Real wrongs in virtual communities

Ethics and Information Technology 5 (4):191-198 (2003)
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Abstract

Beginning with the well-knowncyber-rape in LambdaMOO, I argue that it ispossible to have real moral wrongs in virtualcommunities. I then generalize the account toshow how it applies to interactions in gamingand discussion communities. My account issupported by a view of moral realism thatacknowledges entities like intentions andcausal properties of actions. Austin's speechact theory is used to show that real people canact in virtual communities in ways that bothestablish practices and moral expectations, andwarrant strong identifications betweenthemselves and their online identities. Rawls'conception of a social practice is used toanalyze the nature of the wrong and thestage-setting aspect of engaging in a practice

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Thomas M. Powers
University of Delaware

Citations of this work

My avatar, my self: Virtual harm and attachment.Jessica Wolfendale - 2007 - Ethics and Information Technology 9 (2):111-119.
Violent video games and morality: a meta-ethical approach.Garry Young - 2015 - Ethics and Information Technology 17 (4):311-321.
Virtual action.Jan-Hendrik Heinrichs - 2020 - Ethics and Information Technology 23 (3):317-330.

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References found in this work

Ways of worldmaking.Nelson Goodman - 1978 - Hassocks [Eng.]: Harvester Press.
Two concepts of rules.John Rawls - 1955 - Philosophical Review 64 (1):3-32.
How is Society Possible?Georg Simmel - 1910 - American Journal of Sociology 16 (3):372-391.

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