Abstract
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.
- Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790.Google ScholarCross Ref
- Aristotle, (1999). Nicomachean ethics. Upper Saddle River: Prentice Hall.Google Scholar
- Associated Press. (2001). Ashcroft attacks video violence. July 26 http://www.wired.com/politics/law/news/2001/04/42856, Accessed October 1, 2009.Google Scholar
- Balkin, J. (2004). Virtual liberty: freedom to design and freedom to play in virtual worlds. Virginia law review, 90(8), 2043-2098.Google Scholar
- Bartholow, B., Bushman, B., & Sestir, M. (2006). Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential. Journal of Experimental Social Psychology, 42(4), 532-539.Google Scholar
- Bureau of Justice Statistics. (2009). http://www.ojp.usdoj.gov/bjs/ glance/tables/viortrdtab.htm, Accessed September 20, 2009.Google Scholar
- Carnagey, N. L., Anderson, C. A., & Bushman, B. J. (2007). The effect of violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology, 43(4), 489-496.Google Scholar
- Chalmers, P. (2009). Inside the mind of a teen killer. Nashville: Thomas Nelson Inc.Google Scholar
- Chappell, D., Eatough, V., Davies, M. N. O., & Griffiths, M. (2006). EverQuest--It's Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction. International Journal of Mental Health and Addiction, 4(3), 205-216.Google ScholarCross Ref
- Clark, A., & Chalmers, D. (1998). The extended mind. Analysis, 58(1), 7-19.Google ScholarCross Ref
- Cogburn, J., & Silcox, M. (2009). Philosophy through video games. New York: Routledge.Google Scholar
- Dunlop, J. (2009). The US video game industry: Analyzing representation of gender and race. In C. S. A. Panayiotis Zaphiris (Ed.), Cross-disciplinary advances in human computer interaction: User modeling, social computing, and adaptive interfaces. Hershey, PA: Idea Group Inc.Google Scholar
- Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development. Journal of Applied Developmental Psychology, 23(4), 373-392.Google ScholarCross Ref
- Ferguson, C. (2007a). Evidence for publication bias in video game violence effects literature: A meta-analytic review. Aggression and Violent Behavior, 12(1), 470-482.Google Scholar
- Ferguson, C. (2007b). The good, the bad and the ugly: A metaanalytic review of positive and negative effects of violent video games. Ethics and Information Technology, 78(4), 309-316.Google Scholar
- Fleming, M. J., & Rick Wood, D. J. (2001). Effects of violent versus nonviolent video games on children's arousal, aggressive mood, and positive mood. Journal of Applied Social Psychology, 31(10), 2047-2071.Google ScholarCross Ref
- Funk, J., Buchman, D., Jenks, J., & Bechtoldt, H. (2003). Playing violent video games, desensitization, and moral evaluation in children. Journal of Applied Developmental Psychology, 24(3), 413-436.Google Scholar
- Galloway, A. (2004). Social realism in gaming. Game Studies, 4(1).Google Scholar
- Gibbs, N., & Timothy Roche. (1999). The columbine tapes: The columbine tapes. Time Magazine.Google Scholar
- Gibson, D. (2004). Communication, power, and media. New York: Nova Publishers.Google Scholar
- Green, C. S., & Bavelier, D. (2007). Action-video-game experience alters the spatial resolution of vision. Psychological Science, 18(1), 88-94.Google ScholarCross Ref
- Grossman, D., & DeGaetano, G. (1999). Stop teaching our kids to kill: A call to action against TV, movie & video game violence. New York: Crown.Google Scholar
- Hourigan, B. (2008). The moral code of grand theft auto IV. http://www.ipa.org.au/publications/1323/the-moral-code-ofgrand-theft-auto-iv/pg/26, Accessed October 10, 2009.Google Scholar
- Jansz, J. (2006). The emotional appeal of violent video games for adolescent males. Communication Theory, 15(3), 219-241.Google Scholar
- Jilted Woman 'Murdered Avatar' (2008) October 2. Sky News.Google Scholar
- Johansson, M. (2009). Why unreal punishment in response to unreal crimes might actually be a really good thing. Ethics and Information Technology, 11(1), 71-79. Google ScholarDigital Library
- Johnson, K. (2006) Police Tie Jump in Crime to Juveniles. USA Today, July 13, http://www.usatoday.com/news/nation/2006-07- 12-juveniles-cover_x.htm, Accessed January 2, 2010.Google Scholar
