Violent video games: content, attitudes, and norms

Ethics and Information Technology 25 (4):1-12 (2023)
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Abstract

Violent video games (VVGs) are a source of serious and continuing controversy. They are not unique in this respect, though. Other entertainment products have been criticized on moral grounds, from pornography to heavy metal, horror films, and Harry Potter books. Some of these controversies have fizzled out over time and have come to be viewed as cases of moral panic. Others, including moral objections to VVGs, have persisted. The aim of this paper is to determine which, if any, of the concerns raised about VVGs are legitimate. We argue that common moral objections to VVGs are unsuccessful, but that a plausible critique can be developed that captures the insights of these objections while avoiding their pitfalls. Our view suggests that the moral badness of a game depends on how well its internal logic expresses or encourages the players’ objectionable attitudes. This allows us to recognize that some games are morally worse than others—and that it can be morally wrong to design and play some VVGs—but that the moral badness of these games is not necessarily dependent on how violent they are.

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Author Profiles

Alexander Andersson
University of Gothenburg
Per-Erik Milam
University of California, San Diego (PhD)

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References found in this work

The Virtual and the Real.David J. Chalmers - 2017 - Disputatio 9 (46):309-352.
Games and the art of agency.C. Thi Nguyen - 2019 - Philosophical Review 128 (4):423-462.
Belief and Desire in Imagination and Immersion.Susanna Schellenberg - 2013 - Journal of Philosophy 110 (9):497-517.
A new solution to the gamer’s dilemma.Rami Ali - 2015 - Ethics and Information Technology 17 (4):267-274.
The Values of the Virtual.Rami Ali - 2023 - Journal of Applied Philosophy 40 (2):231-245.

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