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  1. Upheavals of Thought: The Intelligence of Emotions.Martha C. Nussbaum - 2001 - Cambridge University Press.
    Emotions shape the landscape of our mental and social lives. Like geological upheavals in a landscape, they mark our lives as uneven, uncertain and prone to reversal. Are they simply, as some have claimed, animal energies or impulses with no connection to our thoughts? Or are they rather suffused with intelligence and discernment, and thus a source of deep awareness and understanding? In this compelling book, Martha C. Nussbaum presents a powerful argument for treating emotions not as alien forces but (...)
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  • Upheavals of Thought: The Intelligence of Emotions.Robert C. Solomon - 2002 - Mind 111 (444):897-901.
    Reviews the book, Upheavals of thought: The intelligence of emotions by Martha C. Nussbaum . Drawing from an astounding array of sources, Nussbaum argues against the common understanding of emotions as irrational and animalistic impulses disconnected from our thoughts and reason. Rather, she argues that emotions are highly discriminating responses to what is of value and importance that are, therefore, suffused with intelligence and discernment. Nussbaum explores the structure of a wide range of emotions, in particular, compassion and love, in (...)
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  • The ethics of representation and action in virtual reality.Philip Brey - 1999 - Ethics and Information Technology 1 (1):5-14.
    This essay addresses ethical aspects of the design and use of virtual reality (VR) systems, focusing on the behavioral options made available in such systems and the manner in which reality is represented or simulated in them. An assessment is made of the morality of immoral behavior in virtual reality, and of the virtual modeling of such behavior. Thereafter, the ethical aspects of misrepresentation and biased representation in VR applications are discussed.
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  • Is it wrong to play violent video games?McCormick Matt - 2001 - Ethics and Information Technology 3 (4):277–287.
    Many people have a strong intuition that there is something morally objectionable about playing violent video games, particularly with increases in the number of people who are playing them and the games' alleged contribution to some highly publicized crimes. In this paper,I use the framework of utilitarian, deontological, and virtue ethical theories to analyze the possibility that there might be some philosophical foundation for these intuitions. I raise the broader question of whether or not participating in authentic simulations of immoral (...)
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  • Imagination and principles: an essay on the role of imagination in moral reasoning.Mark Coeckelbergh - 2007 - New York: Palgrave-Macmillan.
    What does it mean to say that imagination plays a role in moral reasoning, and what are the theoretical and practical implications? Engaging with three traditions in moral theory and confronting them with three contexts of moral practice, this book offers a more comprehensive framework to think about these questions. The author develops an argument about the relation between imagination and principles that moves beyond competition metaphors and center-periphery schemas. He shows that both cooperate and are equally necessary to cope (...)
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  • The cutting edge.Helen Nissenbaum - 1998 - Acm Sigcas Computers and Society 28 (1):38-39.
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  • Social context in massively-multiplayer online games (MMOGs): ethical questions in shared space.Dorothy E. Warner & Mike Raiter - 2005 - International Review of Information Ethics 4 (7):46-52.
    Computer and video games have become nearly ubiquitous among individuals in industrialized nations, and they have received increasing attention from researchers across many areas of scientific study. However, relatively little attention has been given to Massively-Multiplayer Online Games . The unique social context of MMOGs raises ethical questions about how communication occurs and how conflict is managed in the game world. In order to explore these questions, we compare the social context in Blizzard’s World of Warcraft and Disney’s Toontown, focusing (...)
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  • Virtual child pornography and utilitarianism.Per Sandin - 2004 - Journal of Information, Communication and Ethics in Society 2 (4):217-223.
    The most common argument against child pornography is that children are harmed in the process of producing it. This is the argument from abusive production. However, it does not apply to ‘virtual’ child pornography, i.e. child pornography produced using computer technology without involving real children. Autilitarian who wishes to condemn virtual child pornography cannot appeal to the argument from abusive production. I discuss three possible ways out of this: abandoning the intuition that virtual child pornography is wrong, abandoning utilitarianism, or (...)
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