Results for 'Virtual murder'

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  1. 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 (...)
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  2.  64
    Getting away with murder: why virtual murder in MMORPGs can be wrong on Kantian grounds.Helen Ryland - 2019 - Ethics and Information Technology (2).
    Ali (Ethics and Information Technology 17:267–274, 2015) and McCormick (Ethics and Information Technology 3:277–287, 2001) claim that virtual murders are objectionable when they show inappropriate engagement with the game or bad sportsmanship. McCormick argues that such virtual murders cannot be wrong on Kantian grounds because virtual murders only violate indirect moral duties, and bad sportsmanship is shown across competitive sports in the same way. To condemn virtual murder on grounds of bad sportsmanship, we would need (...)
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  3.  91
    The Grave Resolution to the Gamer’s Dilemma: an Argument for a Moral Distinction Between Virtual Murder and Virtual Child Molestation.Morgan Luck - 2022 - Philosophia 50 (3):1287-1308.
    In this paper a new resolution to the gamer’s dilemma is presented. The first part of the paper is devoted to strictly formulating the dilemma, and the second to establishing its resolution. The proposed resolution, the grave resolution, aims to resolve not only the gamer’s dilemma, but also a wider set of analogous paradoxes – which together make up the paradox of treating wrongdoing lightly.
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  4.  25
    Correction to: The Grave Resolution to the Gamer’s Dilemma: an Argument for a Moral Distinction Between Virtual Murder and Virtual Child Molestation.Morgan Luck - 2022 - Philosophia 50 (3):1309-1309.
  5.  72
    Gary Young, Resolving the gamer’s dilemma: examining the moral and psychological differences between virtual murder and virtual paedophilia: Palgrave Macmillan, 2016. ISBN 978-3-319-46594-4; pp. v, 139.Ryan Dennison - 2017 - Ethics and Information Technology 19 (3):237-239.
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  6. Getting 'virtual' wrongs right.Robert Francis John Seddon - 2013 - Ethics and Information Technology 15 (1):1-11.
    Whilst some philosophical progress has been made on the ethical evaluation of playing video games, the exact subject matter of this enquiry remains surprisingly opaque. ‘Virtual murder’, simulation, representation and more are found in a literature yet to settle into a tested and cohesive terminology. Querying the language of the virtual in particular, I suggest that it is at once inexplicit and laden with presuppositions potentially liable to hinder anyone aiming to construct general philosophical claims about an (...)
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  7.  60
    Virtual competitions and the gamer’s dilemma.Karim Nader - 2020 - Ethics and Information Technology 22 (3):239-245.
    This paper expands Rami Ali’s dissolution of the gamer’s dilemma (Ethics Inf Technol 17:267-274, 2015). Morgan Luck’s gamer’s dilemma (Ethics Inf Technol 11(1):31-36, 2009) rests on our having diverging intuition when considering virtual murder and virtual child molestation in video games. Virtual murder is seemingly permissible, when virtual child molestation is not and there is no obvious morally relevant difference between the two. Ali argues that virtual murder and virtual child molestation (...)
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  8.  61
    Virtual action.Jan-Hendrik Heinrichs - 2020 - Ethics and Information Technology 23 (3):317-330.
    In the debate about actions in virtual environments two interdependent types of question have been pondered: What is a person doing who acts in a virtual environment? Second, can virtual actions be evaluated morally? These questions have been discussed using examples from morally dubious computer games, which seem to revel in atrocities. The examples were introduced using the terminology of “virtual murder” “virtual rape” and “virtual pedophilia”. The terminological choice had a lasting impact (...)
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  9.  28
    Murder in the Garden?: The Envy of the Gods in Genesis 2 and 3.Paul Duff & Joseph Hallman - 1996 - Contagion: Journal of Violence, Mimesis, and Culture 3 (1):183-200.
    In lieu of an abstract, here is a brief excerpt of the content:Murder in the Garden? The Envy of the Gods in Genesis 2 and 3 Paul DuffJoseph Hallman George Washington University University of St. Thomas According to Walter Brueggemann, "No text in Genesis (or likely in the entire Bible) has been more used, interpreted and misunderstood" than the story of Adam and Eve in the garden. "This applies to careless, popular theology as well as to the doctrine of (...)
