est. 2005, rev. 2006


  1. Foster the ethical design, development, implementation, applications and use of entertainment computing.
  2. Encourage surveys and studies on social, ethical and cultural aspects of entertainment computing.
  3. Develop methodologies for studying social, ethical and cultural implications of entertainment computing.
  4. Establish a global platform for interaction, exchange, joint initiatives and co-operation between such groups as:
    • The end users of entertainment computing
    • Industrial developers and designers of entertainment computing
    • Policy, decision making, social and consultative bodies
    • Academics and scientists


The social and ethical implications of entertainment computing including:

  • Actual and potential human usefulness or harm of entertainment computing
  • The social impact of these technologies
  • Developments of the underlying infrastructure
  • The rationale for innovation and design processes
  • Dynamics of technology development
  • Ethical development
  • Cultural diversity and other cultural issues
  • Education of the public about the social and ethical implications of entertainment computing, and of computer professionals about the effects of their work.

WG 14.5 explicitly cares about the position of, and the potentials for, vulnerable groups such as children, the less-educated, disabled, elderly and non-employed people, cultural minorities, unaware users and others.


Prof. Lynne BAILLIE
Heriot-Watt University
Earl Mountbatten Building
Room G. 30
United Kingdom
Telephone: +44.131 451 4160

Vice Chair

Dr. Roderick McCALL
Luxembourg Institute of Science and Technology
41, rue de Brill


AT Raimund Schatz
CA Claire Dormann
ES Porfirio Barroso Asenjo
GB David Benyon
GB Linda Little
GB Christopher Zielinski
HR Suzana Stojakovic-Celustka
SG Ryohei Nakatsu
US Fillia Makedon
US Joy Roberts
US Heather Vaughn