An Analysis of Business Ethics and Responsible Management at EA Games
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AI Summary
This report provides a comprehensive analysis of business ethics and responsible management within EA Games, a prominent US-based video game company. The report delves into various ethical issues, including the controversial practice of loot boxes and their potential negative impact on children, as well as the company's overall public image. It explores the importance of ethical considerations for the company's success, examining the factors that affect stakeholders such as customers, employees, and investors. Furthermore, the report discusses the role of business in society, the impact of good and bad choices on the company, and provides recommendations for improving ethical practices. It also applies ethical theories, such as virtue ethics, to evaluate EA Games' business operations, highlighting the importance of moral values and responsible actions. Overall, the report emphasizes the need for EA Games to prioritize ethical conduct to maintain a positive reputation and contribute to the welfare of society.

Business Ethics and
Responsible Management
Responsible Management
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TABLE OF CONTENTS
INTRODUCTION...........................................................................................................................3
PART 1 (A)......................................................................................................................................3
Issue of ethics..............................................................................................................................3
Impact of issue on the public image of company........................................................................3
Things which are important to the company...............................................................................3
Business’ role in society..............................................................................................................3
Factors that impacts stakeholders................................................................................................3
Good choices benefit companies and bad choices have a negative impact.................................3
Recommendations........................................................................................................................3
PART 1 (B)......................................................................................................................................3
Ethical theories............................................................................................................................3
PART 2............................................................................................................................................6
What makes an ethical leader......................................................................................................6
CONCLUSION................................................................................................................................7
REFERENCES................................................................................................................................8
INTRODUCTION...........................................................................................................................3
PART 1 (A)......................................................................................................................................3
Issue of ethics..............................................................................................................................3
Impact of issue on the public image of company........................................................................3
Things which are important to the company...............................................................................3
Business’ role in society..............................................................................................................3
Factors that impacts stakeholders................................................................................................3
Good choices benefit companies and bad choices have a negative impact.................................3
Recommendations........................................................................................................................3
PART 1 (B)......................................................................................................................................3
Ethical theories............................................................................................................................3
PART 2............................................................................................................................................6
What makes an ethical leader......................................................................................................6
CONCLUSION................................................................................................................................7
REFERENCES................................................................................................................................8

INTRODUCTION
Business ethics is very important topic to a business or company right now, because this
business informs top-level management of different companies for always following ethics and
moral values in own workplace (Stanitsas, Kirytopoulos and Vareilles, 2019). Currently people
or customer also fully aware about the impact of these all laws and regulations, in which they
like to buy products and services only from those businesses and companies which has followed
the concept of business ethics in own workplace. This report discusses the topic named; business
ethics and responsible management in the context of EA games. Basically, EA games is a
popular US based video game company, and the headquarter of company is situated in Redwood
city, United States. This report is generally based on the business ethics of EA games, that how
upper or senior management of this company have to follow the business ethics and laws in own
workplace. Some other key factors relating to business ethics and responsible management also
has been discussed in existing report.
PART 1 (A)
Issue of ethics
Currently EA games provides facility of online and offline games in across the world, but
according to many people, there are many services and games of this company are completely
against the business ethics, in which upper management of this business have to avoid
developing that type of services which can negatively affect to people of society. Currently this
company provide access to children for playing such games in their daily live which are very
addictive. This is the main reason that, currently parents of many kids and children wants to say
EA games that do not develop such products and services which can make children very
addictive as well as ineffective. The loot boxes facility in different games of EA games is also
badly affected to the mindset and mentality of different kids or children in market place, and due
to this reason recently the UK parliament has formulated different guidelines for these loot boxes
of games.