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  10.  6
    “Necessary Murder”: Eating Meat Against Fascism in Orwell and Auden.Stewart Cole - 2019 - In Seán McCorry & John Miller (eds.), Literature and Meat Since 1900. Springer Verlag. pp. 71-89.
    This chapter delineates how despite their received status as almost writerly adversaries, George Orwell and W. H. Auden both adopt in their work a carnophallogocentric stance towards vegetarians that feminizes and denigrates those who choose not to consume meat. Whether because they deviate insidiously from the ordinary decency that will prove humanity’s salvation, or because they strive in futility towards a purity that can only be enforced through dictatorial means, vegetarians serve for both writers throughout the late 1930s not only (...)
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  11.  74
    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 (...)
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  12.  32
    Intentionality and virtual objects: the case of Qiu Chengwei’s dragon sabre.Michael Madary - 2014 - Ethics and Information Technology 16 (3):219-225.
    This article offers an analysis of intentionality for virtual objects and explores some of the ethical implications of this analysis. The main example which serves as a motivation for the article is the case of a Chinese gamer who, in 2005, committed murder in retaliation for the theft of a virtual object, the theft of his virtual dragon sabre. The intentional analysis reveals that the way in which we experience virtual objects shares a structural similarity (...)
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  13.  16
    In Defense of Schreber: Soul Murder and Psychiatry.Zvi Lothane - 2016 - Routledge.
    In this stunning reappraisal of the celebrated case of Daniel Paul Schreber, Lothane takes the reader on a richly documented tour of all the ingredients that made Schreber's illness a unique psychiatric event. Building outward from a close examination of Schreber's troubled relationship to his two psychiatrists, Flechsig and Weber, Lothane elaborates the personal, familial, and cultural contexts of Schreber's illness. Incorporating extensive new archival and bibliographic research, and providing extensive accounts of the personalities and theories of Schreber's two psychiatrists, (...)
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  14. Height and damage.Virtual Reality - 2022 - In Jonah Siegel (ed.), Overlooking damage: art, display, and loss in a time of crisis. Stanford, California: Stanford University Press.
     
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  15.  25
    Puzzles and Posers.Murder Most Foul & L. From Tantalizers - 1994 - Cogito 8 (1):109.
  16. How to (dis)solve the Gamer’s Dilemma.Erick Jose Ramirez - 2020 - Ethical Theory and Moral Practice (1):1-21.
    The Gamer's Dilemma challenges us to find a distinction between virtual murder and virtual pedophilia. Without such a distinction, we are forced to conclude that either both are morally acceptable or that both should be morally illicit. This paper argues that the best way to solve the dilemma is, in one sense, to dissolve it. The Gamer's Dilemma rests on a misunderstanding in the sense that it does not distinguish between the form of a simulation and its (...)
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  17. 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 (...)
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  18. 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 (...)
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  19. 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 (...)
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  20. Resisting the Gamer’s Dilemma.Thomas Montefiore & Paul Formosa - 2022 - Ethics and Information Technology 24 (3):1-13.
    Intuitively, many people seem to hold that engaging in acts of virtual murder in videogames is morally permissible, whereas engaging in acts of virtual child molestation is morally impermissible. The Gamer’s Dilemma (Luck in Ethics Inf Technol 11:31–36, 2009) challenges these intuitions by arguing that it is unclear whether there is a morally relevant difference between these two types of virtual actions. There are two main responses in the literature to this dilemma. First, attempts to resolve (...)
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  21. Crossing the Fictional Line: Moral Graveness, the Gamer’s Dilemma, and the Paradox of Fictionally Going Too Far.Thomas Montefiore & Paul Formosa - 2023 - Philosophy and Technology 36 (3):1-21.
    The Gamer’s Dilemma refers to the philosophical challenge of justifying the intuitive difference people seem to see between the moral permissibility of enacting virtual murder and the moral impermissibility of enacting virtual child molestation in video games (Luck Ethics and Information Technology, 1:31, 2009). Recently, Luck in Philosophia, 50:1287–1308, 2022 has argued that the Gamer’s Dilemma is actually an instance of a more general “paradox”, which he calls the “paradox of treating wrongdoing lightly”, and he proposes a (...)
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  22. The video gamer’s dilemmas.Rami Ali - 2022 - Ethics and Information Technology 24 (2).
