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  1. (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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  • Getting the story right: a Reductionist narrative account of personal identity.Jeanine Weekes Schroer & Robert Schroer - 2014 - Philosophical Studies (3):1-25.
    A popular “Reductionist” account of personal identity unifies person stages into persons in virtue of their psychological continuity with one another. One objection to psychological continuity accounts is that there is more to our personal identity than just mere psychological continuity: there is also an active process of self-interpretation and self-creation. This criticism can be used to motivate a rival account of personal identity that appeals to the notion of a narrative. To the extent that they comment upon the issue, (...)
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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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  • 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)Identification and Wholeheartedness.Harry Frankfurt - 1987 - In Ferdinand David Schoeman (ed.), Responsibility, Character, and the Emotions: New Essays in Moral Psychology. New York: Cambridge University Press.
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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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  • (3 other versions)Freedom of the will and the concept of a person.Harry G. Frankfurt - 1971 - Journal of Philosophy 68 (1):5-20.
    It is my view that one essential difference between persons and other creatures is to be found in the structure of a person's will. Besides wanting and choosing and being moved to do this or that, men may also want to have certain desires and motives. They are capable of wanting to be different, in their preferences and purposes, from what they are. Many animals appear to have the capacity for what I shall call "first-order desires" or "desires of the (...)
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  • (3 other versions)Freedom of the Will and the Concept of a Person.Harry Frankfurt - 1982 - In Gary Watson (ed.), Free will. New York: Oxford University Press.
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  • (1 other version)6. Identification and Wholeheartedness.Harry Frankfurt - 1993 - In John Martin Fischer & Mark Ravizza (eds.), Perspectives on moral responsibility. Ithaca, NY: Cornell University Press. pp. 170-187.
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  • (3 other versions)Freedom of the will and the concept of a person.Harry Frankfurt - 2004 - In Tim Crane & Katalin Farkas (eds.), Metaphysics: a guide and anthology. New York: Oxford University Press.
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  • The Constitution of Selves.Marya Schechtman (ed.) - 1996 - Ithaca, NY: Cornell University Press.
    Marya Schechtman takes issue with analytic philosophy's emphasis on the first sort of question to the exclusion of the second.
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  • ‘It’s Just a Story’: Pornography, Desire, and the Ethics of Fictive Imagining.Christopher Bartel & Anna Cremaldi - 2018 - British Journal of Aesthetics 58 (1):37-50.
    Is it ever morally wrong for a consumer to imagine something immoral in a work of fiction, or for an author to prompt such imagining? Brandon Cooke has recently argued that it cannot be. On Cooke’s account, fictive imagining is immune to moral criticism because such cases of imagining do not amount to the endorsement of the immoral content, nor do they imply that the authors of such fictions necessarily endorse their contents. We argue against Cooke that in fact fictively (...)
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  • A Wholehearted Defense of Ambivalence.D. Justin Coates - 2017 - The Journal of Ethics 21 (4):419-444.
    Despite widespread agreement that ambivalence precludes agency “at its best,” in this paper I argue that ambivalence as such is no threat to one’s agency. In particular, against “unificationists” like Harry Frankfurt I argue that failing to be fully integrated as an agent, lacking purity of heart, or being less than wholehearted in one’s choices, tells us nothing about whether an agent’s will is properly functioning. Moreover, it will turn out that in many common circumstances, wholeheartedness with respect to some (...)
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  • Value, violence, and the ethics of gaming.Michael Goerger - 2017 - Ethics and Information Technology 19 (2):95-105.
    I argue for two theses. First, many arguments against violent gaming rely on what I call the contamination thesis, drawing their conclusions by claiming that violent gaming contaminates real world interactions. I argue that this thesis is empirically and philosophically problematic. Second, I argue that rejecting the contamination thesis does not entail that all video games are morally unobjectionable. The violence within a game can be evaluated in terms of the values the game cultivates, reinforces, denigrates, or disrespects. Games which (...)
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  • The Constitution of Selves.Christopher Williams & Marya Schechtman - 1998 - Philosophical Review 107 (4):641.
    Can we understand what makes someone the same person without understanding what it is to be a person? Prereflectively we might not think so, but philosophers often accord these questions separate treatments, with personal-identity theorists claiming the first question and free-will theorists the second. Yet much of what is of interest to a person—the possibility of survival over time, compensation for past hardships, concern for future projects, or moral responsibility—is not obviously intelligible from the perspective of either question alone. Marya (...)
