David Bourget (Western Ontario)
David Chalmers (ANU, NYU)
Rafael De Clercq
Jack Alan Reynolds
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Ethics and Information Technology 5 (4):191-198 (2004)
Beginning with the well-knowncyber-rape in LambdaMOO, I argue that it ispossible to have real moral wrongs in virtualcommunities. I then generalize the account toshow how it applies to interactions in gamingand discussion communities. My account issupported by a view of moral realism thatacknowledges entities like intentions andcausal properties of actions. Austin's speechact theory is used to show that real people canact in virtual communities in ways that bothestablish practices and moral expectations, andwarrant strong identifications betweenthemselves and their online identities. Rawls'conception of a social practice is used toanalyze the nature of the wrong and thestage-setting aspect of engaging in a practice
|Keywords||Austin LambdaMOO Rawls moral realism speech act theory virtual communities|
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Citations of this work BETA
Morgan Luck (2009). The Gamer's Dilemma: An Analysis of the Arguments for the Moral Distinction Between Virtual Murder and Virtual Paedophilia. [REVIEW] Ethics and Information Technology 11 (1):31-36.
Susan A. J. Stuart (2008). From Agency to Apperception: Through Kinaesthesia to Cognition and Creation. [REVIEW] Ethics and Information Technology 10 (4):255-264.
Jeff Dunn (2012). Virtual Worlds and Moral Evaluation. Ethics and Information Technology 14 (4):255-265.
Mariarosaria Taddeo (2012). Information Warfare: A Philosophical Perspective. [REVIEW] Philosophy and Technology 25 (1):105-120.
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.
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