Basically, these types loot boxes promote gambling in the generation of kids. However,
according to the management of EA games, these boxes are just for fun and these are quite
Business ethics is very important topic to a business or company right now, because this
business informs top-level management of different companies for always following ethics and
moral values in own workplace (Stanitsas, Kirytopoulos and Vareilles, 2019). Currently people
or customer also fully aware about the impact of these all laws and regulations, in which they
like to buy products and services only from those businesses and companies which has followed
the concept of business ethics in own workplace. This report discusses the topic named; business
ethics and responsible management in the context of EA games. Basically, EA games is a
popular US based video game company, and the headquarter of company is situated in Redwood
city, United States. This report is generally based on the business ethics of EA games, that how
upper or senior management of this company have to follow the business ethics and laws in own
workplace. Some other key factors relating to business ethics and responsible management also
has been discussed in existing report.
PART 1 (A)
Issue of ethics
Currently EA games provides facility of online and offline games in across the world, but
according to many people, there are many services and games of this company are completely
against the business ethics, in which upper management of this business have to avoid
developing that type of services which can negatively affect to people of society. Currently this
company provide access to children for playing such games in their daily live which are very
addictive. This is the main reason that, currently parents of many kids and children wants to say
EA games that do not develop such products and services which can make children very
addictive as well as ineffective. The loot boxes facility in different games of EA games is also
badly affected to the mindset and mentality of different kids or children in market place, and due
to this reason recently the UK parliament has formulated different guidelines for these loot boxes
of games.
Basically, these types loot boxes promote gambling in the generation of kids. However,
according to the management of EA games, these boxes are just for fun and these are quite
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ethical as well (Bakhanova and et.al., 2020). According to the currently scenario of ethical issue,
there are upper management of EA games had highly required to be some responsible towards
society, and in in order to working in the welfare of society, the company stop for producing
such products and services in own workplace which will make kids and children very addictive
as well as ineffective.
Impact of issue on the public image of company
Due to existing ethical issue, the public image of EA games can be reduced in the market
place, because most people don’t like such businesses and companies in market place which
produces such products and services which can negatively affect to the society. Existing issue
relating to EA games company also based on this same concern that, one day games of this
company will make very highly addictive to different kids and children in market place. The loot
boxes facility of EA games was very badly affected to public image of company in market place,
because loot boxes generally promotes unethical practices in the society. There are parents of
many children no like to see their kids while investing unnecessary amount for accessing loot
boxes in the games (Möller, 2020). According to parent, currently many games which has
developed by EA games company promotes gambling in the society, and that’s why public
image of company has negatively affected by different unethical features of own developed
games.
Things which are important to the company
Currently are many things important to the company and upper management of this
company have to systematically consider these all things in its workplace. For example; currently
competition is increasing in each sector or industry, in which there are only such companies
gains better growth opportunities in marker place which has followed all rules, ethics and laws
properly in own workplace. Upper management should know one that, age stage of kids and
children are very sensitive, in which existing factors of market place can simply influence them.
That’s why upper management of business should avoid developing such games which can
negatively affect to daily lives of children. In this dynamic and modern world, many parents are
get frustrated because of their kids’ addiction towards games, and this is the main reason that,
senior or upper management of business need to develop that type games which can provide full
fun to children but not make addicted them.
there are upper management of EA games had highly required to be some responsible towards
society, and in in order to working in the welfare of society, the company stop for producing
such products and services in own workplace which will make kids and children very addictive
as well as ineffective.
Impact of issue on the public image of company
Due to existing ethical issue, the public image of EA games can be reduced in the market
place, because most people don’t like such businesses and companies in market place which
produces such products and services which can negatively affect to the society. Existing issue
relating to EA games company also based on this same concern that, one day games of this
company will make very highly addictive to different kids and children in market place. The loot
boxes facility of EA games was very badly affected to public image of company in market place,
because loot boxes generally promotes unethical practices in the society. There are parents of
many children no like to see their kids while investing unnecessary amount for accessing loot
boxes in the games (Möller, 2020). According to parent, currently many games which has
developed by EA games company promotes gambling in the society, and that’s why public
image of company has negatively affected by different unethical features of own developed
games.
Things which are important to the company
Currently are many things important to the company and upper management of this
company have to systematically consider these all things in its workplace. For example; currently
competition is increasing in each sector or industry, in which there are only such companies
gains better growth opportunities in marker place which has followed all rules, ethics and laws
properly in own workplace. Upper management should know one that, age stage of kids and
children are very sensitive, in which existing factors of market place can simply influence them.
