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Power Explorer: Is Indoctrination Right?

Persuasive games are often designed for social, political, or environmental purposes to promote particular values and behaviours. In this chapter, the author analyzes the manner in which values are conveyed to the player through the persuasive game Power Explorer, a mobile game for reducing household energy consumption. For the analysis the author takes into account the diverse approaches of Values Education and the criticism they have received. In particular, a) the author illustrates the similarities of the values education designed in Power Explorer with the traditional approach of Character education, and b) the author raises ethical issues regarding the design, the objectives, and the effects of games for change using persuasive technologies 1 , in terms of both the individual and the society. Games for change (G4C) are designed with the objective to have a social impact regarding political, social and environmental issues. Building awareness upon real-world problems such as poverty, violence, climate change, or human rights is a sensitive task. All these problems are, in fact, rooted in our society's values, which consequently originate from our personal ethical values, as active citizens, motivating and guiding our behaviours. The question is how do we learn and 'change' values intentionally?