    The gamer’s dilemma offers three plausible but jointly inconsistent premises: (1) Virtual murder in video games is morally permissible. (2) Virtual paedophelia in video games is not morally permissible. (3) There is no morally relevant difference between virtual murder and virtual paedophelia in video games. In this paper I argue that the gamer’s dilemma can be understood as one of three distinct dilemmas, depending on how we understand two key ideas in Morgan Luck’s (2009) (...)
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  23.  69
    Splintering the gamer’s dilemma: moral intuitions, motivational assumptions, and action prototypes.Jens Kjeldgaard-Christiansen - 2020 - Ethics and Information Technology 22 (1):93-102.
    The gamer’s dilemma :31–36, 2009) asks whether any ethical features distinguish virtual pedophilia, which is generally considered impermissible, from virtual murder, which is generally considered permissible. If not, this equivalence seems to force one of two conclusions: either both virtual pedophilia and virtual murder are permissible, or both virtual pedophilia and virtual murder are impermissible. In this article, I attempt, first, to explain the psychological basis of the dilemma. I argue that (...)
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  24. Pornography, ethics, and video games.Stephanie L. Patridge - 2013 - Ethics and Information Technology 15 (1):25-34.
    In a recent and provocative essay, Christopher Bartel attempts to resolve the gamer’s dilemma. The dilemma, formulated by Morgan Luck, goes as follows: there is no principled distinction between virtual murder and virtual pedophilia. So, we’ll have to give up either our intuition that virtual murder is morally permissible—seemingly leaving us over-moralizing our gameplay—or our intuition that acts of virtual pedophilia are morally troubling—seemingly leaving us under-moralizing our game play. Bartel’s attempted resolution relies on (...)
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  25. A Kantian response to the Gamer’s Dilemma.Samuel Ulbricht - 2023 - Ethics and Information Technology 25 (3):1-11.
    The Gamer’s Dilemma consists of three intuitively plausible but conflicting assertions: (i) Virtual murder is morally permissible. (ii) Virtual child molestation is morally forbidden. (iii) There is no relevant moral difference between virtual murder and virtual child molestation in computer games. Numerous attempts to resolve (or dissolve) the Gamer’s Dilemma line the field of computer game ethics. Mostly, the phenomenon is approached using expressivist argumentation: Reprehensible virtual actions express something immoral in their performance (...)
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  26.  67
    What does the gamer do?Rebecca Davnall - 2020 - Ethics and Information Technology 23 (3):225-237.
    The 'Gamer's Dilemma' is the problem of why some actions occurring in video game contexts seem to have similar, albeit attenuated, kinds of moral significance to their real-world equivalents, while others do not. In this paper, I argue that much of the confusion in the literature on this problem is not ethical but metaphysical. The Gamer's Dilemma depends on a particular theory of the virtual, which I call 'inflationary', according to which virtual worlds are a metaphysical novelty generated (...)
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  27.  44
    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 (...)
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  28. An empirical investigation of the Gamer's Dilemma: a mixed methods study of whether the dilemma exists.Paul Formosa, Thomas Montefiore, Mitchell McEwan & Omid Ghasemi - 2023 - Behaviour and Information Technology.
    The Gamer’s Dilemma challenges us to justify the moral difference between enacting virtual murder and virtual child molestation in video games. The Dilemma relies for its argumentative force on the claim that there is an intuitive moral difference between these acts, with the former intuited as morally acceptable and the latter as morally unacceptable. However, there has been no empirical investigation of these claims. To explore these issues, we developed an experimental survey study in which participants were (...)
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  29.  29
    Has Montefiore and Formosa resisted the Gamer’s Dilemma?Morgan Luck - 2023 - Ethics and Information Technology 25 (2):1-6.
    Montefiore and Formosa (Ethics Inf Technol 24:31, 2022) provide a useful way of narrowing the Gamer’s Dilemma to cases where virtual murder seems morally permissible, but not virtual child molestation. They then resist the dilemma by theorising that the intuitions supporting it are not moral. In this paper, I consider this theory to determine whether the dilemma has been successfully resisted. I offer reason to think that, when considering certain variations of the dilemma, Montefiore and Formosa’s theory (...)
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  30.  38
    Were Obedience Pressures A Factor in the Holocaust?Allan Fenigstein - 1998 - Analyse & Kritik 20 (1):54-73.