That’s why upper management of business should avoid developing such games which can
negatively affect to daily lives of children. In this dynamic and modern world, many parents are
get frustrated because of their kids’ addiction towards games, and this is the main reason that,
senior or upper management of business need to develop that type games which can provide full
fun to children but not make addicted them.
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On the other side, feature of loot boxes many times very negatively affects to users of EA
games, and specially to kids or children, and that’s why upper management of this game business
need to stop providing such features and specifications in its games which can negatively affect
to the mind-set and mentality of children (Perrotta and et.al., 2019). There are many people
exists in market place which not satisfied with the policies of company, because sometimes
company demands for additional charges for accessing some additional features in the games, it
means, these types of charges of basically unnecessary charges to people. That’s why upper
management of company have to understand this basic thing, people plays games of EA games
for fun, but in this scenario, if upper management of company takes some additional charges
from the customers, then this factor may put negative impression on people of company within
the society. Lastly, one of the main things that upper management of company should consider
that, it should avoid developing such types of games which promotes stress in children and kids,
and because this life cycle stages are very sensitive to a person.
Business’ role in society
The management of company have to aware about the business’ role in society, because
this is very mandatory to EA games for working in the welfare of society (Minton, 2019).
Basically, currently many businesses exist in market place which not perfectly follows the
business ethics, in which upper management of EA needs to be some active in the context of
understanding its role in society. According to the current scenario, upper management should
not put such specifications and features in its games which can negatively impact to different
kids and children in market place. On the other side, it should not conduct such practices which
promotes gambling in small or little kids. For example; loot boxes are not much favourable for
the children in society. In this situation, upper management of business need to put its huge
efforts for not including these types of features in its games to play an ethical role in the society.
Factors that impacts stakeholders
Currently there are users, customers, government, employees, investors, marketing
agencies and supplier some major stakeholders to EA games, in which there is each business
practice of company directly impacts to different stakeholders in market place. In this situation,
there are loot boxes attribute of EA games also affects to stakeholders in market (Earp and et.al.,
2018). For example; currently many games addict customers of this company are ready to give
games, and specially to kids or children, and that’s why upper management of this game business
need to stop providing such features and specifications in its games which can negatively affect
to the mind-set and mentality of children (Perrotta and et.al., 2019). There are many people
exists in market place which not satisfied with the policies of company, because sometimes
company demands for additional charges for accessing some additional features in the games, it
means, these types of charges of basically unnecessary charges to people. That’s why upper
management of company have to understand this basic thing, people plays games of EA games
for fun, but in this scenario, if upper management of company takes some additional charges
from the customers, then this factor may put negative impression on people of company within
the society. Lastly, one of the main things that upper management of company should consider
that, it should avoid developing such types of games which promotes stress in children and kids,
and because this life cycle stages are very sensitive to a person.
Business’ role in society
The management of company have to aware about the business’ role in society, because
this is very mandatory to EA games for working in the welfare of society (Minton, 2019).
Basically, currently many businesses exist in market place which not perfectly follows the
business ethics, in which upper management of EA needs to be some active in the context of
understanding its role in society. According to the current scenario, upper management should
not put such specifications and features in its games which can negatively impact to different
kids and children in market place. On the other side, it should not conduct such practices which
promotes gambling in small or little kids. For example; loot boxes are not much favourable for
the children in society. In this situation, upper management of business need to put its huge
efforts for not including these types of features in its games to play an ethical role in the society.
