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  1. (1 other version)Mimesis as make-believe: on the foundations of the representational arts.Kendall L. Walton - 1990 - Cambridge: Harvard University Press.
    Mimesis as Make-Believe is important reading for everyone interested in the workings of representational art.
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  • Games: Agency as Art.C. Thi Nguyen - 2020 - New York: Oxford University Press.
    Games occupy a unique and valuable place in our lives. Game designers do not simply create worlds; they design temporary selves. Game designers set what our motivations are in the game and what our abilities will be. Thus: games are the art form of agency. By working in the artistic medium of agency, games can offer a distinctive aesthetic value. They support aesthetic experiences of deciding and doing. -/- And the fact that we play games shows something remarkable about us. (...)
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  • (1 other version)Ethics and Intuitions.Peter Singer - 2005 - The Journal of Ethics 9 (3-4):331-352.
    For millennia, philosophers have speculated about the origins of ethics. Recent research in evolutionary psychology and the neurosciences has shed light on that question. But this research also has normative significance. A standard way of arguing against a normative ethical theory is to show that in some circumstances the theory leads to judgments that are contrary to our common moral intuitions. If, however, these moral intuitions are the biological residue of our evolutionary history, it is not clear why we should (...)
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  • The Puzzle of Imaginative Resistance.Tamar Gendler - 2000 - Journal of Philosophy 97 (2):55.
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  • (1 other version)Mimesis as Make-Believe: On the Foundations of the Representational Arts.Kendall L. Walton - 1990 - Journal of Aesthetics and Art Criticism 49 (2):161-166.
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  • Life, liberty, and the defense of dignity: the challenge for bioethics.Leon Kass - 2002 - San Francisco: Encounter Books.
    We are walking too quickly down the road to physical and psychological utopia without pausing to assess the potential damage to our humanity from this brave new ...
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  • How Can We Be Moved by the Fate of Anna Karenina.Colin Radford & Michael Weston - 1975 - Aristotelian Society Supplementary Volume 49 (1):67 - 93.
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  • Imagining Fact and Fiction.Stacie Friend - 2008 - In Kathleen Stock & Katherine Thomson-Jones (eds.), New waves in aesthetics. New York: Palgrave-Macmillan. pp. 150-169.
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  • Resisting the Gamer’s Dilemma.Thomas Montefiore & Paul Formosa - 2022 - Ethics and Information Technology 24 (3):1-13.
    Intuitively, many people seem to hold that engaging in acts of virtual murder in videogames is morally permissible, whereas engaging in acts of virtual child molestation is morally impermissible. The Gamer’s Dilemma (Luck in Ethics Inf Technol 11:31–36, 2009) challenges these intuitions by arguing that it is unclear whether there is a morally relevant difference between these two types of virtual actions. There are two main responses in the literature to this dilemma. First, attempts to resolve the dilemma by defending (...)
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  • The Grave Resolution to the Gamer’s Dilemma: an Argument for a Moral Distinction Between Virtual Murder and Virtual Child Molestation.Morgan Luck - 2022 - Philosophia 50 (3):1287-1308.
    In this paper a new resolution to the gamer’s dilemma is presented. The first part of the paper is devoted to strictly formulating the dilemma, and the second to establishing its resolution. The proposed resolution, the grave resolution, aims to resolve not only the gamer’s dilemma, but also a wider set of analogous paradoxes – which together make up the paradox of treating wrongdoing lightly.
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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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  • The Problem of Imaginative Resistance.Tamar Szabó Gendler & Shen-yi Liao - 2015 - In Noël Carroll & John Gibson (eds.), The Routledge Companion to Philosophy of Literature. New York: Routledge. pp. 405-418.
    The problem of imaginative resistance holds interest for aestheticians, literary theorists, ethicists, philosophers of mind, and epistemologists. We present a somewhat opinionated overview of the philosophical discussion to date. We begin by introducing the phenomenon of imaginative resistance. We then review existing responses to the problem, giving special attention to recent research directions. Finally, we consider the philosophical significance that imaginative resistance has—or, at least, is alleged to have—for issues in moral psychology, theories of cognitive architecture, and modal epistemology.
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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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  • Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of the work (...)
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  • The Atrocity Paradigm: A Theory of Evil.Claudia Card - 2002 - New York, US: Oxford University Press USA.
    What distinguishes evils from ordinary wrongs? Are some evils unforgivable? How should we respond to evils? Card offers a secular theory of evil--representing a compromise between classic utilitarian and stoic approaches--that responds to these and other questions.
