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  1. 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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  • Gender and race: (What) are they? (What) do we want them to be?Sally Haslanger - 2000 - Noûs 34 (1):31–55.
    It is always awkward when someone asks me informally what I’m working on and I answer that I’m trying to figure out what gender is. For outside a rather narrow segment of the academic world, the term ‘gender’ has come to function as the polite way to talk about the sexes. And one thing people feel pretty confident about is their knowledge of the difference between males and females. Males are those human beings with a range of familiar primary and (...)
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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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  • 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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  • Sin in cyber-Eden: Understanding the metaphysics and morals of virtual worlds. [REVIEW]Ashley John Craft - 2007 - Ethics and Information Technology 9 (3):205-217.
    This article uses a notorious incident within the computer program EVE Online to exemplify and facilitate discussion of the metaphysics of virtual worlds and the morality of user behavior. The first section examines various frameworks used to understand virtual worlds, and emphasizes those which recognize virtual worlds as legal contracts, as representational worlds, and as media for communication. The second section draws on these frameworks to analyze issues of virtual theft and virtual betrayal arising in the EVE incident. The article (...)
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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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  • Nietzsche’s Conceptual Ethics.Matthieu Queloz - 2023 - Inquiry: An Interdisciplinary Journal of Philosophy 66 (7):1335-1364.
    If ethical reflection on which concepts to use has an avatar, it must be Nietzsche, who took more seriously than most the question of what concepts one should live by, and regarded many of our inherited concepts as deeply problematic. Moreover, his eschewal of traditional attempts to derive the one right set of concepts from timeless rational foundations renders his conceptual ethics strikingly modern, raising the prospect of a Nietzschean alternative to Wittgensteinian non-foundationalism. Yet Nietzsche appears to engage in two (...)
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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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  • Can conceptual engineering actually promote social justice?Paul-Mikhail Catapang Podosky - 2022 - Synthese 200 (2).
    This paper explores the question: What would conceptual engineering have to be in order to promote social justice? Specifically, it argues that to promote social justice, conceptual engineering must deliver the following: it needs to be possible to deliberately implement a conceptual engineering proposal in large communities; it needs to be possible for a conceptual engineering proposal to bring about change to extant social categories; it needs to be possible to bring a population to adopt a conceptual engineering proposal for (...)
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  • Genealogy, Evaluation, and Engineering.Matthieu Queloz - 2022 - The Monist 105 (4):435-451.
    Against those who identify genealogy with reductive genealogical debunking or deny it any evaluative and action-guiding significance, I argue for the following three claims: that although genealogies, true to their Enlightenment origins, tend to trace the higher to the lower, they need not reduce the higher to the lower, but can elucidate the relation between them and put us in a position to think more realistically about both relata; that if we think of genealogy’s normative significance in terms of a (...)
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  • Virtual action.Jan-Hendrik Heinrichs - 2020 - Ethics and Information Technology 23 (3):317-330.
    In the debate about actions in virtual environments two interdependent types of question have been pondered: What is a person doing who acts in a virtual environment? Second, can virtual actions be evaluated morally? These questions have been discussed using examples from morally dubious computer games, which seem to revel in atrocities. The examples were introduced using the terminology of “virtual murder” “virtual rape” and “virtual pedophilia”. The terminological choice had a lasting impact on the debate, on the way action (...)
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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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  • 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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  • Conceptual Innovation, Function First.Mona Simion & Christoph Kelp - 2019 - Noûs 54 (4):985-1002.
    Can we engineer conceptual change? While a positive answer to this question would be exciting news for philosophy, there has been a growing number of pessimistic voices in the literature. This paper resists this trend. Its central aim is to argue not only that conceptual engineering is possible but also that it is not even distinctively hard. In order to achieve this, we will develop a novel approach to conceptual engineering that has two key components. First, it proposes a reorientation (...)
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  • Gender and Gender Terms.Elizabeth Barnes - 2019 - Noûs 54 (3):704-730.
    Philosophical theories of gender are typically understood as theories of what it is to be a woman, a man, a nonbinary person, and so on. In this paper, I argue that this is a mistake. There’s good reason to suppose that our best philosophical theory of gender might not directly match up to or give the extensions of ordinary gender categories like ‘woman’.
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  • Conceptual Engineering: The Master Argument.Herman Cappelen - 2019 - In Alexis Burgess, Herman Cappelen & David Plunkett (eds.), Conceptual Engineering and Conceptual Ethics. New York, USA: Oxford University Press.
    I call the activity of assessing and developing improvements of our representational devices ‘conceptual engineering’.¹ The aim of this chapter is to present an argument for why conceptual engineering is important for all parts of philosophy (and, more generally, all inquiry). Section I of the chapter provides some background and defines key terms. Section II presents the argument. Section III responds to seven objections. The replies also serve to develop the argument and clarify what conceptual engineering is.
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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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  • 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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  • 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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  • The Moral Magic of Consent: Heidi M. Hurd.Heidi Hurd - 1996 - Legal Theory 2 (2):121-146.
