Virtual worlds and moral evaluation

Ethics and Information Technology 14 (4):255-265 (2012)
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Abstract

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 also explain how the truth of the Asymmetry Thesis is closely aligned with the possibility of what Edward Castronova has called closed synthetic worlds. With some qualifications, the ultimate conclusion is that the Asymmetry Thesis is false and that these closed worlds are impossible

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Jeff Dunn
DePauw University

Citations of this work

Free will and moral responsibility in video games.Christopher Bartel - 2015 - Ethics and Information Technology 17 (4):285-293.
Video Games and Ethics.Monique Wonderly - 2017 - In Joseph C. Pitt & Ashley Shew (eds.), Spaces for the Future: A Companion to Philosophy of Technology. New York: Routledge. pp. 29-41.
Virtual action.Jan-Hendrik Heinrichs - 2020 - Ethics and Information Technology 23 (3):317-330.

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References found in this work

A theory of the good and the right.Richard B. Brandt - 1998 - Amherst, N.Y.: Prometheus Books.
A Theory of the Good and the Right.Richard B. Brandt - 1979 - Zeitschrift für Philosophische Forschung 35 (2):307-310.

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