Factors that impacts stakeholders
Currently there are users, customers, government, employees, investors, marketing
agencies and supplier some major stakeholders to EA games, in which there is each business
practice of company directly impacts to different stakeholders in market place. In this situation,
there are loot boxes attribute of EA games also affects to stakeholders in market (Earp and et.al.,
2018). For example; currently many games addict customers of this company are ready to give

any charges for participating in such games which based on the loot boxes. On the other side,
company has developed such games also which can make to an ordinary person to the game
addictive, in which this factor of company influences to local government for passing a strict law
all games developing companies for do not producing such games and sports which promote
high addiction in the people of society. Currently there is huge competition in market place, in
which EA games wants to produce such types of games which can provide the best playing
experience to all customers in market place. Due to this reason, the management of EA games
has ordered to its employees for putting their huge efforts in order to develop games which can
provide very excellent experience to customers.
Good choices benefit companies and bad choices have a negative impact
This is a very logical statement in the business field that, good choices benefits
businesses and bad choices have a negative impact. In this situation, upper management of
company have to be very active is analysing which factors can negatively impact of business and
which market factors can provide an excellent benefit to the business at international level
(Osborne and Weight, 2019). For example; existing feature of loot boxes in games is now not
good for the company, in which upper management should take steps towards removing this
feature from own games for gaining better outcomes in market place.
Recommendations
The management of company have to follow all business ethics to put positive impact on
the people of society.
Upper management of EA games should avoid involving such features in its games
which can promote gambling in the society.
Business needs to be some responsible for working in the welfare of society.
PART 1 (B)
Ethical theories
EA Games is a organisation involved in launching games. The game is against the certain
ethical theories. The theories that strengthen the values and ethical standards in the individuals
are denoted as the ethical theories. These theories are among the key theories associated with the
company has developed such games also which can make to an ordinary person to the game
addictive, in which this factor of company influences to local government for passing a strict law
all games developing companies for do not producing such games and sports which promote
high addiction in the people of society. Currently there is huge competition in market place, in
which EA games wants to produce such types of games which can provide the best playing
experience to all customers in market place. Due to this reason, the management of EA games
has ordered to its employees for putting their huge efforts in order to develop games which can
provide very excellent experience to customers.
Good choices benefit companies and bad choices have a negative impact
This is a very logical statement in the business field that, good choices benefits
businesses and bad choices have a negative impact. In this situation, upper management of
company have to be very active is analysing which factors can negatively impact of business and
which market factors can provide an excellent benefit to the business at international level
(Osborne and Weight, 2019). For example; existing feature of loot boxes in games is now not
good for the company, in which upper management should take steps towards removing this
feature from own games for gaining better outcomes in market place.
Recommendations
The management of company have to follow all business ethics to put positive impact on
the people of society.
Upper management of EA games should avoid involving such features in its games
which can promote gambling in the society.
Business needs to be some responsible for working in the welfare of society.
PART 1 (B)
Ethical theories
EA Games is a organisation involved in launching games. The game is against the certain
ethical theories. The theories that strengthen the values and ethical standards in the individuals
are denoted as the ethical theories. These theories are among the key theories associated with the
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society. Ethical theories like virtue ethics and divine command theory of ethics is applicable in
this context.
Virtue ethics
This theory supports the morale ground. This theory give emphasis to the moral values
and beliefs that organisation must contain. The EA Games is a gaming sector organisation which
attracts the interest of majority of the individuals in the society. Gaming origination attract to all
types of gaming enthusiasts at a global level. These games attract potentially to all the young
individuals like college students, graduates, schools children’s and kids who are small. Gaming
applications and sites are highly successful as the people all across the globe are keen towards
playing games. Globally the people irrespective of any gender, age, asexuality and any other
kind of social discrimination are interested in playing games. This application and games attract
to all such peoples as they are the massive stress relief tool and also used tool widely for the
entertainment purpose of the individual. The theory of virtue ethics supports the moral values
and beliefs in doing business operations (Rendtorff and Kemp, 2019). The organisations must
support and favour the moral ground while conducting the business transactions. The ethical
values support the value of people in market along with the growth and profitability targets of the
organisation. Ethical issues and this theory support the business aspect such as growth and the
value of people in the same manner as both these aspects are significant and important in context
to the business operations. Theory of virtue ethics drive and beliefs that growth of people is a key
aspect that businesses must meet and the requirements of the customers businesses must cater
and deliver against the operations.
