Photo Ethics | Where photography meets tough ethical decisions

Photo Ethics: The Card Game

The Photo Ethics Card Game is a collaborative project by Savannah Dodd, Dana Thompson, and Carol Record, created to spark meaningful conversations about the ethical complexities of visual media. This game challenges players to think critically about how images are used, interpreted, and shared in different contexts, encouraging thoughtful decision-making through real-world scenarios. By integrating elements of game-based learning with visual literacy education, our goal is to provide an engaging and interactive way for students, educators, and professionals to explore the ethical dimensions of photography and media.

This project brings together a diverse range of expertise. Savannah Dodd, founder of the Photography Ethics Centre, is a leading voice in visual media ethics, working globally to promote ethical awareness in photography. Dana Thompson, president of the International Visual Literacy Association, is an expert in visual literacy education and research, focusing on how we engage with and evaluate images. Carol Record, a game designer and educator, specializes in game-based learning and is the creator of Lumen PhotoVocab Game, a game designed to help students develop visual literacy skills. Together, they have combined their expertise to create a game that makes learning about photo ethics both engaging and accessible.

Meet the Team

Exploring the efficacy of games-based learning and pedagogy in visual literacy education

Savannah Dodd, PhD | Dana S. Thompson, MFA, MA, MLIS | Carol Record, MFA

Savannah Dodd, PhD is an anthropologist, photographer, and visual media ethics expert. In 2017, she founded the Photography Ethics Centre, a social enterprise dedicated to advancing ethical, visual, and media literacy. Dr Dodd has lectured and facilitated workshops on visual media ethics for a wide range of audiences across nine different countries. Her experience as an ethics expert and educator makes her well-placed to contribute to the design of this game. Additionally, Dr Dodd has experience conducting pedagogical research. In 2020, she initiated, designed, and convened a research group to collaborate on a study piloting the use of an artist-produced photobook in nursing education about person-centered dementia care. The results of this study were disseminated through academic conferences and journal articles, including in BMC Nursing (2022) and The Lancet (2022). Her experience as both an educator and a pedagogical researcher earned her fellowship to the Higher Education Academy in 2021.

Dana Statton Thompson is a research and instruction librarian and associate professor at Murray State University where she teaches courses on information literacy and serves as a liaison to the College of Business. After graduating with a Bachelor of Arts degree in Journalism and Studio Art from Washington and Lee University, she earned a Master of Fine Arts degree in studio art with a specialization in photography, Master of Arts degree in art history with a specialization in early twentieth-century art, and Master of Library Science degree with a specialization in archival studies from Louisiana State University. Currently, Dana serves as the President of the International Visual Literacy Association. Previously, she served as a member of the ACRL Visual Literacy Taskforce and is an Institute for Research Design in Librarianship scholar. Her research and teaching interests focus on the intersection of visual literacy and news literacy, the integration of visual literacy instruction into higher education, and the scholarship of teaching and learning. Her co-edited volume Unframing the Visual: Visual Literacy Pedagogy in Academic Libraries and Information Spaces was published by ACRL Press in January 2024 and she has two publications which will be published later this year: A Slow Approach to Visual Literacy in Higher Education, published by ALA Editions Neal-Schuman and co-authored with Stephanie Beene, and Connecting Visual Literacy to Theory: Revisiting the Disruptions of Visual Thinkers in Education and Beyond, published by Routledge and co-edited with Ricardo Lopez-Leon.

Carol Record is a graphic designer, photographer, game designer, and educator. As an adjunct instructor at Upper Iowa University, she teaches graphic design and photography, while also working as a graphic designer and game developer. Carol holds an MFA in Visual Communication Design and a BFA with a concentration in graphic design from Jacksonville State University. Her MFA thesis research focused on game-based learning, which led to the development and testing of the educational card game Lumen, designed to prepare students for photographic discussion and critique. In response to high demand, Carol founded Blackwater Buccaneers, an educational game publishing company, in 2023 and published Lumen PhotoVocab Game in 2024. She has also presented at conferences and led workshops on game-based learning. Carol’s experience in graphic design, visual media education, and game design makes her a valuable asset to this project. Additionally, she serves as Vice Chair of the South Central chapter of the Society for Photographic Education, a prominent organization in photo education and a valuable resource for this project.

Abstract

Can students develop visual and ethical literacy by playing a tabletop card game? This is an important area of investigation due to the dearth of pedagogical tools currently available for teaching visual and ethical literacy in university classrooms. This research builds on the existing body of literature detailing the potential for games-based learning to enhance students’ comprehension, critical thinking, and problem-solving skills. We propose a mixed-methods approach, using participant observation, surveys, and online focus groups. Research collection will be divided into two stages: (i) participant observation for game development, focusing on the mechanics of gameplay, and (ii) surveys with students and focus groups with lecturers following classroom testing, focusing on the efficacy of the game as a pedagogical tool. Enhancing understanding about the potential for gameplay as an effective tool toward promoting visual and ethical literacy could have wide ranging benefits for visual educators across a wide range of disciplines. While we are focused specifically on university-level education, our findings will have relevance across all educational levels, with potential for adaptation for the K-12 audience.

