Skip to main content

Detroit Become Human as Philosophy: Moral Reasoning Through Gameplay

  • Living reference work entry
  • First Online:
The Palgrave Handbook of Popular Culture as Philosophy

Abstract

Detroit Become Human (DBH) offers a stunningly visual gameplay experience that both tells a philosophical story and stimulates the moral reasoning process in players. The game features a futuristic world where highly intelligent androids are bought and sold as workers who take on menial labor tasks for humans. In this chapter, we explore three dimensions of moral reasoning: accounts of moral agency, ethical theories or frameworks, and accounts of moral patiency. We then explore how DBH addresses all of these philosophical issues in its narrative and gameplay scenarios. Issues of moral agency are explored through some of the androids gaining consciousness and autonomy. Ethical theory is explored through various ethical dilemmas that emerge in the gameplay. Moral patiency is explored by questioning if the androids, conscious and unconscious, are worthy of moral concern and why. We then show how the gameplay structure offers a unique interactive opportunity for players to engage in the moral reasoning process. Additionally, through the questions it raises and scenarios it poses, DBH makes an implicit anti-speciesist argument regarding moral patiency. Additionally, it makes a secondary argument that suffering and struggle are necessary to develop the possibility of second-order desires and true freedom and agency. The interactive structure of the game, in which players’ choices have more weight than in many gameplay experiences, makes DBH a unique work of contemporary philosophical pop culture.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

Similar content being viewed by others

References

  • Aristototle. 1999. Terrence Irwin (trans.) 1999. Nicomachean ethics, 2nd ed. Indianapolis: Hackett.

    Google Scholar 

  • Babij, K. 2013. The good, the bad, and the neutral: Problems with the ethical constructions of video and computer games. In Ctrl-alt-play: Essays on control in video gaming, ed. M. Wysocki, 158–168. Jefferson, North Carolina: McFarland. Print.

    Google Scholar 

  • Beauchamp, Thomas, and James Childress. 2013. The principles of biomedical ethics. 7th ed. Oxford: Oxford University Press.

    Google Scholar 

  • Entertainment Software Association. 2021. Essential facts about the computer and video game industry. https://www.theesa.com/wp-content/uploads/2021/08/2021-Essential-Facts-About-the-Video-Game-Industry-1.pdf.

  • Formosa, P., Ryan, M., Howarth, S., Messer, J., & McEwan, M. 2021. “Morality meters and their impacts on moral choices in videogames: A qualitative study.” Games and Culture, 0.0, pp. 1–33.

    Google Scholar 

  • Frankfurt, Harry. 1969. Alternate possibilities and moral responsibility. Journal of Philosophy 66 (23): 829–839.

    Article  Google Scholar 

  • ———. 1971. Freedom of the will and the concept of a person. Journal of Philosophy 68 (1): 5–20.

    Article  Google Scholar 

  • Gee, J.P. 2003. What video games have to teach us about learning and literacy. Palgrave Macmillan.

    Book  Google Scholar 

  • Gilligan, Carol. 1982. In a different voice: Psychological theory and women’s development. Cambridge: Harvard University Press.

    Google Scholar 

  • Kant, Immanuel. 1997. Mary Gregor, (trans/ed.) 1997. Grounding for the metaphysics of morals. Cambridge: Cambridge University Press.

    Google Scholar 

  • ———. 1998. Paul Guyer and Allen Wood (eds.) 1998. A critique of pure reason. Cambridge: Cambridge University Press.

    Google Scholar 

  • Mill, John Stuart. 2001. George Sher (ed.) 2001. Utilitarianism. Indianapolis: Hackett.

    Google Scholar 

  • Nicholson, Scott. 2015. A recipe for meaningful gamification. In Gamification in education and business, 1–20. Cham: Springer.

    Google Scholar 

  • Singer, Peter. 1975. Animal liberation: A new ethics for our treatment of animals. New York: New York Review.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Kimberly S. Engels .

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive licence to Springer Nature Switzerland AG

About this entry

Check for updates. Verify currency and authenticity via CrossMark

Cite this entry

Engels, K.S., Evans, S. (2022). Detroit Become Human as Philosophy: Moral Reasoning Through Gameplay. In: The Palgrave Handbook of Popular Culture as Philosophy. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-97134-6_83-1

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-97134-6_83-1

  • Received:

  • Accepted:

  • Published:

  • Publisher Name: Palgrave Macmillan, Cham

  • Print ISBN: 978-3-319-97134-6

  • Online ISBN: 978-3-319-97134-6

  • eBook Packages: Springer Reference Literature, Cultural and Media StudiesReference Module Humanities and Social SciencesReference Module Humanities

Publish with us

Policies and ethics