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  • Expressive Avatars: Vitality in Virtual Worlds.David Ekdahl & Lucy Osler - 2023 - Philosophy and Technology 36 (2):1-28.
    Critics have argued that human-controlled avatar interactions fail to facilitate the kinds of expressivity and social understanding afforded by our physical bodies. We identify three claims meant to justify the supposed expressive limits of avatar interactions compared to our physical interactions. First, “The Limited Expressivity Claim”: avatars have a more limited expressive range than our physical bodies. Second, “The Inputted Expressivity Claim”: any expressive avatarial behaviour must be deliberately inputted by the user. Third, “The Decoding Claim”: users must infer or (...)
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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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  • Introducing the pervert’s dilemma: a contribution to the critique of Deepfake Pornography.Carl Öhman - 2020 - Ethics and Information Technology 22 (2):133-140.
    Recent technological innovation has made video doctoring increasingly accessible. This has given rise to Deepfake Pornography, an emerging phenomenon in which Deep Learning algorithms are used to superimpose a person’s face onto a pornographic video. Although to most people, Deepfake Pornography is intuitively unethical, it seems difficult to justify this intuition without simultaneously condemning other actions that we do not ordinarily find morally objectionable, such as sexual fantasies. In the present article, I refer to this contradiction as the pervert’s dilemma. (...)
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  • Video Games, Violence, and the Ethics of Fantasy: Killing Time.Christopher Bartel - 2020 - London: Bloomsbury Academic.
    Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve the (...)
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  • Radical Evil: A Philosophical Interrogation.Richard J. Bernstein - 2002 - Malden, MA: Polity.
    At present, there is an enormous gulf between the visibility of evil and the paucity of our intellectual resources for coming to grips with it. We have been flooded with images of death camps, terrorist attacks and horrendous human suffering. Yet when we ask what we mean by radical evil and how we are to account for it, we seem to be at a loss for proper responses. Bernstein seeks to discover what we can learn about the meaning of evil (...)
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  • The Philosophy of Horror or Paradoxes of the Heart.Noel Carroll - 1991 - Philosophical Quarterly 41 (165):519.
    Noel Carroll, film scholar and philosopher, offers the first serious look at the aesthetics of horror. In this book he discusses the nature and narrative structures of the genre, dealing with horror as a "transmedia" phenomenon. A fan and serious student of the horror genre, Carroll brings to bear his comprehensive knowledge of obscure and forgotten works, as well as of the horror masterpieces. Working from a philosophical perspective, he tries to account for how people can find pleasure in having (...)
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  • An empirical investigation of the Gamer's Dilemma: a mixed methods study of whether the dilemma exists.Paul Formosa, Thomas Montefiore, Mitchell McEwan & Omid Ghasemi - 2023 - Behaviour and Information Technology 43 (3):571-589.
    The Gamer’s Dilemma challenges us to justify the moral difference between enacting virtual murder and virtual child molestation in video games. The Dilemma relies for its argumentative force on the claim that there is an intuitive moral difference between these acts, with the former intuited as morally acceptable and the latter as morally unacceptable. However, there has been no empirical investigation of these claims. To explore these issues, we developed an experimental survey study in which participants were asked to reflect (...)
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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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  • Has Montefiore and Formosa resisted the Gamer’s Dilemma?Morgan Luck - 2023 - Ethics and Information Technology 25 (2):1-6.
    Montefiore and Formosa (Ethics Inf Technol 24:31, 2022) provide a useful way of narrowing the Gamer’s Dilemma to cases where virtual murder seems morally permissible, but not virtual child molestation. They then resist the dilemma by theorising that the intuitions supporting it are not moral. In this paper, I consider this theory to determine whether the dilemma has been successfully resisted. I offer reason to think that, when considering certain variations of the dilemma, Montefiore and Formosa’s theory may not be (...)
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  • Virtual child pornography: The eroticization of inequality.Neil Levy - 2002 - Ethics and Information Technology 4 (4):319-323.
    The United States Supreme Court hasrecently ruled that virtual child pornographyis protected free speech, partly on the groundsthat virtual pornography does not harm actualchildren. I review the evidence for thecontention that virtual pornography might harmchildren, and find that it is, at best,inconclusive. Saying that virtual childpornography does not harm actual children isnot to say that it is completely harmless,however. Child pornography, actual or virtual,necessarily eroticizes inequality; in a sexistsociety it therefore contributes to thesubordination of women.
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  • Homo ludens: A study of the play‐element in cult.Johan Huizinga - 1949 - Routledge/Thoemms Press.
