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  1. Extending the Gamer’s Dilemma: empirically investigating the paradox of fictionally going too far across media.Thomas Montefiore, Paul Formosa & Vince Polito - forthcoming - Philosophical Psychology.
    The Gamer’s Dilemma is based on the intuitions that in single-player video games fictional acts of murder are seen as morally acceptable whereas fictional acts of sexual assault are seen as morally unacceptable. Recently, it has been suggested that these intuitions may apply across different forms of media as part of a broader Paradox of Fictionally Going Too Far. This study aims to empirically explore this issue by determining whether fictional murder is seen as more morally acceptable than fictional sexual (...)
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  • Crossing the Fictional Line: Moral Graveness, the Gamer’s Dilemma, and the Paradox of Fictionally Going Too Far.Thomas Montefiore & Paul Formosa - 2023 - Philosophy and Technology 36 (3):1-21.
    The Gamer’s Dilemma refers to the philosophical challenge of justifying the intuitive difference people seem to see between the moral permissibility of enacting virtual murder and the moral impermissibility of enacting virtual child molestation in video games (Luck Ethics and Information Technology, 1:31, 2009). Recently, Luck in Philosophia, 50:1287–1308, 2022 has argued that the Gamer’s Dilemma is actually an instance of a more general “paradox”, which he calls the “paradox of treating wrongdoing lightly”, and he proposes a graveness resolution to (...)
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  • The repugnant resolution: has Coghlan & Cox resolved the Gamer’s Dilemma?Thomas Montefiore & Morgan Luck - 2024 - Ethics and Information Technology 26 (4):1-11.
    Coghlan and Cox (Between death and suffering: Resolving the gamer’s dilemma. Ethics and Information Technology) offer a new resolution to the Gamer’s Dilemma (Luck, The Gamer’s Dilemma. Ethics and Information Technology). They argue that, while it is fitting for a person committing virtual child molestation to feel self-repugnance, it is not fitting for a person committing virtual murder to feel the same, and the fittingness of this feeling indicates each act’s moral permissibility. The aim of this paper is to determine (...)
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  • Framing the Gamer's Dilemma.Michael Hemmingsen - 2024 - Ethics and Information Technology 26 (59):1-10.
    The Gamer's Dilemma is a much-discussed issue in video game ethics which probes our seemingly conflicting intuitions about the moral acceptability of virtual murder compared to virtual child molestation. But how we approach this dilemma depends on how we frame it. With this in mind, I identify three ways the dilemma has been conceptualized: the Descriptive Gamer's Investigation, which focuses on empirically explaining the source of our intuitions; the Gamer's Puzzle, which uses the dilemma to explore and test moral or (...)
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  • Can we solve the Gamer’s Dilemma by resisting it?Morgan Luck - 2024 - Ethics and Information Technology 26 (2):1-8.
    The Gamer’s Dilemma (Luck, 2009a) is a paradox concerning the moral permissibility of two types of acts performed within computer games. Some attempt to resolve the dilemma by finding a relevant difference between these two acts (Bartel, 2012; Patridge, 2013; Young, 2016; Nader, 2020; Kjeldgaard-Christiansen, 2020; and Milne & Ivankovic, 2021), or to dissolve the dilemma by arguing that the permissibility of these acts is not as they seem (Ali, 2015; Ramirez, 2020). More recently some have attempted to resist the (...)
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