The gaming is more like a need or demand of the human being. This is more like a
passion of the individuals. This can be stated as the luxury of the individuals but not the
necessity of the peoples at the global level. The business operations entertained by the EA
Games are against the theory of virtue ethics as the game becomes the addiction of the people
and children. Especially to the small children’s and kid who are investing plenty amount of time
in planning the game which is not good for their mental and physical both the health. Gaming
organisation must spread the awareness in respect to contain limitations of time while playing the
game. User of this game are massively addicted towards the game which created a negative
impacts over the customers (Ciullo and et.al., 2020). The students who must be involved in
this context.
Virtue ethics
This theory supports the morale ground. This theory give emphasis to the moral values
and beliefs that organisation must contain. The EA Games is a gaming sector organisation which
attracts the interest of majority of the individuals in the society. Gaming origination attract to all
types of gaming enthusiasts at a global level. These games attract potentially to all the young
individuals like college students, graduates, schools children’s and kids who are small. Gaming
applications and sites are highly successful as the people all across the globe are keen towards
playing games. Globally the people irrespective of any gender, age, asexuality and any other
kind of social discrimination are interested in playing games. This application and games attract
to all such peoples as they are the massive stress relief tool and also used tool widely for the
entertainment purpose of the individual. The theory of virtue ethics supports the moral values
and beliefs in doing business operations (Rendtorff and Kemp, 2019). The organisations must
support and favour the moral ground while conducting the business transactions. The ethical
values support the value of people in market along with the growth and profitability targets of the
organisation. Ethical issues and this theory support the business aspect such as growth and the
value of people in the same manner as both these aspects are significant and important in context
to the business operations. Theory of virtue ethics drive and beliefs that growth of people is a key
aspect that businesses must meet and the requirements of the customers businesses must cater
and deliver against the operations.
The gaming is more like a need or demand of the human being. This is more like a
passion of the individuals. This can be stated as the luxury of the individuals but not the
necessity of the peoples at the global level. The business operations entertained by the EA
Games are against the theory of virtue ethics as the game becomes the addiction of the people
and children. Especially to the small children’s and kid who are investing plenty amount of time
in planning the game which is not good for their mental and physical both the health. Gaming
organisation must spread the awareness in respect to contain limitations of time while playing the
game. User of this game are massively addicted towards the game which created a negative
impacts over the customers (Ciullo and et.al., 2020). The students who must be involved in
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studios are attracting towards the game and spending the whole day in playing only the game.
This is total opposition of the theory which do not support this kind of treatment and products
part of the business environment. Management of the EA Games must channelize various
promotional campaign in respect to use the game in the proper manner. The organisation can
issue publications in respect to keep the time boundaries while utilising this game. It would
improve the awareness in the customers of the EA Games about the efficient time management
also while playing the game. This strategy would also improve the overall brand value of the
organisation in between all its customers. This would create positive impacts over the customers
of the brand and also the stakeholders associated with the EA Games.
Divine command theory
Divine command theory is another key ethical theory that can be applicable over the
operations of the EA Games. This theory supports the ground of super natural commands of
criticism. This is another key aspect that would support the good ethical values against the
business operations entertained by the EA Games. This theory supports the constructive criticism
in channelizing all different strategies and practices for the operations of company. The gaming
sector is among the fastest growing sector part of the business environment at the global level.
