This book examines what, if anything, makes a depiction of fictional immorality—such as the murder, torture, or sexual assault of a fictional character—an example of immoral fiction, and therefore something that should be morally criticized and possibly prohibited.
The aim of this paper is to present a version of the principle of alternate possibilities which is not susceptible to the Frankfurt-style counter-example. I argue that PAP does not need to be endorsed as a necessary condition for moral responsibility and, in fact, presenting PAP as a sufficient condition maintains its usefulness as a maxim for moral accountability whilst avoiding Frankfurt-style counter-examples. In addition, I provide a further sufficient condition for moral responsibility – the twin world condition – and (...) argue that this provides a means of justifying why the protagonist in Frankfurt-style scenarios is still felt to be morally responsible. I conclude with the claim that neither the amended PAP nor the twin world condition is necessary for the ascription of moral responsibility; rather, what is necessary is simply that one of these conditions is satisfied. (shrink)
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 (...) it comes to the content of violent video games. Constructive ecumenical expressivism is presented as a means of explaining what it is that we are doing when we make moral pronouncements and why, when it comes to video game content, differing moral attitudes abound. Constructive ecumenical expressivism is also presented as a means of illuminating what would be required for moral consensus to be achieved. (shrink)
In this paper I discuss the role played by disturbed phenomenology in accounting for the formation and maintenance of the Capgras delusion. Whilst endorsing a two-stage model to explain the condition, I nevertheless argue that traditional accounts prioritise the role played by some form of second-stage cognitive disruption at the expense of the significant contribution made by the patient’s disturbed phenomenology, which is often reduced to such uninformative descriptions as “anomalous” or “strange”. By advocating an interactionist model, I argue that (...) the delusional belief constitutes an attempt on the part of the patient to explain his/her initially odd and somewhat disturbed phenomenal content and, moreover, that the delusion then structures the patient’s experience such that what he/she perceives is an impostor. This fact is used to explain the delusional belief’s maintenance and resistance to revision. Thus, whilst accepting that second-stage cognitive disruption has a part to play in explaining the Capgras delusion, the emphasis here is placed on the role played by the patient’s changing phenomenal content and its congruence with the delusional belief. Unlike traditional two-stage models, which posit a unidirectional progression from experience to belief, the interactionist model advocates a two-way interaction between bottom-up and top-down processes. The application of this model to other delusional beliefs is also considered. (shrink)
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, (...) for reasons discussed. (shrink)
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 (...) ecumenical expressivism to explain what moral utterances should be taken to mean, argue that they mean the same when referring to virtual and non-virtual interactions and, given, explain why consensus with regard to virtual murder, rape and paedophilia is not forthcoming even though such consensus is readily found with regard to their non-virtual equivalents. (shrink)
This paper considers whether proposition – “x is not immoral but it is in poor taste” – is morally contradictory when considered from the standpoint of constructive ecumenical expressivism. According to CEE, pronouncements about poor taste and immorality have the following in common: they each convey a negative attitude towards x and intimate that x ought not to be done. Given this, P1 is vulnerable to a charge of contradiction, as it intimates that x is both something and not something (...) that ought not to be done. To avoid the putative contradiction, it is argued that an accusation of poor taste amounts to a negative attitude towards the treatment of a morally pertinent matter, thereby making the former parasitic on the latter. A morally relevant means of distinguishing between poor taste and immorality is therefore provided that endorses the expressivist tradition, and provides an account of societal norms. (shrink)
Theories of thought insertion have tended to favour either the content of the putatively alien thought or some peculiarity within the experience itself as a means of explaining why the subject differentiates one thought from another in terms of personal ownership. There are even accounts that try to incorporate both of these characteristics. What all of these explanations share is the view that it is unexceptional for us to experience thought as our own. The aim of this paper is to (...) consider the means by which this awareness of the myness of thought occurs. Why is it that I, as the subject of thought, typically experience a thought as mine? Using research which investigates the development of a child’s awareness of the act of thinking, I will evaluate leading explanations of thought insertion. It is my contention that by understanding the means by which the awareness of one’s ownership of thought develops, we can better assess explanations of thought insertion; and whilst, at present, no theory is fully able to explain the condition, the incorporation of developmental research suggest that we should favour one in particular. (shrink)
This paper questions the view that knowledge must be articulable or at least experiential. It asserts that what distinguishes habitual yet intentional action from a mechanistic response is its grounding in a suitable claim to knowledge. However, it denies that a necessary condition for knowing how to perform an action is the ability of the subject to either articulate the particulars of that act, or experience it as appropriate.
Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant moral interest? Should there (...) be a limit to what can be enacted or represented within these games? Or, is it all just a game? (shrink)
This paper examines the relationship between knowing how to G and the ability to G, which is typically presented in one of the following ways: knowing how to G entails the ability to G; knowing how to G does not entail the ability to G. In an attempt to reconcile these two putatively opposing positions, I distinguish between type and token actions. It is my contention that S can know how to G in the absence of an ability to \, (...) where this action is derived from an action-type, but not in the absence of the ability to perform the action-type itself \\). This refinement is an attempt to reconcile differences between intellectualism and anti-intellectualism with regard to knowledge how and ability. (shrink)
Explanations of Capgras delusion and prosopagnosia typically incorporate a dual-route approach to facial recognition in which a deficit in overt or covert processing in one condition is mirror-reversed in the other. Despite this double dissociation, experiences of either patient-group are often reported in the same way – as lacking a sense of familiarity toward familiar faces. In this paper, deficits in the facial processing of these patients are compared to other facial recognition pathologies, and their experiential characteristics mapped onto the (...) dual-route model in order to provide a less ambiguous link between facial processing and experiential content. The paper concludes that the experiential states of Capgras delusion, prosopagnosia, and related facial pathologies are quite distinct, and that this descriptive distinctiveness finds explanatory equivalence at the level of anatomical and functional disruption within the face recognition system. The role of skin conductance response as a measure of ‘familiarity’ is also clarified. (shrink)
In recent times, explanations of the Capgras delusion have tended to emphasise the cognitive dysfunction that is believed to occur at the second stage of two-stage models. This is generally viewed as a response to the inadequacies of the one-stage account. Whilst accepting that some form of cognitive disruption is a necessary part of the aetiology of the Capgras delusion, I nevertheless argue that the emphasis placed on this second-stage is to the detriment of the important role played by the (...) phenomenology underlying the disorder, both in terms of the formation and maintenance of the delusional belief. This paper therefore proposes an interactionist two-stage model in which the phenomenal experience of the Capgras patient is examined, emphasised, and its relation to top-down processing discussed. (shrink)
ABSTRACT The aim of this essay is to question the coherence of debates on moral enhancement by neurophysical or pharmaceutical means in the absence of a cogent conception of the object of moral scrutiny: namely, moral enhancement. I present two conceptions of moral enhancement—weak and strong—and argue that given the problem of acquiring a standard measure of moral enhancement, regardless of whether enhancement is present in its weak or strong form and regardless of whether one endorses moral realism or different (...) forms of antirealism, presenting a cogent conception of moral enhancement is fraught with difficulty. This fact has serious implications for continuing debates on the morality of moral enhancement, insofar as it limits the extent to which we have, or it is possible to have, an agreed conception of moral enhancement that could be empirically verified and count as an object for moral scrutiny. (shrink)
This paper raises three objections to the argument presented by Ostritsch in The amoralist challenge to gaming and the gamer’s moral obligation, in which the amoralist’s mantra “it’s just a game” is viewed as an illegitimate rebuttal of all moral objections to video games. The first objection focuses on Ostritsch’s ‘strong sense’ of player enjoyment, which I argue is too crude, given the moral work it is meant to be doing. Next, I question the legitimacy of Ostritsch’s claim that certain (...) video games are immoral. I examine what is involved in making this claim and what would be required for a normative position to be established: none of which is addressed by Ostritsch. Finally, I challenge the legitimacy of his claim that players are obliged not to play certain video games in certain ways. I distinguish between immoral and suberogatory actions, arguing that the latter is in fact more applicable to cases Ostritsch has in mind, and that one is not obliged not to engage in these actions. (shrink)
In this paper I respond to Coren’s argument against my 2016 paper in which I present a case for the principle of alternate possibilities as sufficient but not necessary for the ascription of moral responsibility ). I concede that Coren has identified aspects of my original position that are vulnerable to counter-examples. Nevertheless, through a simple amendment to my original argument I am able to respond to these counter-examples without undermining the foundations on which my 2016 paper was built. Moreover, (...) it is my contention that the main challenge Coren presents to my original paper involves making explicit that which is already implied within PAP. Therefore, while I acknowledge that my argument for PAP requires further clarification, this can be achieved without undermining my original position. (shrink)
Discussion on the Cotard delusion often focuses on the patient’s delusional belief that he/she is dead. Of interest to this paper, however, is the little referred to claim made by some Cotard patients that they are immortal. How might one explain the juxta-position of death and immortality evident in patients sharing the same clinical diagnosis, and how might these delusional beliefs inform our understanding of patient phenomenology, particularly regarding experiences of existential change? This paper sets out to explain delusions of (...) death and immortality in Cotard patients with reference to changes in their experience of being, owed in part to a conflict in recognition evident in other delusional disorders such as the Capgras and Frégoli delusions. This experiential change is positioned within an interactionist framework of bottom-up and top-down processing that is also compatible with explanationist and endorsement approaches to delusions. (shrink)