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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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  • 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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  • 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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  • From presence to consciousness through virtual reality.Maria V. Sanchez-Vives & Mel Slater - 2005 - Nature Reviews Neuroscience 6 (4):332-339.
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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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  • Précis of mimesis as make-believe: On the foundations of the representational arts.Kendall L. Walton - 1991 - Philosophy and Phenomenological Research 51 (2):379-382.
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  • On evil.Adam Morton - 2004 - New York: Routledge.
    A compelling account of evil in which Adam Morton draws on fascinating examples as diverse as Augustine and Buffy the Vampire Slayer. Exciting and thought-provoking, On Evil is essential reading for anyone interested in a topic that attracts and.
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  • What does the gamer do?Rebecca Davnall - 2020 - Ethics and Information Technology 23 (3):225-237.
    The 'Gamer's Dilemma' is the problem of why some actions occurring in video game contexts seem to have similar, albeit attenuated, kinds of moral significance to their real-world equivalents, while others do not. In this paper, I argue that much of the confusion in the literature on this problem is not ethical but metaphysical. The Gamer's Dilemma depends on a particular theory of the virtual, which I call 'inflationary', according to which virtual worlds are a metaphysical novelty generated almost exclusively (...)
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  • Imaginative resistance and the moral/conventional distinction.Neil Levy - 2005 - Philosophical Psychology 18 (2):231 – 241.
    Children, even very young children, distinguish moral from conventional transgressions, inasmuch as they hold that the former, but not the latter, would still be wrong if there was no rule prohibiting them. Many people have taken this finding as evidence that morality is objective, and therefore universal. I argue that reflection on the phenomenon of imaginative resistance will lead us to question these claims. If a concept applies in virtue of the obtaining of a set of more basic facts, then (...)
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  • Virtual competitions and the gamer’s dilemma.Karim Nader - 2020 - Ethics and Information Technology 22 (3):239-245.
    This paper expands Rami Ali’s dissolution of the gamer’s dilemma (Ethics Inf Technol 17:267-274, 2015). Morgan Luck’s gamer’s dilemma (Ethics Inf Technol 11(1):31-36, 2009) rests on our having diverging intuition when considering virtual murder and virtual child molestation in video games. Virtual murder is seemingly permissible, when virtual child molestation is not and there is no obvious morally relevant difference between the two. Ali argues that virtual murder and virtual child molestation are equally permissible/impermissible when considered under different modes of (...)
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  • Real moral problems in the use of virtual reality.Erick Jose Ramirez & Scott LaBarge - 2018 - Ethics and Information Technology (4):249-263.
    In this paper, we argue that, under a specific set of circumstances, designing and employing certain kinds of virtual reality (VR) experiences can be unethical. After a general discussion of simulations and their ethical context, we begin our argu-ment by distinguishing between the experiences generated by different media (text, film, computer game simulation, and VR simulation), and argue that VR experiences offer an unprecedented degree of what we call “perspectival fidelity” that prior modes of simulation lack. Additionally, we argue that (...)
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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 Philosophy Relevant to Applied Ethics? Invited Address to the Society of Business Ethics Annual Meeting, August 2005.Richard Rorty - 2006 - Business Ethics Quarterly 16 (3):369-380.
    If, like Hegel and Dewey, one takes a historicist, anti-Platonist view of moral progress, one will be dubious about the idea that moraltheory can be more than the systematization of the widely-shared moral intuitions of a certain time and place. One will follow Shelley, Dewey, and Patricia Werhane in emphasizing the role of the imagination in making moral progress possible. Taking this stance will lead one to conclude that although philosophy is indeed relevant to applied ethics, it is not more (...)
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  • Splintering the gamer’s dilemma: moral intuitions, motivational assumptions, and action prototypes.Jens Kjeldgaard-Christiansen - 2020 - Ethics and Information Technology 22 (1):93-102.
    The gamer’s dilemma :31–36, 2009) asks whether any ethical features distinguish virtual pedophilia, which is generally considered impermissible, from virtual murder, which is generally considered permissible. If not, this equivalence seems to force one of two conclusions: either both virtual pedophilia and virtual murder are permissible, or both virtual pedophilia and virtual murder are impermissible. In this article, I attempt, first, to explain the psychological basis of the dilemma. I argue that the two different action types picked out by “virtual (...)
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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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  • Affect, Culture, and Morality, Or Is It Wrong to Eat Your Dog?Jonathan Haidt, Silvia Helena Koller & Maria G. Dias - 1993 - Journal of Personality and Social Psychology 65 (4):613-28.