    A number of scholars have suggested that Milgram’s laboratory studies of obedience offer an incisive analysis of the behavior of the Holocaust perpetrators. The present paper rejects that position. The contrasts between the two events, at every level of analysis, are striking: In Milgram’s research, innocent peers were harmed in the context of science; in the Holocaust, rabidly hated, subhuman enemies were murdered in the context of ‘war’. With regard to underlying psychological mechanisms, the evidence questioning the relevance of Milgram’s (...)
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  31.  5
    Mimesis, movies, and media.Scott Cowdell, Chris Fleming & Joel Hodge (eds.) - 2015 - London: Bloomsbury Academic.
    Introduction -- Media and representation. On the one medium / Eric Gans -- The scapegoat mechanism and the media: beyond the folk devil paradigm / John O'Carroll -- The apocalypse will not be televised / Chris Fleming -- Film. Mirrors of nature: artificial agents in real life and virtual worlds / Paul Dumouchel -- Superheroes, scapegoats, and saviors: the problem of evil and the need for redemption / Joel Hodge -- Sanctified victimage on page and screen: The hunger games (...)
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  32.  29
    Between death and suffering: resolving the gamer’s dilemma.Thomas Coghlan & Damian Cox - 2023 - Ethics and Information Technology 25 (3):1-9.
    The gamer’s dilemma, initially proposed by Luck (Ethics and Information Technology 11(1):31–36, 2009) posits a moral comparison between in-game acts of murder and in-game acts of paedophilia within single-player videogames. Despite each activity lacking the obvious harms of their real-world equivalents, common intuitions suggest an important difference between them. Some responses to the dilemma suggest that intuitive responses to the two cases are based on important differences between the acts themselves or their social meaning. Others challenge the fundamental assumptions (...)
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  33.  33
    Dowry and Public Policy in Contemporary India.Mary K. Shenk - 2007 - Human Nature 18 (3):242-263.
    In modern Indian political discourse the custom of dowry is often represented as the cause of serious social problems, including the neglect of daughters, sex-selective abortion, female infanticide, and the harassment, abuse, and murder of brides. Attempts to deal with these problems through legislative prohibition of dowry, however, have resulted in virtually no diminution of either dowry or violence against women. In contrast, radically different interpretations of dowry can be found in the literatures of structural-functionalist anthropology, economics, and human (...)
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  34. Il relativismo etico fra antropologia culturale e filosofia analitica.Sergio Volodia Marcello Cremaschi - 2007 - In Ilario Tolomio, Sergio Cremaschi, Antonio Da Re, Italo Francesco Baldo, Gian Luigi Brena, Giovanni Chimirri, Giovanni Giordano, Markus Krienke, Gian Paolo Terravecchia, Giovanna Varani, Lisa Bressan, Flavia Marcacci, Saverio Di Liso, Alice Ponchio, Edoardo Simonetti, Marco Bastianelli, Gian Luca Sanna, Valentina Caffieri, Salvatore Muscolino, Fabio Schiappa, Stefania Miscioscia, Renata Battaglin & Rossella Spinaci (eds.), Rileggere l'etica tra contingenza e principi. Ilario Tolomio (ed.). Padova: CLUEP. pp. 15-46.
    I intend to: a) clarify the origins and de facto meanings of the term relativism; b) reconstruct the reasons for the birth of the thesis named “cultural relativism”; d) reconstruct ethical implications of the above thesis; c) revisit the recent discussion between universalists and particularists in the light of the idea of cultural relativism.. -/- 1.Prescriptive Moral Relativism: “everybody is justified in acting in the way imposed by criteria accepted by the group he belongs to”. Universalism: there are at least (...)
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  35.  4
    Crime and the Construction of Forensic Objectivity From 1850.Alison Adam (ed.) - 2019 - Springer Verlag.
    This book charts the historical development of 'forensic objectivity' through an analysis of the ways in which objective knowledge of crimes, crime scenes, crime materials and criminals is achieved. Taking an interdisciplinary approach, with authors drawn from law, history, sociology and science and technology studies, this work shows how forensic objectivity is constructed through detailed crime history case studies, mainly in relation to murder, set in Scotland, England, Germany, Sweden, USA and Ireland. Starting from the mid-nineteenth century and continuing (...)
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  36.  11
    Screens ‘As Representation’ and Screens ‘As Simulation’ in Mainstream Cinema Detection.Andrea Virginás - 2015 - Nordic Journal of Aesthetics 24 (47).
