Locating the wrongness in ultra-violent video games
Ethics and Information Technology 9 (2) (2007)
| Abstract | The extremely high level of simulated violence in certain recent video games has made some people uneasy. There is a concern that something is wrong with these violent games, but, since the violence is virtual rather than real, it is difficult to specify the nature of the wrongness. Since there is no proven causal connection between video-game violence and real violence, philosophical analysis can be particularly helpful in locating potential sources of wrongness in ultra-violent video games. To this end, this paper analyzes video game violence through the lens of utilitarian, Kantian, and post-modern perspectives. Through these analyses, several explanations of the wrongness in violent video games emerge. | |||||||||
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Aaron Smuts (2003). Film Theory Meets Video Games: An Analysis of the Issues and Methodologies in 'ScreenPlay'. [REVIEW] Film-Philosophy 7 (54).
Aaron Smuts (2005). Video Games and the Philosophy of Art. American Society for Aesthetics Newsletter.
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.
Monique Wonderly (2008). A Humean Approach to Assessing the Moral Significance of Ultra-Violent Video Games. Ethics and Information Technology 10 (1).
Marcus Schulzke (forthcoming). Defending the Morality of Violent Video Games. Ethics and Information Technology.
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