Video games can create ethical experiences and encourage ethical reflection in their players. Usually, this potential is understood in the context of the results or consequences of a player's actions and decisions. For example, choosing whether to save some innocent people instead of rescuing a player character's friend or lover. We use virtue ethics as a lens for examining what meaningful choices in games are actually like. We explore these insights by examining The Walking Dead Season 2's choice system as it relates to characterization, Mass Effect 2's binary morality system and its effect on the outcome of the narrative, and Life is Strange's use of player choice as a tool of expression. Although these games have often been criticized for providing inconsequential choices that don't significantly affect the outcome or ending, we argue that-when viewed from a virtue ethics perspective---the choices afforded the player are significant, impactful, and more importantly meaningful. We conclude by outlining future research questions and discussing some challenges and limitations of this perspective.
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Nay et al. (2017) studied this question.
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