Ethics and Information Technology 9 (3):205-217 (2007)

This article uses a notorious incident within the computer program EVE Online to exemplify and facilitate discussion of the metaphysics of virtual worlds and the morality of user behavior. The first section examines various frameworks used to understand virtual worlds, and emphasizes those which recognize virtual worlds as legal contracts, as representational worlds, and as media for communication. The second section draws on these frameworks to analyze issues of virtual theft and virtual betrayal arising in the EVE incident. The article concludes by arguing that, in the absence of countervailing contractual obligations, users of virtual worlds have the same de facto duties to each other as they do in mediated and real environments.
Keywords EVE Online   applied ethics   computer games   massively multiplayer online role-playing games   video games   virtual reality   virtual worlds
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DOI 10.1007/s10676-007-9144-4
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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.
Real Wrongs in Virtual Communities.Thomas M. Powers - 2003 - Ethics and Information Technology 5 (4):191-198.
Should Vegetarians Play Video Games?Matthew Elton - 2000 - Philosophical Papers 29 (1):21-42.

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Virtual Worlds and Moral Evaluation.Jeff Dunn - 2012 - Ethics and Information Technology 14 (4):255-265.

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