I sense a flawed study!
Seriously, I have an extreme proclivity for doing good. I'm a goody two shoes to the core. And I probably play the evil side about 30% of the time.
I agree that black and white moral choice CAN reflect on morality in an interesting way. Problem is that doing so no longer challenges our preconceptions. What hes talking about, with the similar methods of both good and evil...that's about as big a cliche as you can possibly get these days (Were not so different, you and I...). It worked before, but its time to explore some grey areas, or moral choice systems that are a little more multi-fauceted. Here's an idea for free: Do a game with a rating for good versus evil, and what others PERCEIVE as good versus evil. Allow different upgrades and equipment and rewards for both. If a person is trying to be a goody two-shoes, force them to face a morally necessary, but unpopular, choice, and let the player decide if they would rather have there character be loved or do the right thing. Allow a character to be seen as a feared villain who does what is necessary to save the people he loves. Or make a villain who, through manipulation and deceit, is loved as a saint while secretly he is a bastard acting out of cruel self interest. Make a pure villain or pure hero be almost impossible to get. That would be a fascinating moral choice system, far more in depth then a moral choice system that just gets you to play the game twice with a different character build.