Breakaway Project Ethical Analysis

Improved Essays
The three primary ethical issues of the Breakaway project are gambling, violence and sex. The game lured the user in by offering credits to advance in the game. This behavior is very similar to the compulsive gambler. The company was plotting to entice the user to buy more credits to get further in the game just as casinos do luring the gambler in by showing winners receiving millions of dollars. The positive in the game is providing entertainment to the non-compulsive users. These customers are responsible and use the game as entertainment or even a stress reliever. The violence in the Breakaway project attracted users in which are addicted to playing out their violence in the video game. Bounce used 3-D technology to allure the …show more content…
These stakeholders would have benefited from the Breakaway game to have their addiction fix. However, the negative aspects of the game would have been devastating to the company. In the United States, using nudity on social media was unacceptable behavior. Primary stakeholders such as customer, employees and shareholders could have benefitted from the game. While other primary stakeholders such as community and government regulatory authorities would have seen this game in a negative way due to the gambling, violence and sex.
References
Andreassen, C. S., Billieux, J., Griffiths, M. D., Kuss, D. J., Demetrovics, Z., Mazzoni, E., & Pallesen, S. (2016). The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study. Psychology Of Addictive Behaviors, 30(2), 252-262. doi:10.1037/adb0000160
Ferrell, O. C., Fraedrich, J., & Ferrell, L. (2013). Business ethics: Ethical decision making and cases [9th edition]. Mason, OH: Cengage Learning. Retrieved from

Related Documents

  • Great Essays

    Argumentative Summary

    • 1719 Words
    • 7 Pages

    With games like Grand Theft Auto and Call of Duty becoming some of the best selling series in the video game industry; selling around over 250 million copies, (McWhertor, 2016; United States Security and Exchange Commission, 2016) people wonder how much impact video games have on in our society and how much influence they have on our behavior. A controversial topic that arose in 2005 in the American Psychological Association is whether or not violent video games leads to increased and more severe violent behaviors (American Psychological Association, 2005). We understand that one form of developing behavior is by observing the consequences of people’s actions. (Bandura, 1963).…

    • 1719 Words
    • 7 Pages
    Great Essays
  • Improved Essays

    Ethical Considerations Project The issue lies in barring the rape victims in taking the emergency contraceptives in many Catholic hospitals. This research advocated many important matters such as the debate whether these hospitals are doing rational proper care methods for the victims. The research was conducted through an unintentional and confidential phone interview with the different institutions. These rejections of Catholic hospitals to compromise standard lawful methods are destroying not only the victims but also the interest of all women.…

    • 314 Words
    • 2 Pages
    Improved Essays
  • Superior Essays

    Rhetorical Analysis

    • 1072 Words
    • 5 Pages

    This paper focuses on an article in the Washington Post titled Why the Supreme Court should rule that violent games are free speech. The author of the article is called Daniel Greenberg and the paper will specifically focus on the way the author has employed a number of writing mechanics in presenting his arguments. Among the things to be highlighted include the way the author present himself as credible as possible. This refers to the use of ethos. The other thing to be seen in this case is the way the author has argued through the use of emotional speech.…

    • 1072 Words
    • 5 Pages
    Superior Essays
  • Improved Essays

    In the Article “Jesus is A Brand of Jeans”, Jean Kilbourne talks about how advertisements encourage people to buy their products, but in order to do this people use tactics that can be bad because of the way that they try to get people to buy these products. When they advertise these products they usually try to make the product look more important than actual people, or the people who advertise the product try to make everyone think that we need the product for us to be happy. The most dangerous part about advertisements is that they can flourish addictions because the company will try to get us to try that product even if it can harm many people and they won't show people what has happened to the many people that have suffered from their product. When Companies try and get people to use their product or in some cases keep using their product, the company will try to get a specific age group to use their products by having people in that specific age group be in that ad so people that age will be able to relate to it even though the product may be harmful, Marlboro has people within the ages of 18-21 be in the ad where people are enjoying themselves by doing many things some include doing something that you never thought would be possible, and being with an intimate other.…

    • 917 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    Video games may seem like an innocent way for kids to have fun, but what happens when game developers slip some hidden controversy into gameplay? That's the story behind these eight prominent video games with dark and hidden meanings. Number Eight: SimCopter.…

    • 420 Words
    • 2 Pages
    Improved Essays
  • Improved Essays

    Settlers Of Catan Analysis

    • 1116 Words
    • 5 Pages

    Part 1: Description of the Rules/Premise/Game Play (How Does it Function as an Economic Model) (Describe how the game’s rules, premise, and game play can be understood from an economic perspective.) Settlers of Catan is a trading game in which players build capital and harvest resources. The game functions as a closed economy, in which opportunity costs, price of a good, and access to a good are constant, although trading with others does reflect some changes in relative prices. The object of the game is to be first to attain ten ‘victory points’. At the start of the game, the players are allowed to place two ‘settlements’ – each worth…