    Detection in contemporary genre films is in the process of being transformed: viewers see less and less of moving, traveling, and active human bodies entering in interaction and exchanging words. Instead, what takes up a significant part of film time is the view of computer screens, with digitally stored and retrieved traces, meaningful for detection, playing the lead role. One result of this type of detection on screen – rather than detection in the streets or on murder scenes – (...)
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  37. Hate Speech on Social Media.Elizabeth A. Park & Amos Guiora - 2017 - Philosophia 45 (3):957-971.
    This essay expounds on Raphael Cohen-Almagor’s recent book, Confronting the Internet’s Dark Side, Moral and Social Responsibility on the Free Highway, and advocates placing narrow limitations on hate speech posted to social media websites. The Internet is a limitless platform for information and data sharing. It is, in addition, however, a low-cost, high-speed dissemination mechanism that facilitates the spreading of hate speech including violent and virtual threats. Indictment and prosecution for social media posts that transgress from opinion to inciteful (...)
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  38. Aesthetics in the 21st Century: Walter Derungs & Oliver Minder.Peter Burleigh - 2012 - Continent 2 (4):237-243.
    Located in Kleinbasel close to the Rhine, the Kaskadenkondensator is a place of mediation and experimental, research-and process-based art production with a focus on performance and performative expression. The gallery, founded in 1994, and located on the third floor of the former Sudhaus Warteck Brewery (hence cascade condenser), seeks to develop interactions between artists, theorists and audiences. Eight, maybe, nine or ten 40 litre bags of potting compost lie strewn about the floor of a high-ceilinged white washed hall. Dumped, split (...)
     
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  39.  1
    Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse.E. S. Sokolov - 2020 - Sociology of Power 32 (3):165-188.
    The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence in video games (...)
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  40.  12
    On Enlightenment.David Stove & Andrew Irvine - 2003 - Routledge.
    The idea of enlightenment entails liberty, equality, rationalism, secularism, and the connection between knowledge and human well being. In spite of the setbacks of revolutionary violence, political mass murder, and two world wars, the spread of enlightenment values has become the yardstick by which moral, political, and even scientific advances are measured. Indeed, most critiques of the enlightenment ideal point to failure in implementation rather than principle. By contrast, David Stove, in On Enlightenment, attacks the intellectual roots of enlightenment (...)
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  41. The Ground We Tread.Vilém Flusser - 2012 - Continent 2 (2):60-63.
    continent. 2.2 (2012): 60–63 Translated by Rodrigo Maltez Novaes. From the forthcoming book Post-History , Minneapolis: Univocal Publishing, 2013. It is not necessary to have a keen ear in order to find out that the steps we take towards the future sound hollow. But it is necessary to have concentrated hearing if one wishes to find out which type of vacuity resonates with our progress. There are several types of vacuity, and ours must be compared to others, if the aim (...)
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  42.  4
    The Authoritarian State : An Essay on the Problem of the Austrian State.Gilbert Weiss & Ruth Hein (eds.) - 1989 - University of Missouri.
    Published in Vienna in 1936, _The Authoritarian State_ by Eric Voegelin has remained virtually unknown to the public until now. Sales of the German edition were halted following the Nazi invasion of Austria in 1938, and the entire printing was later destroyed by wartime bombing. In this volume, Voegelin offers a critical examination of the most prominent European theories of state and constitutional law of the period while providing a political and historical analysis of the Austrian situation. He discusses the (...)
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  43. America's Religion versus Religion in America: A Philosophic Profile.Robert Trundle - 2012 - Journal for the Study of Religions and Ideologies 11 (33):3-20.
    Religion can be politicized to become a murderous ideology and ideology can be interpreted messianically to become a virtual religion. With the caveat that a religio-ideological capitalism pertains only to a minority of conservative Americans and that most Americans are not ideological, ideological capitalism has had an inordinate influence on America’s social-political praxis. This praxis has suffered from the ideology where “ideology” denotes inter alia: 1) a system of belief whose believers are intolerant of anything less than fervent adherence (...)
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  44.  27
    Hate Speech on Social Media.Elizabeth A. Park & Amos Guiora - 2017 - Philosophia 45 (3):957-971.