    Are disgusting or disrespectful actions judged to be moral violations, even when they are harmless? Stories about victimless yet offensive actions (such as cleaning one's toilet with a flag) were presented to Brazilian and U.S. adults and children of high and low socioeconomic status (N = 360). Results show that college students at elite universities judged these stories to be matters of social convention or of personal preference. Most other Ss, especially in Brazil, took a moralizing stance toward these actions. (...)
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  • A Conception of Evil.Paul Formosa - 2008 - Journal of Value Inquiry 42 (2):217-239.
    There are a number of different senses of the term “evil.” We examine in this paper the term “evil” when it is used to say things such as: “what Hitler did was not merely wrong, it was evil”, and “Hitler was not merely a bad person, he was an evil person”. Failing to keep a promise or telling a white lie may be morally wrong, but unlike genocide or sadistic torture, it is not evil in this sense. In this paper (...)
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  • The nature of evil.Eve Garrard - 1998 - Philosophical Explorations 1 (1):43 – 60.
    We readily claim that great moral catastrophes such as the Holocaust involve evil in some way, although it' not clear what this amounts to in a secular context. This paper seeks to provide a secular account of what evil is. It examines what is intuitively the most plausible account, namely that the evil act involves the production of great suffering (or other disvalue), and argues that such outcomes are neither necessary nor sufficient for an act to be evil. Only an (...)
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  • Evil: A Philosophical Investigation.Luke Russell - 2014 - Oxford, GB: Oxford University Press.
    When asked to describe wartime atrocities, terrorist acts, and serial killers, many of us reach for the word 'evil'. But what does it really mean? Luke Russell defends a new account of the nature of evil action and persons. Although the concept of evil is extreme and often misused, it has a legitimate place in contemporary secular moral thought.
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  • Is evil just very wrong?Todd Calder - 2013 - Philosophical Studies 163 (1):177-196.
    Is evil a distinct moral concept? Or are evil actions just very wrong actions? Some philosophers have argued that evil is a distinct moral concept. These philosophers argue that evil is qualitatively distinct from ordinary wrongdoing. Other philosophers have suggested that evil is only quantitatively distinct from ordinary wrongdoing. On this view, evil is just very wrong. In this paper I argue that evil is qualitatively distinct from ordinary wrongdoing. The first part of the paper is critical. I argue that (...)
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  • Against Brain-in-a-Vatism: On the Value of Virtual Reality.Jon Cogburn & Mark Silcox - 2014 - Philosophy and Technology 27 (4):561-579.
    The term “virtual reality” was first coined by Antonin Artaud to describe a value-adding characteristic of certain types of theatrical performances. The expression has more recently come to refer to a broad range of incipient digital technologies that many current philosophers regard as a serious threat to human autonomy and well-being. Their concerns, which are formulated most succinctly in “brain in a vat”-type thought experiments and in Robert Nozick's famous “experience machine” argument, reflect a fundamental misunderstanding of the way that (...)
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  • Violent video games and morality: a meta-ethical approach.Garry Young - 2015 - Ethics and Information Technology 17 (4):311-321.
    This paper considers what it is about violent video games that leads one reasonably minded person to declare “That is immoral” while another denies it. Three interpretations of video game content are discussed: reductionist, narrow, and broad. It is argued that a broad interpretation is required for a moral objection to be justified. It is further argued that understanding the meaning of moral utterances—like “x is immoral”—is important to an understanding of why there is a lack of moral consensus when (...)
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  • An Expressivist Account of the Difference between Poor Taste and Immorality.Garry Young - 2019 - Ethical Theory and Moral Practice 22 (2):465-482.
    This paper considers whether proposition – “x is not immoral but it is in poor taste” – is morally contradictory when considered from the standpoint of constructive ecumenical expressivism. According to CEE, pronouncements about poor taste and immorality have the following in common: they each convey a negative attitude towards x and intimate that x ought not to be done. Given this, P1 is vulnerable to a charge of contradiction, as it intimates that x is both something and not something (...)
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  • Has Bartel resolved the gamer’s dilemma?Morgan Luck & Nathan Ellerby - 2013 - Ethics and Information Technology 15 (3):229-233.
    In this paper we consider whether Christopher Bartel has resolved the gamer’s dilemma. The gamer’s dilemma highlights a discrepancy in our moral judgements about the permissibility of performing certain actions in computer games. Many gamers have the intuition that virtual murder is permissible in computer games, whereas virtual paedophilia is not. Yet finding a relevant moral distinction to ground such intuitions can be difficult. Bartel suggests a relevant moral distinction may turn on the notion that virtual paedophilia harms women in (...)
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