With the accounting profession actively seeking new ways to enhance
ethics training in higher education as well as foster the ethical sensitivities
of practicing professionals, there are mixed views on the effectiveness
of current ethics training programs. It is generally believed that ethics
training for practicing accountants is more effective when participants can
have immersive experiences with ethical dilemmas in a natural setting. To
date, enhanced immersive training experiences have largely been achieved
through hypothetical scenarios, rather than real settings.
The argument for this paper is in the use of a newly designed serious game
of ethics, Bogart, to provide players with an immersive and potentially
impactful real world experience. Providing immediate feedback is a
distinctive feature of serious games, which enables players to ascertain
the consequences of each of their decisions. This is a particularly useful
feature for ethics education. However, unlike most other games Bogart that we had not foreseen. In this paper, we provide a personal narrative of
the design choices and implications that only became obvious in the pilot
testing phases and beyond. We draw on Kaufman and Flanagan’s (2015)
‘embedded design’ approach to serious games design and the business
ethics literature to reflect on the consequences of the design choices we
made whilst developing Bogart.
While the game design choices followed pedagogically appropriate and
peer-reviewed pathway techniques, we still encountered numerous
implementation issues and a number of unintended ethical consequences.
uses stealth interventions and misplaced rewards. While these were
intentionally designed to add a further pedagogical dimension to the
context and bring about interesting consequences, there were outcomes
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