Ethics and Information Technology 9 (3):219-231 (2007)

Authors
Mark Coeckelbergh
University of Vienna
Abstract
Many philosophical and public discussions of the ethical aspects of violent computer games typically centre on the relation between playing violent videogames and its supposed direct consequences on violent behaviour. But such an approach rests on a controversial empirical claim, is often one-sided in the range of moral theories used, and remains on a general level with its focus on content alone. In response to these problems, I pick up Matt McCormick’s thesis that potential harm from playing computer games is best construed as harm to one’s character, and propose to redirect our attention to the question how violent computer games influence the moral character of players. Inspired by the work of Martha Nussbaum, I sketch a positive account of how computer games can stimulate an empathetic and cosmopolitan moral development. Moreover, rather than making a general argument applicable to a wide spectrum of media, my concern is with specific features of violent computer games that make them especially morally problematic in terms of empathy and cosmopolitanism, features that have to do with the connections between content and medium, and between virtuality and reality. I also discuss some remaining problems. In this way I hope contribute to a less polarised discussion about computer games that does justice to the complexity of their moral dimension, and to offer an account that is helpful to designers, parents, and other stakeholders.
Keywords Nussbaum   computer games   cosmopolitanism   empathy   violence
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DOI 10.1007/s10676-007-9145-3
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References found in this work BETA

The Ethics of Representation and Action in Virtual Reality.Philip Brey - 1999 - Ethics and Information Technology 1 (1):5-14.
Is It Wrong to Play Violent Video Games?McCormick Matt - 2001 - Ethics and Information Technology 3 (4):277–287.

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Citations of this work BETA

Robots, Rape, and Representation.Robert Sparrow - 2017 - International Journal of Social Robotics 9 (4):465-477.
The Incorrigible Social Meaning of Video Game Imagery.Stephanie Patridge - 2010 - Ethics and Information Technology 13 (4):303-312.
Virtual Action.Jan-Hendrik Heinrichs - forthcoming - Ethics and Information Technology.
The Banality of Simulated Evil: Designing Ethical Gameplay. [REVIEW]Miguel Sicart - 2009 - Ethics and Information Technology 11 (3):191-202.

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