    • 1116 Words
    • 5 Pages
    Improved Essays
  • Decent Essays

    Who would then think that people won’t be kidnapped through a game that everyone plays and players are ENCOURAGED to meet others. Ultimately, thousands of teens are at stake here to bo kidnapped. Isn’t that a…

    • 104 Words
    • 1 Pages
    Decent Essays
  • Improved Essays

    “Should Gamers be Prosecuted for Virtual Stealing?” By Alex Weiss Textual Analysis Alex Weiss, a graduate from Arizona State University, wrote this essay on virtual theft for his Work and Play in Contemporary Fiction/Digital Media class. It was later published in the online magazine Slate (Bullock and Goggin 731). Weiss is clearly an educated writer, but refrains from fairly acknowledging the other side of his argument: that gamers should not be prosecuted for virtual theft.…

    • 714 Words
    • 3 Pages
    Improved Essays
  • Improved Essays

    Ethical Considerations and Profit Elibah Bey Kaplan University In this paper, I will explain a consequentialist ethical consideration and a non-consequentialist ethics viewpoint concerning a scenario wherein Sam, the owner of a busy veterinary hospital, took a client’s $25.00 bill payment, did not generate corresponding paperwork, and used the cash for personal grocery shopping. In addition, I will explain the strengths and weaknesses corresponding with the ethics viewpoint of Sam’s decision in this scenario. I will also describe my thoughts on the effect of Sam’s decision as it relates to other personnel at the hospital upon an auditor discovering this situation.…

    • 776 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    An Analysis of “How Evil Should A Video Game Allow You to Be?” During the past few decades, the video game industry has been growing and improving due to many different factors. As technology and the graphics of video games have become clearer and more realistic, consumers have adapted to and become better engaged to specific actions in these games. In “How Evil Should a Video Game Allow You to Be?,” a well-written article by Simon Parkin, which was published by The New Yorker on September 17th, 2013, questions the reader on how gore and corrupt video games can be. Parkin provides the readers with comparisons, research, and examples, of which effectively show how video games have corrupted players into becoming violent.…

    • 781 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    Karl is facing major challenges between his personal ethics and the lack of an ethical culture in the Bounce Corporation (Ferrell, Fraedrich, & Ferrell, 2013). Marketing to compulsive personalities, increasingly violent scenes to interact with, and using sex as a reward, are the three primary ethical issues being faced in the Breakaway project. Not only does Karl need to stand his ground with moving forward with this project in the U.S., but also as it relates to other markets. Through Karl’s research, he has found that most players are males between the ages of eighteen and forty-four, and that the expenditures that they make within the game increase exponentially as the violence increases, and more life-like options are introduced, such…

    • 303 Words
    • 2 Pages
    Improved Essays
  • Improved Essays

    The Great Video Game Crash of 1983 introduced a series of changes and innovations that would sculpt the future of video games in America. On the one hand, some argue that the Crash did not impact America in any way. On the other hand, however, others argue that the Crash brought forth new innovations and ideas about video games that Americans would utilize for generations to come. The direct impact affected consumers and their faith in this specific medium of entertainment, and would eventually form new ideas and interests that would be extremely important in the future. The economy was devastated, for only the lessons learned would save the industry.…

    • 911 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    Everquest 2 Case Study

    • 1104 Words
    • 5 Pages

    Launching of Everquest II , an ethical dilemma Introduction Scott Mc Daniel, the Vice President for Marketing for Sony online Entertainment was facing an ethical dilemma. Everquest II, an online role-playing game (RPG) was supposed to be launched recently as a sequel to the hugely popular Everquest I launched back in 2004. The game had a dynamic storyline which would change on a monthly basis depending on the actions of the players and the guests. The game is supposed to become a huge success and SoE was expecting high profits and favorable customer response.…

    • 1104 Words
    • 5 Pages
    Improved Essays
  • Improved Essays

    The argument claims that the electronic games rating system, although similar to the movie rating system, is not working because it is self regulated and violation fines are nominal, Hence, the gaming rating system should be overseen by an independent body. Stated in this way the argument fails to mention several key factors, on the basis of which it could be evaluated. The conclusion relies on assumptions, for which there is no clear evidence. Therefore, the argument is rather weak, unconvincing, and has several flaws.…

    • 599 Words
    • 3 Pages
    Improved Essays
  • Superior Essays

    Not only our financial, video games also cause many bad effects on our brain and behaviors. As some newspapers, like Tuổi Trẻ or Thanh Niên, has reported, the amount of primary students who commit crime after playing games has increased rapidly in recent year. Is video games are responsible for these violent actions? Of course they do, although I don’t really like to admit it. According to Doctor Walsh’s studies (2002) there are four mains resons for the agressive and unsocial behavior of video game’s…

    • 1265 Words
    • 6 Pages
    Superior Essays