This paper contrasts an interactionist account of delusional misidentification with more traditional one- and two-stage models. Unlike the unidirectional nature of these more traditional models, in which the aetiology of the disorder is said to progress from a neurological disruption via an anomalous experience to a delusional belief, the interactionist account posits the interaction of top-down and bottom-up processes to better explain the maintenance of the delusional belief. In addition, it places a greater emphasis on the patient’s underlying phenomenal experience (...) in accounting for the specificity of the delusional content. The role played by patient phenomenology is examined in light of Ratcliffe’s recent phenomenological account. Similarities and differences are discussed. The paper concludes that a purely phenomenological account is unable to differentiate between non-delusional patient groups, who have what appear to be equivalent phenomenal experiences to patients suffering from delusional misidentification but without the delusional belief, and delusional groups, something the interactionist model is able to do. (shrink)
Over recent years, there has been a resurgence of interest in arguments favouring intellectualism—the view that Ryle’s epistemic distinction is invalid because knowing how is in fact nothing but a species of knowing that. The aim of this paper is to challenge intellectualism by introducing empirical evidence supporting a form of knowing how that resists such a reduction. In presenting a form of visuomotor pathology known as visual agnosia, I argue that certain actions performed by patient DF can be distinguished (...) from a mere physical ability because they are (1) intentional and (2) knowledge-based; yet these actions fail to satisfy the criteria for propositional knowledge. It is therefore my contention that there exists a form of intentional action that not only constitutes a genuine claim to knowledge but, in being irreducible to knowing that, resists the intellectualist argument for exhaustive epistemic reduction. (shrink)
Phenomenally, we can distinguish between ownership of thought (introspective awareness) and authorship of thought (an awareness of the activity of thinking), a distinction prompted by the phenomenon of thought insertion. Does this require the independence of ownership and authorship at the structural level? By employing a Kantian approach to the question of ownership of thought, I argue that a thought being my thought is necessarily the outcome of the interdependence of these two component parts (ownership and authorship). In addition, whilst (...) still employing a Kantian approach, I speculate over possible mechanisms underlying the phenomenon of thought insertion. (shrink)
Discussion on the Cotard delusion often focuses on the patient’s delusional belief that he/she is dead. Of interest to this paper, however, is the little referred to claim made by some Cotard patients that they are immortal. How might one explain the juxta-position of death and immortality evident in patients sharing the same clinical diagnosis, and how might these delusional beliefs inform our understanding of patient phenomenology, particularly regarding experiences of existential change? This paper sets out to explain delusions of (...) death and immortality in Cotard patients with reference to changes in their experience of being, owed in part to a conflict in recognition evident in other delusional disorders such as the Capgras and Frégoli delusions. This experiential change is positioned within an interactionist framework of bottom-up and top-down processing that is also compatible with explanationist and endorsement approaches to delusions. (shrink)
This paper aims to challenge the view that the sign present in many Frankfurt-style scenarios is insufficiently robust to constitute evidence for the possibility of an alternate decision, and therefore inadequate as a means of determining moral responsibility. I have amended Frankfurt’s original scenario, so as to allow Jones, as well as Black, the opportunity to monitor his (Jones’s) own inclination towards a particular decision (the sign). Different outcome possibilities are presented, to the effect that Jones’s awareness of his own (...) inclinations leads to the conclusion that the sign must be either (a) a prior determinate of the decision about to be made, (b) prior and indeterminate (therefore allowing for a contra-inclination decision to be made), or (c) constitutive of a decision that Jones has made but is not yet aware of. In effect, this means that, prior to the intervention of Black, Jones must have decided to do otherwise or could have so decided. Either way, although Frankfurt’s conclusion, that Jones could not have done other than he did, is upheld, the idea that he could not have decided otherwise must be rejected, and with it the view that the sign is nothing more than a flicker of freedom insufficient for assigning morally responsibility. (shrink)
Purves et al. argue against deploying automated weapons because they fail to act for the right reason. Given that soldiers do not necessarily act in an ideal way, I argue that it is morally preferable to deploy autonomous weapons that are incapable of acting for the wrong reason over combatants that are likely (although not guaranteed) to act for the right reason (i.e. regular troops). Preference for regular troops based solely on reasons for acting is justified only in the case (...) of an ideal conception of these troops. This claim is, however, vulnerable to an additional argument favouring the deployment of autonomous weapons as a means of preserving human life. The possibility that the behaviour of autonomous weapons is a direct expression of the reasons given by their human commanders for their deployment is also considered, but rejected as a suitable reason to favour deploying regular or even ideal troops over autonomous weapons, for reasons discussed. (shrink)
