesses of the employee. By
identifying this will help to correct the weakness or mistakes that IT professional has done which
will improve the development process. Also finally, by using any motivational methods like
giving extra salary bonus this will try to motivate the IT professional to work hard in order to
achieve the target. By using proper communication between other employees in order to
understand clearly which makes the work easier. However, if the IT professional has the
creativity to solve different various problems which might arise while working this will help to
improve his problem solving technique and will lead to helping his professional development.

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Conclusion

According to the conclusion I have selected a technology with the ability to perform a research
as well which is known as Computer games. The reason of conducting this research is to identify
what are the benefits and the issues which could impact to the people and the society. However,
in question a), I have clearly identified and given with examples that what are the issues which
might face in ethical, legal, professional and social. For example: violence, privacy health risk
and etc. In question b), I have critically analyzed and evaluated the different perspectives of the
issues or concerns from collecting information through the internet by applying the necessary
ethical principles, theories, rules and regulations and finally professional code of conducts as
well. In question c), I have critically analyzed and evaluated the different perspectives of the
concerns where other writers have collected information by considering the computer games
topic. In question d), I have given what are the recommendations or solutions which involve
from the issues of computer games and finally in question e), I have discussed what are the
ethical approach methods which involve an IT professional for his professional development in
the workplace. Therefore, I hope that by conducting this type of research would benefit anyone
in order to get an idea what is like to play a computer games nowadays which may affect the
people’s day to day lives.

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Question f)

References

 Website

UKEssays. (2018). Ethical Issues In Video Games Media Essay. [online]. Available at:
https://www.ukessays.com/essays/media/ethical-issues-in-video-games-media-essay.php#citethis
[Accessed 19th August 2019].

HG.org. (2019). Video Games and the Law. [online]. Available at: https://www.hg.org/legal-
articles/video-games-and-the-law-31278 [Accessed 19th August 2019].

Evolve Youth Esports. n.d. CODE OF CONDUCT. [online]. Available at:


https://www.evolveyouthesports.com/code-of-conduct [Accessed 19th August 2019].

Avast blog. (2019). Online games: 5 risks to your online security and privacy. [online]. Available
at: https://blog.avast.com/online-games-5-risks-to-your-online-security-and-privacy [Accessed 20th
August 2019].

ClassicallyTrained.net. (2019). How Gamers Can Earn Respect. [online]. Available at:
http://classicallytrained.net/gamers-can-earn-respect/ [Accessed 20th August 2019].

Idga.org. (2019). Code of Ethics. [online]. Available at: https://www.igda.org/page/codeofethics


[Accessed 20th August 2019].

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 Research Journal

Dang, J., Lee, J. and Nguyen, C., n.d. Playing with Ethics: Video Game Controversy. [pdf].
Available at: https://pdfs.semanticscholar.org/5766/8c34035f8a99a40cd8ac3147b36ffd24fb10.pdf
[Accessed 21st August 2019]

Wakil, K., Omer, B. and Omer, S., (2017). Impact of Computer Games on Students GPA. [pdf]
European Journal of Education Studies. Available at:
https://www.researchgate.net/publication/318768950_Impact_of_Computer_Games_on_Students_GPA
[Accessed 21st August 2019]

 Book

Boyd, S.G., Pyne, B. and Kane, S.F., (2019). Video Game Law. Boca Raton. A K Peters/CRC
Press

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