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  • (1 other version)Alternate Possibilities and Moral Responsibility.Harry G. Frankfurt - 1969 - Journal of Philosophy 66 (23):829-839.
    This essay challenges the widely accepted principle that a person is morally responsible for what he has done only if he could have done otherwise. The author considers situations in which there are sufficient conditions for a certain choice or action to be performed by someone, So that it is impossible for the person to choose or to do otherwise, But in which these conditions do not in any way bring it about that the person chooses or acts as he (...)
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  • Sources of the Self: The Making of the Modern Identity.Charles Taylor - 1989 - Cambridge, Mass.: Cambridge University Press.
    'Most of us are still groping for answers about what makes life worth living, or what confers meaning on individual lives', writes Charles Taylor in Sources of the Self. 'This is an essentially modern predicament.' Charles Taylor's latest book sets out to define the modern identity by tracing its genesis, analysing the writings of such thinkers as Augustine, Descartes, Montaigne, Luther, and many others. This then serves as a starting point for a renewed understanding of modernity. Taylor argues that modern (...)
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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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  • Free will and moral responsibility in video games.Christopher Bartel - 2015 - Ethics and Information Technology 17 (4):285-293.
    Can a player be held morally responsible for the choices that she makes within a videogame? Do the moral choices that the player makes reflect in any way on the player’s actual moral sensibilities? Many videogames offer players the options to make numerous choices within the game, including moral choices. But the scope of these choices is quite limited. I attempt to analyze these issues by drawing on philosophical debates about the nature of free will. Many philosophers worry that, if (...)
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  • (1 other version)59. Sources of the Self: The Making of the Modern Identity.Charles Taylor - 2014 - In Bernard Williams (ed.), Essays and Reviews: 1959-2002. Princeton: Princeton University Press. pp. 301-311.
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  • (1 other version)Sources of the Self: The Making of Modern Identity.Charles Taylor - 1994 - Philosophy and Phenomenological Research 54 (1):187-190.
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  • How to (dis)solve the Gamer’s Dilemma.Erick Jose Ramirez - 2020 - Ethical Theory and Moral Practice (1):1-21.
    The Gamer's Dilemma challenges us to find a distinction between virtual murder and virtual pedophilia. Without such a distinction, we are forced to conclude that either both are morally acceptable or that both should be morally illicit. This paper argues that the best way to solve the dilemma is, in one sense, to dissolve it. The Gamer's Dilemma rests on a misunderstanding in the sense that it does not distinguish between the form of a simulation and its surface content. A (...)
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  • The Story of my (Second) Life: Virtual Worlds and Narrative Identity.Marya Schechtman - 2012 - Philosophy and Technology 25 (3):329-343.
    Abstract A small but significant number of residents of Second Life (SL) insist that SL is as real to them as Real Life (RL) and that their SL avatars are as much themselves as their offscreen selves. This paper investigates whether this claim can be literally true in any philosophically interesting way. Using a narrative account of personal identity I argue that there is a way of understanding these identity claims according to which the actions and experiences of the offscreen (...)
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  • Making Ourselves Whole: Wholeheartedness, Narrative, and Agency.Marya Schechtman - 2014 - Ethical Perspectives 21 (2):175-198.
    This article uncovers difficulties with a widely-held account of the kind of agential unity required for autonomous action and offers an alternative account that avoids these difficulties. One influential approach to characterizing agency holds that autonomous action occurs only when an agent is wholeheartedly committed to the motivation on which he or she acts. The basic idea behind this approach is that autonomous action is action that flows from motivations that are truly internal to the agent, and that it is (...)
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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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  • American Psychological Association.A. Dal Sasso - 1938 - Rivista di Filosofia Neo-Scolastica 30.
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  • Has Ali dissolved the gamer’s dilemma?Morgan Luck - 2018 - Ethics and Information Technology 20 (3):157-162.
    In this paper I will evaluate Ali’s dissolution of the gamer’s dilemma. To this end the dilemma will be summarized and Ali’s dissolution formulated. I conclude that Ali has not dissolved the dilemma (at least not fully).
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