    This essay expounds on Raphael Cohen-Almagor’s recent book, Confronting the Internet’s Dark Side, Moral and Social Responsibility on the Free Highway, and advocates placing narrow limitations on hate speech posted to social media websites. The Internet is a limitless platform for information and data sharing. It is, in addition, however, a low-cost, high-speed dissemination mechanism that facilitates the spreading of hate speech including violent and virtual threats. Indictment and prosecution for social media posts that transgress from opinion to inciteful (...)
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  45. Attractions to violence and the limits of education.Paul Duncum - 2006 - Journal of Aesthetic Education 40 (4):21-38.
    In lieu of an abstract, here is a brief excerpt of the content:The Journal of Aesthetic Education 40.4 (2006) 21-38 MuseSearchJournalsThis JournalContents[Access article in PDF]Attractions to Violence and the Limits of EducationPaul DuncumThe effects of violent media fare upon young people are of great concern for educators and parents alike. Recently, some visual art educators have attempted to deal with the issue under the rubric of visual culture. 1 Adopting a critical position toward media violence, they have developed programs that (...)
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  46.  8
    Book Review: The Sacred Game: The Role of the Sacred in the Genesis of Modern Literary Fiction. [REVIEW]Andrew J. McKenna - 1995 - Philosophy and Literature 19 (1):189-191.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:The Sacred Game: The Role of the Sacred in the Genesis of Modern Literary FictionAndrew J. McKennaThe Sacred Game: The Role of the Sacred in the Genesis of Modern Literary Fiction, by Cesareo Bandera; 318 pp. University Park: Pennsylvania State University Press, 1994, $16.50.When we consider the early relations of philosophy and literature, we most often think of Republic X and about degrees of separation between reality and (...)
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  47. The Virtual and the Real.David J. Chalmers - 2017 - Disputatio 9 (46):309-352.
    I argue that virtual reality is a sort of genuine reality. In particular, I argue for virtual digitalism, on which virtual objects are real digital objects, and against virtual fictionalism, on which virtual objects are fictional objects. I also argue that perception in virtual reality need not be illusory, and that life in virtual worlds can have roughly the same sort of value as life in non-virtual worlds.
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  48.  7
    Virtual Worlds and Their Challenge to Philosophy: Understanding the “Intravirtual” and the “Extravirtual”.Johnny Hartz Søraker - 2013-12-13 - In Harry Halpin & Alexandre Monnin (eds.), Philosophical Engineering. Wiley. pp. 168–180.
    The Web, in particular real‐time interactions in three‐dimensional virtual environments (virtual worlds), comes with a set of unique characteristics that leave our traditional frameworks inapplicable. The present chapter illustrates this by arguing that the notion of “technology relations,” as put forward by Ihde and Verbeek, becomes inapplicable when it comes to the Internet, and this inapplicability shows why these phenomena require new philosophical frameworks. Against this background, and more constructively, the chapter proposes a fundamental distinction between “intravirtual” and (...)
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  49.  8
    Educación Virtual y El Desempeño Docente En Una Universidad Pública Peruana.Mario Gustavo Reyes Mejía, Flor Angélica Lavanda Reyes, Rosa Elvira Ruiz Reyes, Luis Alberto Castillo Samanamud & Julia Luzmila Reyes Ruiz - 2022 - Human Review. International Humanities Review / Revista Internacional de Humanidades 11 (3):1-13.
    La Universidad Nacional San Luis Gonzaga, Ica-Perú, debido al Covid 19 se adecuó a la virtualidad implementando el aula virtual Laureasea. Esta investigación se realizó durante el semestre académico 2021-1. Objetivo: analizar de qué manera la educación virtual mejora el desempeño docente. Participaron 430 docentes de las 24 facultades respondiendo una encuesta virtual. Resultados significativos: 80% dictó una clase virtual por primera vez, 60% tenía acceso a una aula virtual, 68% ha mejorado su desempeño y (...)
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    Virtual works -- actual things: essays in music ontology.Paulo de Assis (ed.) - 2018 - Leuven, Belgium: Leuven University Press.
    What are musical works? How are they constructed in our minds? Which material things allow us to speak about them in the first place? Does a specific way of conceiving musical works limit their performative potentials? What alternative, more productive images of musical work can be devised? 'Virtual Works--Actual Things' addresses contemporary music ontological discourses, challenging dominant musicological accounts, questioning their authoritative foundation and moving towards dynamic perspectives devised by music practitioners and artist researchers. Specific attention is given to (...)
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