Professional Documents
Culture Documents
Cathy Fers
Professor Gonzalez
ENC 1102
30 March 2023
Literature Review
Over the past year or so, I stumbled upon an interactive story-telling video game called
Detroit: Become Human, which 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. As a result, 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 the gameplay all the more
compelling.
As it turns out, my curiosity about the game, Detroit: Become Human, and the moral
decisions it presents is shared by others. In my review of sources, I discovered that several key
topics are commonly explored, including video games, morality, and decision-making. To find
relevant sources, I examined the Works Cited pages of papers that shared a similar inquiry as
mine, and I ensured that each source was recent and focused on at least two of the key points I
Fers 2
intended to discuss. These sources provided valuable insights into how video games can serve as
a platform for exploring ethical and moral questions, as well as the potential impact of these
The sources I’ve analyzed provide insights into players' decision-making processes in
Detroit: Become Human. They reveal that players often make moral choices (versus 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 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
Fers 3
they were perceived as immoral. To achieve this, I will utilize Clifford and his colleagues' Moral
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
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. The last key finding which affected my research will be environmental cues seen in
the game. The weather, music, lighting, and colors, all affect the gameplay, which reflects on the
decision-making because it impacts the players' emotional state. 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.
Fers 4
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.
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 Moral
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 &