Massive addiction towards the games is among the prominent reason why the entre sector is
growing rapidly all across the globe. People and users who play the games do not value any other
factor like time, energy and any other key areas that can harm the mental and physical health
they carry. This is a critical situation (Bell, Romero and Lee, 2020). This theory completely
argues to launch the products that can completely harm the mental and physical health of the
users. Company must spread the awareness in between the users of the game to keep aware in
respect to time and value the energy they are putting in playing the game. Many accidents have
also been noticed and registered where the people causes to such road accidents are engaged in
playing games. This is a critical situation and against the divine command theory. It also
becomes the responsibility of the organisation as they motivate the users to play he games as
maximum limit as possible. This is completely spoiling the time, future and health of all the
users of these games. Its important to protect the children’s, kids, students to play the game at the
level where they are ready to devote all theory time to this game. The theory criticise the
practices of the EA Games as the game do not contain the time limitation. Many times game is
This is total opposition of the theory which do not support this kind of treatment and products
part of the business environment. Management of the EA Games must channelize various
promotional campaign in respect to use the game in the proper manner. The organisation can
issue publications in respect to keep the time boundaries while utilising this game. It would
improve the awareness in the customers of the EA Games about the efficient time management
also while playing the game. This strategy would also improve the overall brand value of the
organisation in between all its customers. This would create positive impacts over the customers
of the brand and also the stakeholders associated with the EA Games.
Divine command theory
Divine command theory is another key ethical theory that can be applicable over the
operations of the EA Games. This theory supports the ground of super natural commands of
criticism. This is another key aspect that would support the good ethical values against the
business operations entertained by the EA Games. This theory supports the constructive criticism
in channelizing all different strategies and practices for the operations of company. The gaming
sector is among the fastest growing sector part of the business environment at the global level.
Massive addiction towards the games is among the prominent reason why the entre sector is
growing rapidly all across the globe. People and users who play the games do not value any other
factor like time, energy and any other key areas that can harm the mental and physical health
they carry. This is a critical situation (Bell, Romero and Lee, 2020). This theory completely
argues to launch the products that can completely harm the mental and physical health of the
users. Company must spread the awareness in between the users of the game to keep aware in
respect to time and value the energy they are putting in playing the game. Many accidents have
also been noticed and registered where the people causes to such road accidents are engaged in
playing games. This is a critical situation and against the divine command theory. It also
becomes the responsibility of the organisation as they motivate the users to play he games as
maximum limit as possible. This is completely spoiling the time, future and health of all the
users of these games. Its important to protect the children’s, kids, students to play the game at the
level where they are ready to devote all theory time to this game. The theory criticise the
practices of the EA Games as the game do not contain the time limitation. Many times game is

continuously going for hours which spoils the time of the users. In the mid users do not like to
off the game. This becomes the key reason why the users and students, kids are spending hours
over these gaming applications and gaming tools. This theory suggests the limitations of time in
using these games for the entertainment. The theory favour that the game must be the luxury for
the users but it must not offer the necessity for the users.
PART 2
What makes an ethical leader
Leadership is all about guiding the individual and employees part f the organisation
towards achieving the mutual objectives of the organisation. Leaders are rare as not everyone can
become the leader. The availability of the leaders in the world is minimum as not every single
individual not able to meet the requirements and needs a leader contain in its personality. This is
a key aspect which also creates a shortage in the availability of the leader. I felt that are certain
qualities and characteristics which make a leader an ethical leader. The leader that copes up with
the ethical principles and beliefs characterised as the ethical leader. All such leader that values
the human being more than the money or the profitability of the organisation are considered as
the ethical leader. The leader that value more the personal relationship rather than focusing only
on building the professional relationship are considered as the ethical leaders. The characteristics
of the ethical leader also support them in driving towards solving different issues associate with
the origination. They make the best level of decision which can favour to the origination they
are part of it. This is a key characteristic of the ethical leaders (Duncan and Geist, 2020). They
not only believe in raising the profitability of the organisation only rather they operate towards
improving the values for the society of the organisation.
Ethical leaders are rare and its important for the leaders to contain all different ethical
principles and values while delivering the responsibility of the leaders. Ethical leaders not only
follow the ethical principles in the individual practice but also they spread the ethical principles
in the organisation they are part of and motivate other people of the organisation to follow the
same ethical principles and beliefs which they are following. They think the society and
customers of the organisation before the interest of the organisation they are associated with in
against to the operational activities (Lanier and et.al., 2020)s. Ethical leaders try to assess the
off the game. This becomes the key reason why the users and students, kids are spending hours
over these gaming applications and gaming tools. This theory suggests the limitations of time in
using these games for the entertainment. The theory favour that the game must be the luxury for
the users but it must not offer the necessity for the users.
