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  1. Structures of Morality and Allegiance in the Character Arc Story.Rory Kelly & Samuel Cumming - 2022 - British Journal of Aesthetics 62 (4):687-698.
    The view that allegiance to characters is a matter of general moral assessment, as developed by Carroll (1984) and Smith (1995), has the resources to respond to counterexamples proposed in the literature, including appeals to anti-heroes, rough heroes and other ‘reprehensible characters’ that garner our allegiance. It can even admit non-moral factors as subterranean influences on moral assessment. Nevertheless, the view requires that the characters we most favour are those with the highest moral standing, and this does not seem to (...)
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  • A Kantian response to the Gamer’s Dilemma.Samuel Ulbricht - 2023 - Ethics and Information Technology 25 (3):1-11.
    The Gamer’s Dilemma consists of three intuitively plausible but conflicting assertions: (i) Virtual murder is morally permissible. (ii) Virtual child molestation is morally forbidden. (iii) There is no relevant moral difference between virtual murder and virtual child molestation in computer games. Numerous attempts to resolve (or dissolve) the Gamer’s Dilemma line the field of computer game ethics. Mostly, the phenomenon is approached using expressivist argumentation: Reprehensible virtual actions express something immoral in their performance but are not immoral by themselves. Consequentialists, (...)
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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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