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  1. The Problem of Imaginative Resistance.Tamar Szabó Gendler & Shen-yi Liao - 2015 - In Noël Carroll & John Gibson (eds.), The Routledge Companion to Philosophy of Literature. New York: Routledge. pp. 405-418.
    The problem of imaginative resistance holds interest for aestheticians, literary theorists, ethicists, philosophers of mind, and epistemologists. We present a somewhat opinionated overview of the philosophical discussion to date. We begin by introducing the phenomenon of imaginative resistance. We then review existing responses to the problem, giving special attention to recent research directions. Finally, we consider the philosophical significance that imaginative resistance has—or, at least, is alleged to have—for issues in moral psychology, theories of cognitive architecture, and modal epistemology.
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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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  • Imaginative resistance without conflict.Anna Mahtani - 2012 - Philosophical Studies 158 (3):415-429.
    I examine a range of popular solutions to the puzzle of imaginative resistance. According to each solution in this range, imaginative resistance occurs only when we are asked to imagine something that conflicts with what we believe. I show that imaginative resistance can occur without this sort of conflict, and so that every solution in the range under consideration fails. I end by suggesting a new explanation for imaginative resistance—the Import Solution—which succeeds where the other solutions considered fail.
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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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  • 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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  • 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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  • 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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  • 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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  • 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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  • Coulda, woulda, shoulda.Stephen Yablo - 2002 - In Tamar Szabo Gendler & John Hawthorne (eds.), Conceivability and Possibility. Oxford University Press. pp. 441-492.
  • Games and the moral transformation of violence.C. Thi Nguyen - 2018 - In Jon Robson & Grant Tavinor (eds.), The Aesthetics of Videogames. Routledge. pp. 181-197.