- Kant, I. (1999). Groundwork on the metaphysics of morals. In M. J. Gregor (Ed.), Practical philosophy. New York: Cambridge University Press.Google Scholar
- Klastrup, L. (2009). The worldness of everquest: Exploring a 21st century fiction. Game Studies, 9(1).Google Scholar
- Kutner, L., & Olson, C. (2008). Grand theft childhood: The surprising truth about violent video games and what parents can do. New York: Simon and Schuster.Google Scholar
- Langman, P. (2009). Why kids kill: Inside the minds of school shooters. New York: Palgrave Macmillan.Google Scholar
- Leonard, D. (2007). Unsettling the military entertainment complex: Video games and a pedagogy of peace. SIMILE: Studies in Media & Information Literacy Education, 4(4), 1-8.Google Scholar
- Martin, M. (2008). Grand theft auto series has sold 66 million units to date. Gamesindustry.biz.Google Scholar
- Mathiak, K., & Weber, R. (2006). Toward brain correlates of natural behavior: fMRI during violent video games. Human Brain Mapping, 27(12), 948-956.Google Scholar
- McCormick, M. (2001). Is it wrong to play violent video games? Ethics and Information Technology, 3(4), 277-287. Google ScholarCross Ref
- Miller, K. (2008). The accidental carjack: Ethnography, gameworld tourism, and grand theft auto. Game Studies, 8(1).Google Scholar
- Newman, J. (2004). Videogames. New York: Routledge.Google Scholar
- Ove, T. (2009) Crime drop a pleasant surprise: First half of '09 bucks trend of it usually increasing during a recession. Pittsburgh Post-Gazette , December 26. http://www.postgazette.com/pg/09360/ 1023714-53.stm, Accessed January 2, 2010.Google Scholar
- Reynolds, R. (2002). Playing a "good'' game: A philosophical approach to understanding the morality of games. Paper presented at the International Game Developers Association.Google Scholar
- Rosser, J. C. J., Lynch, P. J., Cuddihy, L., Gentile, D. A., Klonsky, J., & Merrell, R. (2007). The impact of video games on training surgeons in the 21st century. Archives of Surgery, 142(2), 181-186.Google ScholarCross Ref
- Sakamoto, A. (2000). Video games and violence - controversy and research in Japan. In C. V. F. U. Carlsson (Ed.), Children and media violence yearbook 2000, Children in the new media landscape. Goteborg: UNESCO International Clearinghouse on Children and Violence on the Screen.Google Scholar
- Schulzke, M. (2009). Moral decision making in fallout. Game Studies, 9(2), http://gamestudies.org/0902/articles/schulzke, Accessed November 1, 2009.Google Scholar
- Sicart, M. (2009). The ethics of computer games. Cambridge: Massachusetts Institute of Technology Press. Google Scholar
- Simon, B., Kelly Boudreau, & Mark Silverman. (2009). Two players: biography and 'played sociality' in EverQuest. Game Studies, 9(1).Google Scholar
- Singer, P. (2007). Video Crime Peril vs. Virtual Pedophilia. The Japan Times.Google Scholar
- Tavinor, G. (2009). BioShock and the art of rapture. Philosophy and Literature, 33(1), 91-106.Google Scholar
- Taylor, T. L. (2006). Play between worlds: Exploring online game culture. Cambridge: MIT Press. Google Scholar
- Waddington, D. I. (2007). Locating the wrongness of ultraviolent video games. Ethics and Information Technology, 9(2), 121-128. Google ScholarDigital Library
- Wolfendale, J. (2007). My Avatar, My Self: Virtual harm and attachment. Ethics and Information Technology, 9(2), 111-119. Google ScholarDigital Library
- Wonderly, M. (2007). A human approach to assessing the moral significance of ultra-violent video games. Ethics and Information Technology, 10(1), 1-10. Google Scholar
Index Terms
- Defending the morality of violent video games
Recommendations
Violent video games and morality: a meta-ethical approach
This paper considers what it is about violent video games that leads one reasonably minded person to declare "That is immoral" while another denies it. Three interpretations of video game content are discussed: reductionist, narrow, and broad. It is ...
Locating the wrongness in ultra-violent video games
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 ...
Violent video games: content, attitudes, and norms
AbstractViolent video games (VVGs) are a source of serious and continuing controversy. They are not unique in this respect, though. Other entertainment products have been criticized on moral grounds, from pornography to heavy metal, horror films, and ...
Comments