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  1. Robots, rape, and representation.Robert Sparrow - 2017 - International Journal of Social Robotics 9 (4):465-477.
    Sex robots are likely to play an important role in shaping public understandings of sex and of relations between the sexes in the future. This paper contributes to the larger project of understanding how they will do so by examining the ethics of the “rape” of robots. I argue that the design of realistic female robots that could explicitly refuse consent to sex in order to facilitate rape fantasy would be unethical because sex with robots in these circumstances is a (...)
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  • Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
    Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the medium of agency. (...)
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  • Is it distinctively wrong to simulate doing wrong?John Tillson - 2018 - Ethics and Information Technology 20 (3):205-217.
    This paper is concerned with whether there is a moral difference between simulating wrongdoing and consuming non-simulatory representations of wrongdoing. I argue that simulating wrongdoing is (as such) a pro tanto wrong whose wrongness does not tarnish other cases of consuming representations of wrongdoing. While simulating wrongdoing (as such) constitutes a disrespectful act, consuming representations of wrongdoing (as such) does not. I aim to motivate this view in part by bringing a number of intuitive moral judgements into reflective equilibrium, and (...)
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  • The amoralist challenge to gaming and the gamer’s moral obligation.Sebastian Ostritsch - 2017 - Ethics and Information Technology 19 (2):117-128.
    According to the amoralist, computer games cannot be subject to moral evaluation because morality applies to reality only, and games are not real but “just games”. This challenges our everyday moralist intuition that some games are to be met with moral criticism. I discuss and reject the two most common answers to the amoralist challenge and argue that the amoralist is right in claiming that there is nothing intrinsically wrong in simply playing a game. I go on to argue for (...)
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  • The Virtual and the Real.David J. Chalmers - 2017 - Disputatio 9 (46):309-352.
    I argue that virtual reality is a sort of genuine reality. In particular, I argue for virtual digitalism, on which virtual objects are real digital objects, and against virtual fictionalism, on which virtual objects are fictional objects. I also argue that perception in virtual reality need not be illusory, and that life in virtual worlds can have roughly the same sort of value as life in non-virtual worlds.
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  • A new solution to the gamer’s dilemma.Rami Ali - 2015 - Ethics and Information Technology 17 (4):267-274.
    Luck (2009) argues that gamers face a dilemma when it comes to performing certain virtual acts. Most gamers regularly commit acts of virtual murder, and take these acts to be morally permissible. They are permissible because unlike real murder, no one is harmed in performing them; their only victims are computer-controlled characters, and such characters are not moral patients. What Luck points out is that this justification equally applies to virtual pedophelia, but gamers intuitively think that such acts are not (...)
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  • (1 other version)Man, Play, and Games.Roger Caillois - 2001 - University of Illinois Press.
    According to Roger Caillois, play is an occasion of pure waste. In spite of this - or because of it - play constitutes an essential element of human social and spiritual development. In this study, the author defines play as a free and voluntary activity that occurs in a pure space, isolated and protected from the rest of life.
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  • (1 other version)The Grasshopper: Games, Life and Utopia.Bernard Suits & Thomas Hurka - 1978 - Peterborough, CA: Broadview Press.
    In the mid twentieth century the philosopher Ludwig Wittgenstein famously asserted that games are indefinable; there are no common threads that link them all. "Nonsense," says the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." The short book Suits wrote demonstrating precisely that is as playful as it is insightful, as stimulating as it is delightful. Suits not only argues that games can be meaningfully defined; he also suggests that playing games is a central (...)
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  • Resolving the gamer’s dilemma.Christopher Bartel - 2012 - Ethics and Information Technology 14 (1):11-16.
    Morgan Luck raises a potentially troubling problem for gamers who enjoy video games that allow the player to commit acts of virtual murder. The problem simply is that the arguments typically advanced to defend virtual murder in video games would appear to also support video games that allowed gamers to commit acts of virtual paedophilia. Luck’s arguments are persuasive, however, there is one line of argument that he does not consider, which may provide the relevant distinction: as virtual paedophilia involves (...)
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  • (1 other version)On bullshit.Harry Frankfurt - 1986 - Princeton, NJ: Princeton University Press.
    One of the most salient features of our culture is that there is so much bullshit. Everyone knows this. Each of us contributes his share. But we tend to take the situation for granted. Most people are rather confident of their ability to recognize bullshit and to avoid being taken in by it. So the phenomenon has not aroused much deliberate concern. We have no clear understanding of what bullshit is, why there is so much of it, or what functions (...)
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  • Paradoxes of Irrationality.Donald Davidson - 2004 - In Problems of rationality. New York: Oxford University Press. pp. 169–187.
