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Video Games and Ethics

In Joseph C. Pitt & Ashley Shew (eds.), Spaces for the Future: A Companion to Philosophy of Technology. New York: Routledge. pp. 29-41 (2017)

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  1. Nietzsche: Virtue Ethics … Virtue Politics?Christine Daigle - 2006 - Journal of Nietzsche Studies 32 (1):1-21.
  • The Theory of Moral Sentiments.Adam Smith - 1759 - Mineola, N.Y.: Dover Publications. Edited by Elizabeth Schmidt Radcliffe, Richard McCarty, Fritz Allhoff & Anand Vaidya.
    The foundation for a system of morals, this 1749 work is a landmark of moral and political thought. Its highly original theories of conscience, moral judgment, and virtue offer a reconstruction of the Enlightenment concept of social science, embracing both political economy and theories of law and government.
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  • 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 (...)
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  • Locating the wrongness in ultra-violent video games.David I. Waddington - 2007 - Ethics and Information Technology 9 (2):121-128.
    The extremely high level of simulated violence in certain recent video games has made some people uneasy. There is a concern that something is wrong with these violent games, but, since the violence is virtual rather than real, it is difficult to specify the nature of the wrongness. Since there is no proven causal connection between video-game violence and real violence, philosophical analysis can be particularly helpful in locating potential sources of wrongness in ultra-violent video games. To this end, this (...)
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  • Moral Sentimentalism.Michael Slote - 2004 - Ethical Theory and Moral Practice 7 (1):3-14.
    In a way reminiscent of Hume's approach in the Treatise, a reviving moral sentimentalism can use the notion of empathy to ground both its normative account of moral obligation and its metaethical account of moral language. A virtuous person is empathically caring about others and expresses such feeling/motivation in her actions. But the judgment that something is right or good is also based in empathy, and the sentimentalist can espouse a form of moral realism by making use of a Kripkean (...)
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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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  • 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.
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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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  • 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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  • Has Bartel resolved the gamer’s dilemma?Morgan Luck & Nathan Ellerby - 2013 - Ethics and Information Technology 15 (3):229-233.
    In this paper we consider whether Christopher Bartel has resolved the gamer’s dilemma. The gamer’s dilemma highlights a discrepancy in our moral judgements about the permissibility of performing certain actions in computer games. Many gamers have the intuition that virtual murder is permissible in computer games, whereas virtual paedophilia is not. Yet finding a relevant moral distinction to ground such intuitions can be difficult. Bartel suggests a relevant moral distinction may turn on the notion that virtual paedophilia harms women in (...)
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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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  • A Treatise of Human Nature.David Hume & A. D. Lindsay - 1958 - Philosophical Quarterly 8 (33):379-380.
  • The Ethical Status of Virtual Actions.Geert Gooskens - 2010 - Ethical Perspectives 17 (1):59-78.
    One of the most interesting features of the computer is its ability to create virtual environments. These environments allow us to interact with objects that are simulated by the computer and are not real. They thus allow us to realize actions that have no repercussions whatsoever on the non-virtual world. This seems to qualify virtual environments as an ideal playground to do all kinds of things that would be labelled ethically wrong if realized in the real world. Nevertheless, we have (...)
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  • Virtual worlds and moral evaluation.Jeff Dunn - 2012 - Ethics and Information Technology 14 (4):255-265.
    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 (...)
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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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  • Nietzsche's Affirmative Morality: An Ethics of Virtue.Thomas H. Brobjer - 2003 - Journal of Nietzsche Studies 26 (1):64-78.
  • 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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  • Groundwork of the metaphysics of morals.Immanuel Kant - 1785 - In Elizabeth Schmidt Radcliffe, Richard McCarty, Fritz Allhoff & Anand Vaidya (eds.), Late Modern Philosophy: Essential Readings with Commentary. Blackwell.
    Immanuel Kant's Groundwork of the Metaphysics of Morals ranks alongside Plato's Republic and Aristotle's Nicomachean Ethics as one of the most profound and influential works in moral philosophy ever written. In Kant's own words its aim is to search for and establish the supreme principle of morality, the categorical imperative. Kant argues that every human being is an end in himself or herself, never to be used as a means by others, and that moral obligation is an expression of the (...)
     
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  • Groundwork of the Metaphysics of Morals.Immanuel Kant - 1785/2002 - In Practical Philosophy. Cambridge University Press. pp. 37-108.
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  • Game, player, ethics: A virtue ethics approach to computer games.Miguel Sicart - 2005 - International Review of Information Ethics 4 (12):13-18.
    As the contemporary heirs of popular music or cinema, computer games are gradually taking over the mar-kets of entertainment. Much like cinema and music, computer games are taking the spotlight in another front – that which blames them for encouraging unethical behaviors. Apparently, computer games turn their users into blood thirsty zombies with a computer game learnt ability of aiming with deadly precision. The goal of this paper is to pay attention to the ethical nature of computer games, in order (...)
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  • Virtual Child Pornography.Michael Veber - 2004 - Public Affairs Quarterly 18 (1):75-90.