Project Proposal

Problem Statement

Visual literacy education involves developing the students capacity to think critically about the ethics of image creation, production, and dissemination. Unfortunately, there are few tools available for educators seeking to support or supplement their visual literacy curriculum, especially in regards to visual ethics in particular (ACRL, 2011; ACRL, 2022; Thompson & Beene, 2024). This can be a particularly tricky topic to tackle, because ethical questions rarely have clear cut answers. 

Classroom discussion using case studies or example scenarios is one popular method of promoting critical thinking about ethics and instilling ethical awareness among students (Walker, 2003; Popil, 2011; Mahdi, Nassar, & Almuslamani, 2020). While this method can be useful, it can have mixed results. Students who are confident and vocal in class are quick to engage in classroom discussion, while students who are more reticent are often left out of the conversation (White, 2011; Mack, 2012). 

Another popular teaching method is to assign students listening to, reading, or viewing material in which different photographers describe how they have responded to ethical questions. The Photo Ethics Podcast has often been used as a tool for this kind of learning. While it can be beneficial for students to learn about the experiences of others, this method does not engage the student as an active participant in their learning. Given the challenge of tackling this topic in the classroom, as well as the dearth of pedagogical tools available to educators, we are interested in exploring the potential for using a tabletop card game to teach visual media ethics in higher education classrooms as a component of visual literacy education.

 

Our research questions include the following: 

RQ 1: Can students develop visual and ethical literacy by playing a tabletop card game?

RQ 1a: What is the efficacy of a tabletop card game for teaching students
how to ethically use visual information?

RQ 1b: What is the efficacy of a tabletop card game for teaching students
how to interpret visual information?

RQ 1c: What is the efficacy of a tabletop card game for teaching students
how to evaluate visual information? 

Significance

Game-based learning is a growing trend which has been applied across all levels of education. Game-based learning has been proven to aid student comprehension and information retention, as well as critical thinking and problem-solving skills (Crowell 2009; Klopfer 2008)). 

Games have also been proven to aid the development of key social skills like cooperation and collaboration. As Carol Record has written:

“Tabletop games are by their nature collaborative activities. They require players to adhere to a set of rules and work together to achieve the desired result of the game. … Game-based learning promotes socialization and cooperation by requiring students to work together.” (2021: 10-11)

Cooperation and collaboration are important skills to foster among students, especially as they relate to visual media ethics. Often ethical debates within the photography and visual media industries are characterized by a dissolution of cooperation and collaboration among peers and colleagues. These debates, which often play out on social media, usually do not offer a positive example for students of how photographers can learn from each other by offering and receiving constructive feedback. On the other hand, games offer potential to simulate a more positive and collaborative experience of ethical debate. As game designer Chris Crowell (2009) writes: “the act of playing a game is a constantly repeating loop of observation, analysis, planning, execution, and feedback.”

Game Objective

Photo Ethics challenges players to navigate real-world ethical dilemmas in photography and visual media. Through engaging scenarios and discussions, players critically analyze how images are captured, used, and shared, considering issues such as consent, manipulation, and context. The goal is to develop a deeper understanding of visual ethics while exploring different perspectives in a fun and interactive way.

Game Components

In Photo Ethics, players use different decks of cards to navigate ethical dilemmas in photography. The game includes:

Scenario Deck – Cards that introduce a real-world situation where an image is needed (e.g., a news article, research paper, or social media post).

Photo Deck – A collection of image cards that players select from to fit the scenario.

Dilemma Deck – Cards that introduce an ethical challenge related to the chosen photo, prompting discussion and debate.

Captain's Log

2.13.2023 - First Playtest Went Great!

Exciting news! After almost a year of development—Savannah Dodd, Dana Thompson, and I just did our first walk-through of the new photo ethics & visual literacy card game we’re developing, and we’re thrilled with how it’s coming together!

Here’s a sneak peak. 😊

2.27.2025 - Game Design Speed Run (Prototype 1.2)
Just spent the last 7+ hours freshening up the initial prototype of a Photo Ethics game I’m collaborating on with Savannah Dodd and Dana Thompson.
Photo Ethics is still in early development but I wanted to get a playable prototype together for next week’s SPE National Conference in the hopes of squeezing in some early playtesting and feedback.
In the last 7 hours I developed a fresh color palette, spent forever searching Adobe Stock for icons to work for the temporary card backs. I couldn’t find anything suitable to serve as a temporary logo so I illustrated this aperture eyeball logo and it turned out pretty good. I don’t know if it will be the final but I enjoy building prototypes more if the graphics are pleasing.
Then I updated all three of the card deck design files so Karl could help me print out a test copy. Afterwards I spent hours writing a 2 page rule book. Normally it would take much longer but I used Lumen as a template and my amazing AI assistant NOVA to help me speed up the process. There was a lot of editing, curating, and directing but what would have taken me weeks in the past only took me one night.

As a bonus I also designed a google form to collect playtesting feedback and made a QR code for it to put on the rule sheet so gathering feedback will be easier and more consistent.

This game designer is tired. 😅😴