Cookies on this website

We use cookies to ensure that we give you the best experience on our website. If you click 'Accept all cookies' we'll assume that you are happy to receive all cookies and you won't see this message again. If you click 'Reject all non-essential cookies' only necessary cookies providing core functionality such as security, network management, and accessibility will be enabled. Click 'Find out more' for information on how to change your cookie settings.

Abstract

Digital games are already part of everyday life for about 2 billion people worldwide, and their popularity has been increasing steadily in recent years. Games are emotionally engaging, interactive, and allow for a myriad of scenarios and ramifications. Despite these advantages, bioethics has yet to embrace this exceptional resource. This talk presents a theoretical rationale to motivate empirical bioethicists to use games as an empirical tool. I will discuss how games fit into the current methodological landscape in the field, and what advantages they offer in comparison to traditional methods, including their potential for high scalability and greater emotional and contextual grounding. I will close with an example of a digital role-playing scenario, developed in collaboration with the Neuroscience, Ethics and Society Young People’s Advisory Group, to investigate young people’s values and preferences in relation to predictive testing in mental health.