David Bourget (Western Ontario)
David Chalmers (ANU, NYU)
Rafael De Clercq
Jack Alan Reynolds
Learn more about PhilPapers
Ethics and Information Technology 12 (2):127-138 (2010)
The effect of violent video games is among the most widely discussed topics in media studies, and for good reason. These games are immensely popular, but many seem morally objectionable. Critics attack them for a number of reasons ranging from their capacity to teach players weapons skills to their ability to directly cause violent actions. This essay shows that many of these criticisms are misguided. Theoretical and empirical arguments against violent video games often suffer from a number of significant shortcomings that make them ineffective. This essay argues that video games are defensible from the perspective of Kantian, Aristotelian, and utilitarian moral theories.
|Keywords||Aristotle Computer game Kant Utilitarianism Video game Violence Virtual world|
|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
Aristotle (2006/1998). Nicomachean Ethics. Oxford University Press, USA.
Andy Clark & David J. Chalmers (1998). The Extended Mind. Analysis 58 (1):7-19.
Marcus Johansson (2009). Why Unreal Punishments in Response to Unreal Crimes Might Actually Be a Really Good Thing. Ethics and Information Technology 11 (1):71-79.
Immanuel Kant (1996). Practical Philosophy. Cambridge University Press.
Citations of this work BETA
Robert Francis John Seddon (2013). Getting 'Virtual' Wrongs Right. Ethics and Information Technology 15 (1):1-11.
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.
Garry Young (2014). A Meta-Ethical Approach to Single-Player Gamespace: Introducing Constructive Ecumenical Expressivism as a Means of Explaining Why Moral Consensus is Not Forthcoming. Ethics and Information Technology 16 (2):91-102.
Similar books and articles
Aaron Smuts (2003). Film Theory Meets Video Games: An Analysis of the Issues and Methodologies in 'ScreenPlay'. [REVIEW] Film-Philosophy 7 (54).
Mark Coeckelbergh (2007). Violent Computer Games, Empathy, and Cosmopolitanism. Ethics and Information Technology 9 (3):219-231.
Aaron Smuts (2005). Video Games and the Philosophy of Art. American Society for Aesthetics Newsletter.
Monique Wonderly (2008). A Humean Approach to Assessing the Moral Significance of Ultra-Violent Video Games. Ethics and Information Technology 10 (1):1-10.
Matt McCormick (2001). Is It Wrong to Play Violent Video Games? Ethics and Information Technology 3 (4):277–287.
Aaron Smuts (2005). Are Video Games Art? Contemporary Aesthetics 2.
David I. Waddington (2007). Locating the Wrongness in Ultra-Violent Video Games. Ethics and Information Technology 9 (2):121-128.
Added to index2010-03-24
Total downloads268 ( #1,878 of 1,413,429 )
Recent downloads (6 months)42 ( #3,227 of 1,413,429 )
How can I increase my downloads?