    The author believes that large‐scale rationality on the part of the interpretant is essential to his interpretability, and therefore, in his view, to her having a mind. How, then are cases of irrationality, such as akrasia or self‐deception, judged by the interpretant's own standards, possible? He proposes that, in order to resolve the apparent paradoxes, one must distinguish between accepting a contradictory proposition and accepting separately each of two contradictory propositions, which are held apart, which in turn requires to conceive (...)
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  • Defending the morality of violent video games.Marcus Schulzke - 2010 - Ethics and Information Technology 12 (2):127-138.
    The effect of violent video games is among the most widely discussed topics in media studies, and for good reason. These games are immensely popular, but many seem morally objectionable. Critics attack them for a number of reasons ranging from their capacity to teach players weapons skills to their ability to directly cause violent actions. This essay shows that many of these criticisms are misguided. Theoretical and empirical arguments against violent video games often suffer from a number of significant shortcomings (...)
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  • Problems and projects.Nelson Goodman (ed.) - 1972 - Indianapolis,: Bobbs-Merrill.
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  • The gamer’s dilemma: An analysis of the arguments for the moral distinction between virtual murder and virtual paedophilia.Morgan Luck - 2009 - Ethics and Information Technology 11 (1):31-36.
    Most people agree that murder is wrong. Yet, within computer games virtual murder scarcely raises an eyebrow. In one respect this is hardly surprising, as no one is actually murdered within a computer game. A virtual murder, some might argue, is no more unethical than taking a pawn in a game of chess. However, if no actual children are abused in acts of virtual paedophilia (life-like simulations of the actual practice), does that mean we should disregard these acts with the (...)
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  • Real wrongs in virtual communities.Thomas M. Powers - 2003 - Ethics and Information Technology 5 (4):191-198.
    Beginning with the well-knowncyber-rape in LambdaMOO, I argue that it ispossible to have real moral wrongs in virtualcommunities. I then generalize the account toshow how it applies to interactions in gamingand discussion communities. My account issupported by a view of moral realism thatacknowledges entities like intentions andcausal properties of actions. Austin's speechact theory is used to show that real people canact in virtual communities in ways that bothestablish practices and moral expectations, andwarrant strong identifications betweenthemselves and their online identities. Rawls'conception (...)
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  • My avatar, my self: Virtual harm and attachment.Jessica Wolfendale - 2007 - Ethics and Information Technology 9 (2):111-119.
    Multi-user online environments involve millions of participants world-wide. In these online communities participants can use their online personas – avatars – to chat, fight, make friends, have sex, kill monsters and even get married. Unfortunately participants can also use their avatars to stalk, kill, sexually assault, steal from and torture each other. Despite attempts to minimise the likelihood of interpersonal virtual harm, programmers cannot remove all possibility of online deviant behaviour. Participants are often greatly distressed when their avatars are harmed (...)
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  • Self-deception, intentions and contradictory beliefs.Jose Luis Bermudez - 2000 - Analysis 60 (4):309-319.
    Philosophical accounts of self-deception can be divided into two broad groups – the intentionalist and the anti-intentionalist. On intentionalist models what happens in the central cases of self-deception is parallel to what happens when one person intentionally deceives another, except that deceiver and deceived are the same person. This paper offers a positive argument for intentionalism about self-deception and defends the view against standard objections.
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  • Action, Emotion And Will.Anthony Kenny - 1963 - Ny: Humanities Press.
    ACTION, EMOTION AND WILL "This a clear and persuasive book which contains as many sharp points as a thorn bush and an array of arguments that as neat and ...
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  • Reasons and Persons.Derek Parfit - 1984 - Oxford, GB: Oxford University Press.
    Challenging, with several powerful arguments, some of our deepest beliefs about rationality, morality, and personal identity, Parfit claims that we have a false view about our own nature. It is often rational to act against our own best interersts, he argues, and most of us have moral views that are self-defeating. We often act wrongly, although we know there will be no one with serious grounds for complaint, and when we consider future generations it is very hard to avoid conclusions (...)
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  • Action, Emotion and Will.Anthony Kenny - 1963 - Philosophy 39 (149):277-278.
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  • (1 other version)On Bullshit.Harry Frankfurt - 1986 - Philosophical Quarterly 56 (223):300-301.
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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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  • Pornography, ethics, and video games.Stephanie Patridge - 2013 - Ethics and Information Technology 15 (1):25-34.
    In a recent and provocative essay, Christopher Bartel attempts to resolve the gamer’s dilemma. The dilemma, formulated by Morgan Luck, goes as follows: there is no principled distinction between virtual murder and virtual pedophilia. So, we’ll have to give up either our intuition that virtual murder is morally permissible—seemingly leaving us over-moralizing our gameplay—or our intuition that acts of virtual pedophilia are morally troubling—seemingly leaving us under-moralizing our game play. Bartel’s attempted resolution relies on establishing the following three theses: (1) (...)
