Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site calgary.UUCP Path: utzoo!utcsri!ubc-vision!alberta!calgary!greenberg From: greenberg@calgary.UUCP (Saul Greenberg) Newsgroups: net.cog-eng Subject: Psychology and morality: more on the game-based office. Message-ID: <577@calgary.UUCP> Date: Sun, 24-Nov-85 12:35:25 EST Article-I.D.: calgary.577 Posted: Sun Nov 24 12:35:25 1985 Date-Received: Mon, 25-Nov-85 01:45:07 EST Distribution: net Organization: University of Calgary, Calgary, Alberta Lines: 27 After Roy Masrani and I submitting a highly tongue-in-cheek abstract titled "Iconic interfaces for office systems based on video-games", a serious reply was posted asking the question: "Is it appropriate to increase a user's emotional involvement with a model filled with conflict?" According to principles of human factors research, the answer would be yes. Psychological experimentation is highly pragmatic - people's reactions to stimuli are measured, not their morality. As an example, one study looked at individual differences between male and female reaction to video games. The findings suggest that while males react strongly to a "shoot-em down" game, female reaction is generally negative. The result - develop a "female-oriented" game. I suggest that experimental psychology has no morality. If a conflict-filled metaphor is an efficient one, then its use can be justified psychologically. The morality of the metaphor is a philosophical question which is answered in terms of good taste and judgement. Unfortunately, the demands of the marketplace usually takes precedence. This is simple to prove - advertisements use a wealth of psychological knowledge to manipulate the masses, which I personally find repugnant. As scientists, we have a quest for knowledge. History suggests that this knowledge is rarely used for the lofty ideals it was intended for. Saul Greenberg Dept of Computer Science University of Calgary, Canada