Switch to: Citations

Add references

You must login to add references.
  1. 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.
    Download  
     
    Export citation  
     
    Bookmark   35 citations  
  • 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 (...)
    Download  
     
    Export citation  
     
    Bookmark   31 citations  
  • 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 (...)
    Download  
     
    Export citation  
     
    Bookmark   39 citations  
  • 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 (...)
    Download  
     
    Export citation  
     
    Bookmark   35 citations  
  • Beyond Good and Evil? Morality in Video Games.Geert Gooskens - 2011 - Philosophical Writings (1):37-44.
    Download  
     
    Export citation  
     
    Bookmark   1 citation  
  • 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 (...)
    Download  
     
    Export citation  
     
    Bookmark   19 citations  
  • Canny resemblance.Catharine Abell - 2009 - Philosophical Review 118 (2):183-223.
    Depiction is the form of representation distinctive of figurative paintings, drawings, and photographs. Accounts of depiction attempt to specify the relation something must bear to an object in order to depict it. Resemblance accounts hold that the notion of resemblance is necessary to the specification of this relation. Several difficulties with such analyses have led many philosophers to reject the possibility of an adequate resemblance account of depiction. This essay outlines these difficulties and argues that current resemblance accounts succumb to (...)
    Download  
     
    Export citation  
     
    Bookmark   58 citations  
  • 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 (...)
    Download  
     
    Export citation  
     
    Bookmark   52 citations  
  • 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 (...)
    Download  
     
    Export citation  
     
    Bookmark   13 citations  
  • On the cognitive triviality of art.Jerome Stolnitz - 1992 - British Journal of Aesthetics 32 (3):191-200.
    Download  
     
    Export citation  
     
    Bookmark   69 citations  
  • 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.
    Download  
     
    Export citation  
     
    Bookmark   20 citations  
  • What is interactivity?Aaron Smuts - 2009 - Journal of Aesthetic Education 43 (4):pp. 53-73.
    I argue that the term "interactive" should be considered a general-purpose term that indicates something about whatever it is applied to, whether that is art, artifact, or nature. I base my definition in the notion of "interacting with" something. First, I look for essential features of this relation, and then using these features, I develop a notion of interactivity that can help distinguish the interactive from non-interactive arts. Although I am skeptical of the benefits interactivity affords, interactive artworks are significant (...)
    Download  
     
    Export citation  
     
    Bookmark   11 citations  
  • The epistemology and ontology of human-computer interaction.Philip Brey - 2005 - Minds and Machines 15 (3-4):383-398.
    This paper analyzes epistemological and ontological dimensions of Human-Computer Interaction (HCI) through an analysis of the functions of computer systems in relation to their users. It is argued that the primary relation between humans and computer systems has historically been epistemic: computers are used as information-processing and problem-solving tools that extend human cognition, thereby creating hybrid cognitive systems consisting of a human processor and an artificial processor that process information in tandem. In this role, computer systems extend human cognition. Next, (...)
    Download  
     
    Export citation  
     
    Bookmark   14 citations  
  • The banality of simulated evil: Designing ethical gameplay. [REVIEW]Miguel Sicart - 2009 - Ethics and Information Technology 11 (3):191-202.
    This paper offers an analytical description of the ethics of game design and its influence in the ethical challenges computer games present. The paper proposes a set of game design suggestions based on the Information Ethics concept of Levels of Abstraction which can be applied to formalise ethical challenges into gameplay mechanics; thus allowing game designers to incorporate ethics as part of the experience of their games. The goal of this paper is twofold: to address some of the reasons why (...)
    Download  
     
    Export citation  
     
    Bookmark   12 citations  
  • A Humean approach to assessing the moral significance of ultra-violent video games.Monique Wonderly - 2008 - Ethics and Information Technology 10 (1):1-10.
    Although the word empathy only recently came into existence, eighteenth century philosopher, David Hume, significantly contributed to our current understanding of the term. Hume was among the first to suggest that an empathic mechanism is the central means by which we make ethical judgments and glean moral knowledge. In this paper, I explore Hume's moral sentimentalism, and I argue that his conception of empathy provides a surprisingly apposite framework for interpreting and addressing a current issue in practical ethics: the moral (...)
    Download  
     
    Export citation  
     
    Bookmark   11 citations  
  • The paradox of fiction.Steven Schneider - 2002 - Internet Encyclopedia of Philosophy.
    Download  
     
    Export citation  
     
    Bookmark   6 citations  
  • Can education be moral?Mary Midgley - 1996 - Res Publica 2 (1):77-85.
    Download  
     
    Export citation  
     
    Bookmark   3 citations