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  • Enacting taboos as a means to an end; but what end? On the morality of motivations for child murder and paedophilia within gamespace.Garry Young - 2013 - Ethics and Information Technology 15 (1):13-23.
    Video games are currently available which permit the virtual murder of children. No such games are presently available which permit virtual paedophilia. Does this disparity reflect a morally justifiable position? Focusing solely on different player motivations, I contrast two version of a fictitious game—one permitting the virtual murder of children, the other virtual paedophilia—in order to establish whether the selective prohibition of one activity over the other can be morally justified based on player motivation alone. I conclude that it cannot, (...)
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  • Virtual worlds and moral evaluation.Jeff Dunn - 2012 - Ethics and Information Technology 14 (4):255-265.
    Consider the multi-user virtual worlds of online games such as EVE and World of Warcraft, or the multi-user virtual world of Second Life. Suppose a player performs an action in one of these worlds, via his or her virtual character, which would be wrong, if the virtual world were real. What is the moral status of this virtual action? In this paper I consider arguments for and against the Asymmetry Thesis: the thesis that such virtual actions are never wrong. I (...)
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  • The incorrigible social meaning of video game imagery.Stephanie Patridge - 2010 - Ethics and Information Technology 13 (4):303-312.
    In this paper, I consider a particular amoralist challenge against those who would morally criticize our single-player video play, viz., “come on, it’s only a game!” The amoralist challenge with which I engage gains strength from two facts: the activities to which the amoralist lays claim are only those that do not involve interactions with other rational or sentient creatures, and the amoralist concedes that there may be extrinsic, consequentialist considerations that support legitimate moral criticisms. I argue that the amoralist (...)
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  • Homo ludens: A study of the play‐element in cult.Johan Huizinga - 1949 - Routledge/Thoemms Press.
    The aim of Huizinga's study is to try to integrate the concept of play into that of culture. He approaches play from a historical, not scientific point and, his study does not use psychological interpretations of play.
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  • Getting 'virtual' wrongs right.Robert Francis John Seddon - 2013 - Ethics and Information Technology 15 (1):1-11.
    Whilst some philosophical progress has been made on the ethical evaluation of playing video games, the exact subject matter of this enquiry remains surprisingly opaque. ‘Virtual murder’, simulation, representation and more are found in a literature yet to settle into a tested and cohesive terminology. Querying the language of the virtual in particular, I suggest that it is at once inexplicit and laden with presuppositions potentially liable to hinder anyone aiming to construct general philosophical claims about an ethics of gameplay, (...)
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  • Violent computer games, empathy, and cosmopolitanism.Mark Coeckelbergh - 2007 - Ethics and Information Technology 9 (3):219-231.
    Many philosophical and public discussions of the ethical aspects of violent computer games typically centre on the relation between playing violent videogames and its supposed direct consequences on violent behaviour. But such an approach rests on a controversial empirical claim, is often one-sided in the range of moral theories used, and remains on a general level with its focus on content alone. In response to these problems, I pick up Matt McCormick’s thesis that potential harm from playing computer games is (...)
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  • Ethik des Computerspielens: Eine Grundlegung.Samuel Ulbricht - 2020 - Heidelberg, Deutschland: Springer Berlin - J.B. Metzler.
    Trotz der steigenden Zahl an Computerspielern weltweit markiert die moralische Einordnung von Computerspielhandlungen ein bislang ungelöstes Rätsel der philosophischen Ethik. Angesichts der Brisanz der Thematik im Alltag (zu sehen an der ‚Killerspiel-Debatte‘) ist augenfällig, dass es einer differenzierten fachlichen Klärung des Phänomens bedarf: Kann das Spielen von Computerspielen unmoralisch sein? -/- Zur Beantwortung dieser Frage erörtert der Autor zunächst, was wir überhaupt tun, wenn wir Computerspiele spielen: Über welche Art von Handlung sprechen wir? Im zweiten Schritt erfolgt eine moralische Einordnung, (...)
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  • Snowflakes and Wastebaskets.Nelson Goodman - 1972 - In Problems and projects. Indianapolis,: Bobbs-Merrill. pp. 416-419.
    Talk given at a memorial meeting for C. I. Lewis at Harvard University, April 23, 1964.
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  • Vices of inattention.Kathie Jenni - 2003 - Journal of Applied Philosophy 20 (3):279–295.
    abstract Why do we routinely betray moral commitments that, in some sense, we authentically embrace? One explanation involves inattention: failure to attend to morally important aspects of our lives. Inattention ranges from an unmotivated lack of focus, or “simple” inattention, to more purposeful and wilful self‐deception. Self‐deception has received exhaustive and insightful treatment by philosophers and psychologists; what remains unexamined is the less complex, but more pervasive phenomenon of simple inattention. Since inattention is at least equally important in accounting for (...)
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  • Self-deception and scattered events.Roy A. Sorensen - 1985 - Mind 94 (373):64-69.
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