    We regularly wield powers that, upon close scrutiny, appear remarkably magical. By sheer exercise of will, we bring into existence things that have never existed before. With but a nod, we effect the disappearance of things that have long served as barriers to the actions of others. And, by mere resolve, we generate things that pose significant obstacles to others' exercise of liberty. What is the nature of these things that we create and destroy by our mere decision to do (...)
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  • (1 other version)Conceptual Ethics I.David Plunkett Alexis Burgess - 2013 - Philosophy Compass 8 (12):1091-1101.
    Which concepts should we use to think and talk about the world and to do all of the other things that mental and linguistic representation facilitates? This is the guiding question of the field that we call ‘conceptual ethics’. Conceptual ethics is not often discussed as its own systematic branch of normative theory. A case can nevertheless be made that the field is already quite active, with contributions coming in from areas as diverse as fundamental metaphysics and social/political philosophy. In (...)
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  • (1 other version)Ethics and the Limits of Philosophy.Bernard Williams - 1985 - Ethics 97 (4):821-833.
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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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  • Amelioration and Inclusion: Gender Identity and the Concept of Woman.Katherine Jenkins - 2016 - Ethics 126 (2):394-421.
    Feminist analyses of gender concepts must avoid the inclusion problem, the fault of marginalizing or excluding some prima facie women. Sally Haslanger’s ‘ameliorative’ analysis of gender concepts seeks to do so by defining woman by reference to subordination. I argue that Haslanger’s analysis problematically marginalizes trans women, thereby failing to avoid the inclusion problem. I propose an improved ameliorative analysis that ensures the inclusion of trans women. This analysis yields ‘twin’ target concepts of woman, one concerning gender as class and (...)
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  • Crashing a virtual funeral: morality in MMORPGs.Morgan Luck - 2009 - Journal of Information, Communication and Ethics in Society 7 (4):280-285.
    PurposeThe purpose of this paper is to outline a case where people's intuitions regarding the ethical status of an action performed in a massively multiplayer online role‐playing game are divided, and provide an argument to resolve this division.Design/methodology/approachThis paper takes a philosophical approach, from the analytical tradition. It details the main arguments for each side and provides counter‐arguments in order to indicate the salient points.FindingsThe paper argues that, of the three arguments for the morality of particular virtual action outlined in (...)
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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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  • (1 other version)Conceptual Ethics I.Alexis Burgess & David Plunkett - 2013 - Philosophy Compass 8 (12):1091-1101.
    Which concepts should we use to think and talk about the world and to do all of the other things that mental and linguistic representation facilitates? This is the guiding question of the field that we call ‘conceptual ethics’. Conceptual ethics is not often discussed as its own systematic branch of normative theory. A case can nevertheless be made that the field is already quite active, with contributions coming in from areas as diverse as fundamental metaphysics and social/political philosophy. In (...)
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  • Horror Films and the Argument from Reactive Attitudes.Scott Woodcock - 2013 - Ethical Theory and Moral Practice 16 (2):309-324.
    Are horror films immoral? Gianluca Di Muzio argues that horror films of a certain kind are immoral because they undermine the reactive attitudes that are responsible for human agents being disposed to respond compassionately to instances of victimization. I begin with this argument as one instance of what I call the Argument from Reactive Attitudes (ARA), and I argue that Di Muzio’s attempt to identify what is morally suspect about horror films must be revised to provide the most persuasive interpretation (...)
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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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  • The Pleasures of Tragedy.Susan L. Feagin - 1983 - American Philosophical Quarterly 20 (1):95 - 104.
    I ARGUE THAT WE RECEIVE PLEASURE FROM TRAGEDIES BECAUSE WE ARE PLEASED TO FIND OURSELVES RESPONDING IN AN UNPLEASANT WAY TO HUMAN SUFFERING AND INJUSTICE. THE PLEASURE IS THUS A METARESPONSE, AND REFLECTS FEELINGS WHICH ARE AT THE BASIS OF MORALITY. THIS HELPS EXPLAIN WHY TRAGEDY IS SUPPOSED TO BE A HIGHER ART FORM THAN COMEDY, AND PROVIDES A NEW WAY OF SEEING THE RELATIONSHIP BETWEEN THE MORALITY OF AN ARTWORK AND ITS VALUE.
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  • Self and pretence: Playing with identity.Leslie A. Howe - 2008 - Journal of Social Philosophy 39 (4):564-582.
    This paper considers the importance of play as a conventional space for hypothetical self-expression and self-trial, its importance for determination of identity, and for development of self-possibilities. Expanding such possibilities in play enables challenging of socially entrenched assumptions concerning possible and appropriate identities. Discussion is extended to the contexts of gender performance (drag) and sport-play. It is argued that play proceeds on the basis of a fundamental pretence of reality that must be taken seriously by its participants; this discussion includes (...)
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  • Deflating the functional turn in conceptual engineering.Jared Riggs - 2021 - Synthese 199 (3-4):11555-11586.
