In this session, we will discuss our exploratory process of developing and transforming a static, paper-based (business) ethics case into an interactive digital ‘serious game’ for use in teaching (business) ethics, as well as our research implementing these games into the undergraduate classroom. The cases address an instance of racism and sexual harassment in the workplace respectively. Using the first-person perspective, students/players are invited to make decisions within a narrative and face the consequences, much like a "choose your own adventure" book.
Our talk begins by outlining the motivations for the research and topical selections for the case, before demonstrating how we used open source software to evolve the static cases into playable games. In the second half of the talk, we will discuss the data resulting from the in-class research we conducted pertaining to the games’ impacts on affective learning and address some avenues for future research. Conference attendees are encouraged to bring an internet connected device to be able to try the games for themselves.