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  1. The emotional construction of morals * by Jesse Prinz * oxford university press, 2007. XII + 334 pp. 25.00: Summary. [REVIEW]Jesse Prinz - 2009 - Analysis 69 (4):701-704.
    The Emotional Construction of Morals is a book about moral judgements – the kinds of mental states we might express by sentences such as, ‘It's bad to flash your neighbors’, or ‘You ought not eat your pets’. There are three basic questions that get addressed: what are the psychological states that constitute such judgements? What kinds of properties do such judgements refer to? And, where do these judgements come from? The first question concerns moral psychology, the second metaethics and the (...)
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  • The Company We Keep: An Ethics of Fiction.Wayne C. Booth - 1988 - University of California Press.
    In _The Company We Keep_, Wayne C. Booth argues for the relocation of ethics to the center of our engagement with literature. But the questions he asks are not confined to morality. Returning ethics to its root sense, Booth proposes that the ethical critic will be interested in any effect on the ethos, the total character or quality of tellers and listeners. Ethical criticism will risk talking about the quality of _this_ particular encounter with _this_ particular work. Yet it will (...)
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  • Violent video games and morality: a meta-ethical approach.Garry Young - 2015 - Ethics and Information Technology 17 (4):311-321.
    This paper considers what it is about violent video games that leads one reasonably minded person to declare “That is immoral” while another denies it. Three interpretations of video game content are discussed: reductionist, narrow, and broad. It is argued that a broad interpretation is required for a moral objection to be justified. It is further argued that understanding the meaning of moral utterances—like “x is immoral”—is important to an understanding of why there is a lack of moral consensus when (...)
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  • Enacting taboos as a means to an end; but what end? On the morality of motivations for child murder and paedophilia within gamespace.Garry Young - 2013 - Ethics and Information Technology 15 (1):13-23.
    Video games are currently available which permit the virtual murder of children. No such games are presently available which permit virtual paedophilia. Does this disparity reflect a morally justifiable position? Focusing solely on different player motivations, I contrast two version of a fictitious game—one permitting the virtual murder of children, the other virtual paedophilia—in order to establish whether the selective prohibition of one activity over the other can be morally justified based on player motivation alone. I conclude that it cannot, (...)
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  • A meta-ethical approach to single-player gamespace: introducing constructive ecumenical expressivism as a means of explaining why moral consensus is not forthcoming.Garry Young - 2014 - Ethics and Information Technology 16 (2):91-102.
    The morality of virtual representations and the enactment of prohibited activities within single-player gamespace continues to be debated and, to date, a consensus is not forthcoming. Various moral arguments have been presented to support the moral prohibition of virtual enactments, but their applicability to gamespace is questioned. In this paper, I adopt a meta-ethical approach to moral utterances about virtual representations, and ask what it means when one declares that a virtual interaction ‘is morally wrong’. In response, I present constructive (...)
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  • Ecumenical expressivism: Finessing Frege.Michael Ridge - 2006 - Ethics 116 (2):302-336.
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  • The emotional construction of morals.Jesse J. Prinz - 2007 - New York: Oxford University Press.
    Jesse Prinz argues that recent work in philosophy, neuroscience, and anthropology supports two radical hypotheses about the nature of morality: moral values are based on emotional responses, and these emotional responses are inculcated by culture, not hard-wired through natural selection. In the first half of the book, Jesse Prinz defends the hypothesis that morality has an emotional foundation. Evidence from brain imaging, social psychology, and psychopathology suggest that, when we judge something to be right or wrong, we are merely expressing (...)
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  • The amoralist challenge to gaming and the gamer’s moral obligation.Sebastian Ostritsch - 2017 - Ethics and Information Technology 19 (2):117-128.
    According to the amoralist, computer games cannot be subject to moral evaluation because morality applies to reality only, and games are not real but “just games”. This challenges our everyday moralist intuition that some games are to be met with moral criticism. I discuss and reject the two most common answers to the amoralist challenge and argue that the amoralist is right in claiming that there is nothing intrinsically wrong in simply playing a game. I go on to argue for (...)
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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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  • How to Be a Moral Taste Theorist.John McAteer - 2016 - Essays in Philosophy 17 (1):05-21.
    In this paper, I attempt to recover an 18th Century approach to moral theory that can be called Moral Taste Theory. Through an exploration of 18th Century sources I define the characteristics of moral taste theory and to distinguish it from its closest rival, moral sense theory. In general a moral taste theorist holds that moral judgments are analogous to aesthetic judgments while a moral sense theorist holds that moral judgments are analogous to physical sense perception. Francis Hutcheson was a (...)
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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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  • Value, violence, and the ethics of gaming.Michael Goerger - 2017 - Ethics and Information Technology 19 (2):95-105.
    I argue for two theses. First, many arguments against violent gaming rely on what I call the contamination thesis, drawing their conclusions by claiming that violent gaming contaminates real world interactions. I argue that this thesis is empirically and philosophically problematic. Second, I argue that rejecting the contamination thesis does not entail that all video games are morally unobjectionable. The violence within a game can be evaluated in terms of the values the game cultivates, reinforces, denigrates, or disrespects. Games which (...)
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  • The suberogatory.Julia Driver - 1992 - Australasian Journal of Philosophy 70 (3):286 – 295.
  • The Company We Keep: An Ethics of Fiction.Richard Eldridge - 1991 - Journal of Aesthetics and Art Criticism 49 (1):98-100.
    In _The Company We Keep_, Wayne C. Booth argues for the relocation of ethics to the center of our engagement with literature. But the questions he asks are not confined to morality. Returning ethics to its root sense, Booth proposes that the ethical critic will be interested in any effect on the ethos, the total character or quality of tellers and listeners. Ethical criticism will risk talking about the quality of _this_ particular encounter with _this_ particular work. Yet it will (...)
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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 Company We Keep: An Ethics of Fiction.Wayne C. Booth - 1988 - University of California Press.
    Wayne C. Booth argues for the relocation of ethics to the center of our engagement with literature.
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  • Supererogation and Offence: A Conceptual Scheme for Ethics.R. M. Chisholm - 1963 - Ratio (Misc.) 5 (1):1.
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  • The Company We Keep: An Ethics of Fiction.Wayne C. Booth - 1990 - Philosophy and Rhetoric 23 (3):247-248.
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