[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"doc-detail-117673-en":3,"doc-seo-117673-105":30,"detail-sidebar-cat-0-en-105":90},{"code":4,"msg":5,"data":6},0,"success",{"doc_id":7,"user_id":8,"nickname":9,"user_avatar":10,"doc_module":4,"category_id":11,"category_name":12,"doc_title":13,"doc_description":14,"doc_content":15,"file_id":16,"file_url":17,"file_type":18,"file_size":19,"view_count":4,"is_deleted":4,"is_public":20,"is_downloadable":20,"audit_status":20,"page_count":21,"language":22,"language_code":23,"site_id":24,"html_lang":23,"table_of_contents":25,"faqs":26,"seo_title":27,"seo_description":14,"update_tm":28,"read_time":29},117673,1374391974585,"Genevieve","https://ap-avatar.wpscdn.com/davatar_276721f389ce27ea32af1340a28f341c",2,"Literature","Digital Game Design - Voices, Values and Visions","Digital Game Design: Voices, Values and Visions explores how games enable self-expression, civic dialogue, learning, creativity, and community building. Games are framed as ethical systems shaped by culture and capable of both harm and mentorship, so design choices directly affect inclusion, accessibility, and whose perspectives are valued. The volume highlights designers’ mindsets and decision-making for building complex, living systems, embedding values, balancing goals, and navigating technical constraints, using concrete examples from real projects.","Maura Mengoni, Laura Cormio and Tommaso Santilli  \nDigital Game Design Voices, Values and Visions  \n[OceanofPDF.com](OceanofPDF.com)  \nMaura Mengoni  \nDepartment of Industrial Engineering and Mathematical Sciences (DIISM), Polytechnic University of Marche, Ancona, Italy  \nLaura Cormio  \nDepartment of Industrial Engineering and Mathematical Sciences (DIISM), Polytechnic University of Marche, Ancona, Italy  \nDepartment of Humanities, Literature, Cultural Heritage and Education Sciences, University of Foggia, Foggia, Italy  \nTommaso Santilli  \nDepartment of Education, Cultural Heritage and Tourism (SFPCT), University of Macerata, Macerata, Italy  \nISBN 978-3-032-23319-6 e-ISBN 978-3-032-23320-2  \n[https://doi.org/10.1007/978-3-032-23320-2](https://doi.org/10.1007/978-3-032-23320-2)  \n© The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2026  \nThis work is subject to copyright. All rights are solely and exclusively licensed by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in anyother physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed.  \nThe use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a  \nspecific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use.  \nThe publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.  \nThis Springer imprint is published by the registered company Springer Nature Switzerland AG  \nThe registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland  \n[OceanofPDF.com](OceanofPDF.com)  \nForeword  \nHow do we design games where people might express themselves, discuss civics, learn, laugh, and grow? We often take games for granted as frivolous or unnecessary, but then how do we explain how playing cards with our parents is like chicken soup when we’re sick? Or how playing Super Mario Brothers with our children feels like deep, personal bonding, like passing on a hobby for the next generation? How do we explain that playing with faraway friends in an online game each night fosters camaraderie, or that practicing ethics by playing role-playing games in a classroom helps us to become critical thinkers? How do we note that even in games like Fortnite, Minecraft, and Overwatch 2, there are opportunities for civic engagement, creativity, and mentorship.  \nWhen we play with others, we are, in a sense, building new worlds with them. Games are dynamic possibility spaces where we aren’t just passing through, but we might be hanging out, forming friendships, and connecting with others. We also might be playing within communities that are toxic, and filled with hate and harassment. Games are both a product of our culture, and a force that influences our culture. They are ethical systems where values are expressed, negotiated, and sometimes problematized. Games matter. Yet, most of the research on games have focused on the games themselves, rather than on centering the perspectives of the people who create them.  \nThis volume, Digital Game Design: Voices, Values and Visions, helps us to shine the light on the design processes and mindsets behind the games. It focuses on how designers grapple with","cbCaiiGBGeAYPK1i","https://ap.wps.com/l/cbCaiiGBGeAYPK1i","pdf",10985485,1,144,"English","en",105,"# Foreword\n## Game design as values and ethics\n## Designers’ voices and decision-making\n## Balancing goals and constraints\n## Accessibility, inclusion, and community dynamics","[{\"question\":\"Why does the book argue that games are not neutral?\",\"answer\":\"Games are said to embed ethical systems through mechanics, stories, interfaces, accessibility options, and interactions. These choices shape what is rewarded and who is valued in the game.\"},{\"question\":\"What does the volume focus on regarding designers?\",\"answer\":\"It focuses on the design processes and mindsets behind games, highlighting how designers grapple with making complex living systems and how they think through playable world choices.\"},{\"question\":\"How is accessibility addressed in the foreword’s examples?\",\"answer\":\"The foreword discusses designing for people with different internet bandwidths and ensuring simulation of clinical steps and environments. It also raises broader questions about accessibility, including device support and color-blindness compatibility.\"}]","Digital Game Design - Voices, Values and Visions | PDF",1785678201,222,{"code":4,"msg":31,"data":32},"ok",{"site_id":24,"language":23,"slug":33,"title":13,"keywords":34,"description":14,"schema_data":35,"social_meta":85,"head_meta":87,"extra_data":89,"updated_unix":28},"digital-game-design-voices-values-and-visions","",{"@graph":36,"@context":84},[37,53,67],{"@type":38,"itemListElement":39},"BreadcrumbList",[40,44,47,50],{"item":41,"name":42,"@type":43,"position":20},"https://docshare.wps.com","Home","ListItem",{"item":45,"name":46,"@type":43,"position":11},"https://docshare.wps.com/document/","Document",{"item":48,"name":12,"@type":43,"position":49},"https://docshare.wps.com/document/literature/",3,{"item":51,"name":13,"@type":43,"position":52},"https://docshare.wps.com/document/digital-game-design-voices-values-and-visions/117673/",4,{"url":51,"name":13,"@type":54,"author":55,"headline":13,"publisher":57,"fileFormat":60,"inLanguage":23,"description":14,"dateModified":61,"datePublished":61,"encodingFormat":60,"isAccessibleForFree":62,"interactionStatistic":63},"DigitalDocument",{"name":9,"@type":56},"Person",{"url":41,"name":58,"@type":59},"DocShare","Organization","application/pdf","2026-08-02",true,{"@type":64,"interactionType":65,"userInteractionCount":4},"InteractionCounter",{"@type":66},"ViewAction",{"@type":68,"mainEntity":69},"FAQPage",[70,76,80],{"name":71,"@type":72,"acceptedAnswer":73},"Why does the book argue that games are not neutral?","Question",{"text":74,"@type":75},"Games are said to embed ethical systems through mechanics, stories, interfaces, accessibility options, and interactions. 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