ABSTRACT

Stanford psychologist B. J. Fogg is a key figure in the development of using computers as persuasive technology. Fogg argues that the designer’s intent, methods of persuasion and outcomes help to determine the ethics of persuasive technology. Fogg argues that operant conditioning “can be an ethical strategy when incorporated into a persuasive technology if it is overt and harmless.” Platform owners such as Apple, Valve and Microsoft must shoulder the ethical responsibilities of making these technologies so widely available. In China, the challenge was a combination of piracy and platforms. China is not a country renowned for its respect for intellectual property and piracy is rife. By tying gameplay access to an account, it addressed the piracy problem. By enabling gamers to play on PCs in cybercafés, publishers could get around the problem that few in the population could afford their own computers. The Chinese market followed Korea’s lead in embracing free-to-play games.