PART 2
What makes an ethical leader
Leadership is all about guiding the individual and employees part f the organisation
towards achieving the mutual objectives of the organisation. Leaders are rare as not everyone can
become the leader. The availability of the leaders in the world is minimum as not every single
individual not able to meet the requirements and needs a leader contain in its personality. This is
a key aspect which also creates a shortage in the availability of the leader. I felt that are certain
qualities and characteristics which make a leader an ethical leader. The leader that copes up with
the ethical principles and beliefs characterised as the ethical leader. All such leader that values
the human being more than the money or the profitability of the organisation are considered as
the ethical leader. The leader that value more the personal relationship rather than focusing only
on building the professional relationship are considered as the ethical leaders. The characteristics
of the ethical leader also support them in driving towards solving different issues associate with
the origination. They make the best level of decision which can favour to the origination they
are part of it. This is a key characteristic of the ethical leaders (Duncan and Geist, 2020). They
not only believe in raising the profitability of the organisation only rather they operate towards
improving the values for the society of the organisation.
Ethical leaders are rare and its important for the leaders to contain all different ethical
principles and values while delivering the responsibility of the leaders. Ethical leaders not only
follow the ethical principles in the individual practice but also they spread the ethical principles
in the organisation they are part of and motivate other people of the organisation to follow the
same ethical principles and beliefs which they are following. They think the society and
customers of the organisation before the interest of the organisation they are associated with in
against to the operational activities (Lanier and et.al., 2020)s. Ethical leaders try to assess the
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situation before reacting over the same situation. They do not follow any wrong practices in the
organisation. Every time any wrong practices are entertained they try to oppose the practices
rather than supporting the same. They keep the individual interest aside and value the interest of
the organisation they are associated with in against to the functional responsibilities they
undertake. Ethical leaders in my opinion support the ethical values and practices only every time
they undertake any of the functional activity. They believe in playing fair and conducting fair
treatments no matter what the circumstances are.
CONCLUSION
It can be concluded that upper management of EA games should always consider all
ethical and legal considerations in its workplace. Basically, after considering all ethics and law in
daily operations, this business will be able to attract many new customers or users towards it
brand. In this dynamic world, almost all people knows about the impact of business ethics, in
which if EA games follows these ethics, then it can simply put very positive impact on different
people in the society.
organisation. Every time any wrong practices are entertained they try to oppose the practices
rather than supporting the same. They keep the individual interest aside and value the interest of
the organisation they are associated with in against to the functional responsibilities they
undertake. Ethical leaders in my opinion support the ethical values and practices only every time
they undertake any of the functional activity. They believe in playing fair and conducting fair
treatments no matter what the circumstances are.
CONCLUSION
It can be concluded that upper management of EA games should always consider all
ethical and legal considerations in its workplace. Basically, after considering all ethics and law in
daily operations, this business will be able to attract many new customers or users towards it
brand. In this dynamic world, almost all people knows about the impact of business ethics, in
which if EA games follows these ethics, then it can simply put very positive impact on different
people in the society.
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REFERENCES
Books & Journals
Bakhanova, E., and et.al., 2020. Targeting social learning and engagement: what serious games
and gamification can offer to participatory modeling. Environmental Modelling &
Software. p.104846.
Bell, B. P., Romero, J. R. and Lee, G. M., 2020. Scientific and Ethical Principles Underlying
Recommendations From the Advisory Committee on Immunization Practices for
COVID-19 Vaccination Implementation. JAMA.
Ciullo, A. and et.al., 2020. Efficient or Fair? Operationalizing Ethical Principles in Flood Risk
Management: A Case Study on the Dutch‐German Rhine. Risk Analysis.
Duncan, M. K. and Geist, K., 2020. Psychology Students’ Understanding of Ethics and
Application of Ethical Principles. Teaching of Psychology, p.0098628320943666.
