Ethics and Information Technology 14 (4):255-265 (2012)

Authors
Jeff Dunn
DePauw University
Abstract
Consider the multi-user virtual worlds of online games such as EVE and World of Warcraft, or the multi-user virtual world of Second Life. Suppose a player performs an action in one of these worlds, via his or her virtual character, which would be wrong, if the virtual world were real. What is the moral status of this virtual action? In this paper I consider arguments for and against the Asymmetry Thesis: the thesis that such virtual actions are never wrong. I also explain how the truth of the Asymmetry Thesis is closely aligned with the possibility of what Edward Castronova has called closed synthetic worlds. With some qualifications, the ultimate conclusion is that the Asymmetry Thesis is false and that these closed worlds are impossible
Keywords Closed world   Consent   Play   Video games   Virtual   Virtual actions   Virtual worlds
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DOI 10.1007/s10676-012-9298-6
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References found in this work BETA

The Morality of War.Brian Orend - 2006 - Broadview Press.

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Citations of this work BETA

Free Will and Moral Responsibility in Video Games.Christopher Bartel - 2015 - Ethics and Information Technology 17 (4):285-293.
Virtual Action.Jan-Hendrik Heinrichs - 2020 - Ethics and Information Technology 23 (3):317-330.
Free Will, the Self, and Video Game Actions.Andrew Kissel - 2020 - Ethics and Information Technology 23 (3):177-183.

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