Business school researchers generally accept a deterministic view of behaviour, according to which obedience is the product of social forces acting on individuals and causing their behaviour. This perspective has received empirical validation in the famous studies of Solomon Asch and Staley Milgram. However, the archives of these experiments allow us to interpret their surprising results in another way: if their subjects behaved as they did, it was because they thought they were doing the right thing. In other words, their obedience reflected a free and deliberate choice.

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Video games are a global digital infrastructure with real economic and social impact. They raise ethical challenges - from harassment to manipulative gamification - often overlooked by traditional frameworks. Normative, utilitarian, and virtue ethics approaches guide design, but often miss the designers’ own experiences and dilemmas. A case study of Eldermove shows ethical design emerges when developers avoid infantilizing users and step back from assumptions about them, respecting dignity and autonomy. Creating responsible games requires attending to the ethics of design itself. As gaming increasingly shapes culture, business, and healthcare, understanding designers’ fantasies and choices is key to technologies that truly support users.
PIGNOT Edouard - EMLV |
- Trends
- Digital Transformation, Health Sector Management, Information Systems, Innovation Management, Organizational Theory

