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  1. 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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  • Virtually real emotions and the paradox of fiction: Implications for the use of virtual environments in psychological research.Garry Young - 2010 - Philosophical Psychology 23 (1):1-21.
    Many of the psychological studies carried out within virtual environments are motivated by the idea that virtual research findings are generalizable to the non-virtual world. This idea is vulnerable to the paradox of fiction, which questions whether it is possible to express genuine emotion toward a character (or event) known to be fictitious. As many of these virtual studies are designed to elicit, broadly speaking, emotional responses through interactions with fictional characters (avatars) or objects/places, the issue raised by the paradox (...)
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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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  • (1 other version)The Ethics of Computer Games.Miguel Sicart - 2009 - MIT Press.
    Why computer games can be ethical, how players use their ethical values in gameplay, and the implications for game design.
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  • (4 other versions)Groundwork for the metaphysics of morals.Immanuel Kant - 1785 - New York: Oxford University Press. Edited by Thomas E. Hill & Arnulf Zweig.
    In this classic text, Kant sets out to articulate and defend the Categorical Imperative - the fundamental principle that underlies moral reasoning - and to lay the foundation for a comprehensive account of justice and human virtues. This new edition and translation of Kant's work is designed especially for students. An extensive and comprehensive introduction explains the central concepts of Groundwork and looks at Kant's main lines of argument. Detailed notes aim to clarify Kant's thoughts and to correct some common (...)
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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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  • 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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  • (4 other versions)Grounding for the Metaphysics of Morals.Immanuel Kant & James W. Ellington - 1981 - Hackett.
    In this classic text, Kant sets out to articulate and defend the Categorical Imperative - the fundamental principle that underlies moral reasoning - and to lay the foundation for a comprehensive account of justice and human virtues. This new edition and translation of Kant's work is designed especially for students. An extensive and comprehensive introduction explains the central concepts of Groundwork and looks at Kant's main lines of argument. Detailed notes aim to clarify Kant's thoughts and to correct some commonmisunderstandings (...)
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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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  • 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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  • 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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  • Integration of the cognitive and the psychodynamic unconscious.S. Epstein - 1994 - American Psychologist 49 (8):409-24.
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  • (1 other version)The Ethics of Computer Games.Miguel Sicart - 2011 - MIT Press.
    Despite the emergence of computer games as a dominant cultural industry, we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that (...)
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  • Ethics in the Virtual World: The Morality and Psychology of Gaming.Garry Young - 2013 - Durham, UK: Routledge.
    Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant moral interest? Should there (...)
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  • Virtual Ethics.Thomas Nys - 2010 - Ethical Perspectives 17 (1):79-93.
    As a response to Gooskens’ article , this paper offers some further comments on the ethics of violent or immoral video games. After arguing that the appeal of such games actually presupposes an awareness of moral transgression, it considers the desensitization thesis, the argument from catharsis, and the relevance of human flourishing.Although this brief analysis does not provide any clear-cut answer to the question of whether or not such games ought to be frowned upon, it does reveal some possible sources (...)
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  • Virtue, Empathy, and Vulnerability.Mark Coeckelbergh - 2011 - In Karolien Poels & Steven Malliet (eds.), Vice City Virtue. Leuven: Acco Academic. pp. 89-105.
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