David Bourget (Western Ontario)
David Chalmers (ANU, NYU)
Rafael De Clercq
Jack Alan Reynolds
Learn more about PhilPapers
Ethics and Information Technology 13 (4):303-312 (2011)
In this paper, I consider a particular amoralist challenge against those who would morally criticize our single-player video play, viz., “come on, it’s only a game!” The amoralist challenge with which I engage gains strength from two facts: the activities to which the amoralist lays claim are only those that do not involve interactions with other rational or sentient creatures, and the amoralist concedes that there may be extrinsic, consequentialist considerations that support legitimate moral criticisms. I argue that the amoralist is mistaken and that there are non-consequentialist resources for morally evaluating our single-player game play. On my view, some video games contain details that anyone who has a proper understanding of and is properly sensitive to features of a shared moral reality will see as having an incorrigible social meaning that targets groups of individuals, e.g., women and minorities. I offer arguments to support the claim that there are such incorrigible social meanings and that they constrain the imaginative world so that challenges like “it’s only a game” lose their credibility. I also argue that our responses to such meanings bear on evaluations of our character, and in light of this fact video game designers have a duty to understand and work against the meanings of such imagery
|Keywords||Aesthetics Applied ethics Ethics Gender Race Video games Virtual pedophilia|
|Categories||categorize this paper)|
Setup an account with your affiliations in order to access resources via your University's proxy server
Configure custom proxy (use this if your affiliation does not provide a proxy)
|Through your library|
References found in this work BETA
Philip Brey (1999). The Ethics of Representation and Action in Virtual Reality. Ethics and Information Technology 1 (1):5-14.
Mark Coeckelbergh (2007). Violent Computer Games, Empathy, and Cosmopolitanism. Ethics and Information Technology 9 (3):219-231.
Mia Consalvo (2005). Rule Sets, Cheating, and Magic Circles: Studying Games and Ethics. International Review of Information Ethics 4 (2):7-12.
Rosalind Hursthouse (1999/2001). On Virtue Ethics. Oxford University Press.
Neil Levy (2002). Virtual Child Pornography: The Eroticization of Inequality. Ethics and Information Technology 4 (4):319-323.
Citations of this work BETA
Robert Francis John Seddon (2013). Getting 'Virtual' Wrongs Right. Ethics and Information Technology 15 (1):1-11.
Stephanie L. Patridge (2013). Pornography, Ethics, and Video Games. Ethics and Information Technology 15 (1):25-34.
Garry Young (2013). Enacting Taboos as a Means to an End; but What End? On the Morality of Motivations for Child Murder and Paedophilia Within Gamespace. Ethics and Information Technology 15 (1):13-23.
Similar books and articles
Aaron Smuts (2005). Video Games and the Philosophy of Art. American Society for Aesthetics Newsletter.
David I. Waddington (2007). Locating the Wrongness in Ultra-Violent Video Games. Ethics and Information Technology 9 (2):121-128.
Marcus Schulzke (2014). Simulating Philosophy: Interpreting Video Games as Executable Thought Experiments. [REVIEW] Philosophy and Technology 27 (2):251-265.
Aaron Smuts (2005). Are Video Games Art? Contemporary Aesthetics 2.
Aaron Smuts (2003). Film Theory Meets Video Games: An Analysis of the Issues and Methodologies in 'ScreenPlay'. [REVIEW] Film-Philosophy 7 (54).
Tamba Nlandu (2011). One Play Cannot Be Known to Win or Lose a Game: A Fallibilist Account of Game. Sport, Ethics and Philosophy 5 (1):21-33.
Raúl Arrabales (2012). Inner Speech Generation in a Video Game Non-Player Character: From Explanation to Self? International Journal of Machine Consciousness 4 (02):367-381.
Grant Tavinor (2009). The Art of Videogames. Wiley-Blackwell.
Boudewijn de Bruin (2008). Reducible and Nonsensical Uses of Game Theory. Philosophy of the Social Sciences 38 (2):247-266.
Matt McCormick (2001). Is It Wrong to Play Violent Video Games? Ethics and Information Technology 3 (4):277–287.
Marcus Schulzke (2010). Defending the Morality of Violent Video Games. Ethics and Information Technology 12 (2):127-138.
Added to index2011-11-05
Total downloads27 ( #65,804 of 1,103,048 )
Recent downloads (6 months)9 ( #24,631 of 1,103,048 )
How can I increase my downloads?