David Bourget (Western Ontario)
David Chalmers (ANU, NYU)
Rafael De Clercq
Ezio Di Nucci
Jack Alan Reynolds
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Ethics and Information Technology 14 (4):255-265 (2012)
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 also explain how the truth of the Asymmetry Thesis is closely aligned with the possibility of what Edward Castronova has called closed synthetic worlds. With some qualifications, the ultimate conclusion is that the Asymmetry Thesis is false and that these closed worlds are impossible
|Keywords||Closed world Consent Play Video games Virtual Virtual actions Virtual worlds|
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Richard B. Brandt (1998). A Theory of the Good and the Right. Prometheus Books.
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Citations of this work BETA
Christopher Bartel (2015). Free Will and Moral Responsibility in Video Games. Ethics and Information Technology 17 (4):285-293.
Alexander D. Carruth & David W. Hill (2015). Identity and Distinctness in Online Interaction: Encountering a Problem for Narrative Accounts of Self. Ethics and Information Technology 17 (2):103-112.
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