    Conceptual engineers have recently turned to the notion of conceptual functions to do a variety of explanatory work. Functions are supposed to explain what speakers are debating about in metalinguistic negotiations, to capture when two concepts are about the same thing, and to help guide our normative inquiries into which concepts we should use. In this paper, I argue that this recent “functional turn” should be deflated. Contra most interpreters, we should not try to use a substantive notion of conceptual (...)
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  • Virtual Reality: Digital or Fictional?Neil McDonnell & Nathan Wildman - 2019 - Disputatio 11 (55):371-397.
    Are the objects and events that take place in Virtual Reality genuinely real? Those who answer this question in the affirmative are realists, and those who answer in the negative are irrealists. In this paper we argue against the realist position, as given by Chalmers (2017), and present our own preferred irrealist account of the virtual. We start by disambiguating two potential versions of the realist position—weak and strong— and then go on to argue that neither is plausible. We then (...)
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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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  • 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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  • 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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  • (1 other version)Conceptual Ethics II.Alexis Burgess & David Plunkett - 2013 - Philosophy Compass 8 (12):1102-1110.
    Which concepts should we use to think and talk about the world, and to do all of the other things that mental and linguistic representation facilitates? This is the guiding question of the field that we call ‘conceptual ethics’. Conceptual ethics is not often discussed as its own systematic branch of normative theory. A case can nevertheless be made that the field is already quite active, with contributions coming in from areas as diverse as fundamental metaphysics and social/political philosophy. In (...)
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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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  • 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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  • On possibilising genealogy.Daniele Lorenzini - forthcoming - Inquiry: An Interdisciplinary Journal of Philosophy.
    In this paper, I argue that the vindicatory/unmasking distinction has so far prevented scholars from grasping a third dimension of genealogical inquiry, one I call possibilising. This dimension has passed unnoticed even though it constitutes a crucial aspect of Foucault’s genealogical project starting from 1978 on. By focusing attention on it, I hope to provide a definitive rebuttal of one of the main criticisms that has been raised against genealogy in general, and Foucauldian genealogy in particular, namely the idea that (...)
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  • Objections to Ostritsch’s argument in “The amoralist challenge to gaming and the gamer’s moral obligation”.Garry Young - 2017 - Ethics and Information Technology 19 (3):209-219.
    This paper raises three objections to the argument presented by Ostritsch in The amoralist challenge to gaming and the gamer’s moral obligation, in which the amoralist’s mantra “it’s just a game” is viewed as an illegitimate rebuttal of all moral objections to video games. The first objection focuses on Ostritsch’s ‘strong sense’ of player enjoyment, which I argue is too crude, given the moral work it is meant to be doing. Next, I question the legitimacy of Ostritsch’s claim that certain (...)
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  • Virtual killing.Carl David Https://Orcidorg191X Mildenberger - 2017 - Philosophical Studies 174 (1):185-203.
    Debates that revolve around the topic of morality and fiction rarely explicitly treat virtual worlds like, for example, Second Life. The reason for this disregard cannot be that all users of virtual worlds only do the right thing while online—for they sometimes even virtually kill each other. Is it wrong to kill other people in a virtual world? It depends. This essay analyzes on what it depends, why it is that killing people in a virtual world sometimes is wrong, and (...)
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  • (1 other version)Conceptual Ethics II.David Plunkett Alexis Burgess - 2013 - Philosophy Compass 8 (12):1102-1110.
    Which concepts should we use to think and talk about the world, and to do all of the other things that mental and linguistic representation facilitates? This is the guiding question of the field that we call ‘conceptual ethics’. Conceptual ethics is not often discussed as its own systematic branch of normative theory. A case can nevertheless be made that the field is already quite active, with contributions coming in from areas as diverse as fundamental metaphysics and social/political philosophy. 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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  • (1 other version)Race, Culture, Identity: Misunderstood Connections.Kwame Anthony Appiah - 1996 - The Tanner Lectures on Human Values 17:51-136.
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  • Why unreal punishments in response to unreal crimes might actually be a really good thing.Marcus Johansson - 2009 - Ethics and Information Technology 11 (1):71-79.
    In this article I explore ways to argue about punishment of personal representations in virtual reality. I will defend the idea that such punishing might sometimes be morally required. I offer four different lines of argument: one consequentialistic, one appealing to an idea of appropriateness, one using the notion of organic wholes, and one starting from a supposed inability to determine the limits of the extension of the moral agent. I conclude that all four approaches could, in some cases, justify (...)
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  • The good, the bad and the insignificant—assessing concept functions for conceptual engineering.Sigurd Jorem - 2022 - Synthese 200 (2):1-20.
    Many theorists of conceptual engineering appeal to the functions, roles, purposes or aims of concepts to articulate how conceptual engineering ought to be done. The functional approach to conceptual engineering is well-motivated: It promises a good account of the limits of revision, and of what makes some concept good. In this paper, I raise a problem for the functional approach which concerns the existence of harmful and methodologically insignificant concept functions. I examine whether we can deal with these problematic functions (...)
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