Earp, J., and et.al., 2018, October. Ethical issues in gaming: A literature review. In Proceedings
of the 12th European Conference on Game
‐Based Learning, Sophia Antipolis, France
‐
ECGBL 2018. (pp. 54-61). Reading, England: Academic Conferences and Publishing
limited.
Lanier, P and et.al., 2020. Preventing infant maltreatment with predictive analytics: applying
ethical principles to evidence-based child welfare policy. Journal of family
violence, 35(1), pp.1-13.
Minton, E. A., 2019. Believing is buying: religiosity, advertising skepticism, and corporate
trust. Journal of Management, Spirituality & Religion. 16(1). pp.54-75.
Möller, C., 2020. Brand negotiations in Video Game Communities-An exploratory study
analysing community-made discourses in video game brands and how they shape the
brand image.
Osborne, B. and Weight, E.A., 2019. Governance of intercollegiate athletics in the
USA. Routledge Handbook of Sport Governance. p.127.
Perrotta, C., and et.al., 2019. Games as (not) culture: a critical policy analysis of the economic
agenda of Horizon 2020. Games and Culture. p.1555412019853899.
Rendtorff, J.D. and Kemp, P., 2019. Four Ethical Principles in European Bioethics and Biolaw:
Autonomy, Dignity, Integrity and Vulnerability. In Biolaw and Policy in the Twenty-
First Century (pp. 33-40). Springer, Cham.
Stanitsas, M., Kirytopoulos, K. and Vareilles, E., 2019. Facilitating sustainability transition
through serious games: A systematic literature review. Journal of Cleaner
Production. 208. pp.924-936.
Books & Journals
Bakhanova, E., and et.al., 2020. Targeting social learning and engagement: what serious games
and gamification can offer to participatory modeling. Environmental Modelling &
Software. p.104846.
Bell, B. P., Romero, J. R. and Lee, G. M., 2020. Scientific and Ethical Principles Underlying
Recommendations From the Advisory Committee on Immunization Practices for
COVID-19 Vaccination Implementation. JAMA.
Ciullo, A. and et.al., 2020. Efficient or Fair? Operationalizing Ethical Principles in Flood Risk
Management: A Case Study on the Dutch‐German Rhine. Risk Analysis.
Duncan, M. K. and Geist, K., 2020. Psychology Students’ Understanding of Ethics and
Application of Ethical Principles. Teaching of Psychology, p.0098628320943666.
Earp, J., and et.al., 2018, October. Ethical issues in gaming: A literature review. In Proceedings
of the 12th European Conference on Game
‐Based Learning, Sophia Antipolis, France
‐
ECGBL 2018. (pp. 54-61). Reading, England: Academic Conferences and Publishing
limited.
Lanier, P and et.al., 2020. Preventing infant maltreatment with predictive analytics: applying
ethical principles to evidence-based child welfare policy. Journal of family
violence, 35(1), pp.1-13.
Minton, E. A., 2019. Believing is buying: religiosity, advertising skepticism, and corporate
trust. Journal of Management, Spirituality & Religion. 16(1). pp.54-75.
Möller, C., 2020. Brand negotiations in Video Game Communities-An exploratory study
analysing community-made discourses in video game brands and how they shape the
brand image.
Osborne, B. and Weight, E.A., 2019. Governance of intercollegiate athletics in the
USA. Routledge Handbook of Sport Governance. p.127.
Perrotta, C., and et.al., 2019. Games as (not) culture: a critical policy analysis of the economic
agenda of Horizon 2020. Games and Culture. p.1555412019853899.
Rendtorff, J.D. and Kemp, P., 2019. Four Ethical Principles in European Bioethics and Biolaw:
Autonomy, Dignity, Integrity and Vulnerability. In Biolaw and Policy in the Twenty-
First Century (pp. 33-40). Springer, Cham.
Stanitsas, M., Kirytopoulos, K. and Vareilles, E., 2019. Facilitating sustainability transition
through serious games: A systematic literature review. Journal of Cleaner
Production. 208. pp.924-936.
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