In this paper I aim to present an explanation of object permanence that is derived from an ecological account of perceptually based action. In understanding why children below a certain age do not search for occluded objects, one must first understand the process by which these children perform certain intentional actions on non-occluded items; and to do this one must understand the role affordances play in eliciting retrieval behaviour. My affordance-based explanation is contrasted with Shinskey and Munakata's graded representation account; (...) and although I do not reject totally the role representations play in initiating intentional action I nevertheless maintain that only by incorporating direct perception into an account of object permanence can a fuller understanding of this phenomenon be achieved. (shrink)
In this paper, we motivate, propose and defend the following two conditions as individually sufficient and disjunctively necessary for moral responsibility: PODMA —originally proposed by Coren, Acta Analytica, 33, 145–159,, now cast as sufficient rather than necessary—and the TWC*, which amends versions presented by Young, 961–969, 2016; Philosophia, 45, 1365–1380, 2017). We explain why there is a need for new necessary and sufficient conditions, how these build on and improve existing ideas, particularly in relation to Frankfurt-style counterexamples and the continuing (...) discussion on their effectiveness, and why PODMA and the TWC* are good candidates. Finally, we defend the proposal against anticipated objections in order to clarify why we think these individually sufficient and disjunctively necessary conditions are plausible and able to inform the ongoing debate on the role of alternate possibilities in the ascription of moral responsibility. (shrink)
Many of the psychological studies carried out within virtual environments are motivated by the idea that virtual research findings are generalizable to the non-virtual world. This idea is vulnerable to the paradox of fiction, which questions whether it is possible to express genuine emotion toward a character (or event) known to be fictitious. As many of these virtual studies are designed to elicit, broadly speaking, emotional responses through interactions with fictional characters (avatars) or objects/places, the issue raised by the paradox (...) seems particularly apt. This paper assesses the extent to which the paradox of fiction constitutes a legitimate challenge to psychological research within virtual environments, and argues that any alleged conflict is in fact a product of an overly simplistic view of emotions which a more complete understanding resolves. Moreover, through a more detailed analysis of why the paradox cannot be sustained, one finds justification for the claim that emotions elicited through interactions with virtual (fictitious) objects/events are valid. However, their generalizability to the non-virtual world must still be treated with caution. (shrink)
The first aim of the paper is to proffer a series of objections to the God machine thought experiment, as presented by Savulescu and Persson, The Monist, 95, 399-421,. The second aim is to show that these objections must be overcome by any form of direct moral intervention by technological means, not just the God machine. The objections raised against the god machine involve questioning its intelligibility in light of established views on the relationship between beliefs, desires, intention and intentional (...) action, pointing out the seeming inability of individuals to attribute warranted moral praise to others or themselves in the case of abstentions from grossly immoral acts identifying a problematic ‘slippery slope’ argument, and questioning the rationale underlying the Freedom Lover’s intention to enrol on a moral enhancement course, as well as arguing that that Savulescu and Persson’s notion of ‘complete freedom’ is too stringent. (shrink)
This paper argues that the propositions “S knowing how to Φ entails that S has the ability to Φ” and “S knowing how to Φ does not entail the ability to Φ” can both be true and non-contradictory when true, so long as one distinguishes between Φ as an action-type and Φ as an action-token. In order to defend this claim, recent work by Young, Levy, and Gaultier is discussed with a view to integrating into a coherent and novel position (...) certain commonalities within their respective views. As a consequence of this integration, a revised version of Young’s type-token action clause is suggested that provides comprehensive support for the assertion that knowing how to Φ both does and does not necessitate the ability to Φ, depending on whether one is talking about action types or action tokens. (shrink)
Recent discussion on the ethics of killer robots has focused on the supposed lack of respect their deployment would show to combatants targeted, thereby causing their undignified deaths. I present two rebuttals of this argument. The weak rebuttal maintains that while deploying killer robots is an affront to the dignity of combatants, their use should nevertheless be thought of as a pro tanto wrong, making deployment permissible if the affront is outweighed by some right-making feature. This rebuttal is, however, vulnerable (...) to the charge that killer robots would cause unnecessary suffering. The strong rebuttal, in contrast, argues that the use of killer robots would not disrespect the dignity of combatants, for reasons discussed. I also argue that, irrespective of whether killer robots disrespect the dignity of combatants, they would not necessarily bring about their undignified deaths: for one can maintain dignity in the face of indignity. (shrink)
This paper is premised on the idea that cyberspace permits the user a degree of somatic flexibility?a means of transcending the physical body but not, importantly, embodiment. Set within a framework of progressive embodiment (the assumption that individuals seek to exploit somatic flexibility so as to extend the boundaries of their own embodiment?what we call the supermorphic persona), we examine the manner of this progression. Specifically, to what extent do components of embodiment?the self-as-object, the phenomenal self, and the body-schema?find authentic (...) expression within cyberspace? In addition, we also consider ways in which the issue of authenticity might impact on the psychological well being of the individual who seeks to transcend domains and present their supermorphic persona on- and offline. (shrink)