OxTalks will soon move to the new Halo platform and will become 'Oxford Events.' There will be a need for an OxTalks freeze. This was previously planned for Friday 14th November – a new date will be shared as soon as it is available (full details will be available on the Staff Gateway).
In the meantime, the OxTalks site will remain active and events will continue to be published.
If staff have any questions about the Oxford Events launch, please contact halo@digital.ox.ac.uk
Digital games are already part of everyday life for about 2 billion people worldwide, and their popularity has been increasing steadily in recent years. Games are emotionally engaging, interactive, and allow for a myriad of scenarios and ramifications. Despite these advantages, bioethics has yet to embrace this exceptional resource. This talk presents a theoretical rationale to motivate empirical bioethicists to use games as an empirical tool. I will discuss how games fit into the current methodological landscape in the field, and what advantages they offer in comparison to traditional methods, including their potential for high scalability and greater emotional and contextual grounding. I will close with an example of a digital role-playing scenario, developed in collaboration with the Neuroscience, Ethics and Society Young People’s Advisory Group, to investigate young people’s values and preferences in relation to predictive testing in mental health.