Results for 'Video games Moral and ethical aspects'

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  1. Video Games and Ethics.Monique Wonderly - 2017 - In Joseph C. Pitt & Ashley Shew (eds.), Spaces for the Future: A Companion to Philosophy of Technology. New York: Routledge. pp. 29-41.
    Historically, video games featuring content perceived as excessively violent have drawn moral criticism from an indignant (and sometimes, morally outraged) public. Defenders of violent video games have insisted that such criticisms are unwarranted, as committing acts of virtual violence against computer-controlled characters – no matter how heinous or cruel those actions would be if performed in real life – harm no actual people. In this paper, I present and critically analyze key aspects of this (...)
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  2.  26
    Beyond choices: the design of ethical gameplay.Miguel Sicart - 2013 - Cambridge: MIT Press.
    How computer games can be designed to create ethically relevant experiences for players. Today's blockbuster video games—and their never-ending sequels, sagas, and reboots—provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films—including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver—filled (...)
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  3.  2
    A new virtual ethics: interconnectedness and interrelationality in videogames.René Reinhold Schallegger - 2024 - Jefferson, North Carolina: McFarland & Company, Inc. Publishers.
    We are witnessing the collapse of the post-war consensus, the implosion of the caring society. In times of social, economic, and political insecurity, egotism spreads, and most popular videogames are designed following a logic of consumerist self-gratification and self-empowerment. Deeply political, they contribute to the transformation of players into lacking members of our societies. Consequently, we need to affect change in what game designers do by changing both why and how they do it. Using the reach of the mainstream market, (...)
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  4. Video Games, Violence, and the Ethics of Fantasy: Killing Time.Christopher Bartel - 2020 - London: Bloomsbury Academic.
    Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does (...)
  5.  4
    The Last of Us and theology: violence, ethics, redemption?Peter Admirand (ed.) - 2024 - Lanham, Maryland: Lexington Books/Fortress Academic.
    In The Last of Us and Theology: Violence, Ethics, Redemption? global academics probe theological and moral themes in the acclaimed video game franchise and series. Follow the plight of Joel, Ellie, Tess, and other beloved (and hated) characters while reading chapters examining themes like forgiveness, violence, fatherhood, and God.
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  6.  8
    Ethics and legal problems.Josh Gregory - 2020 - Ann Arbor, Michigan: Cherry Lake Publishing.
    Esports competitions have become a world-wide phenomenon with millions of viewers and fans. Learn about how esports competitions deal with things from gambling to cheating software. Aligned with curriculum standards, these books also highlight key 21st Century content including information, media, and technology skills. Engaging content and hands-on activities encourage creative and design thinking. Book includes table of contents, glossary, index, author biography, and sidebars.
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  7.  28
    On Soulsring Worlds: narrative complexity, digital communities, and interpretation in Dark Souls and Elden Ring.Marco Caracciolo - 2024 - New York, NY: Routledge, Taylor & Francis Group.
    The first book-length study devoted to FromSoftware games, On Soulsring Worlds explores how the Dark Souls series and Elden Ring are able to reconcile extreme difficulty in both gameplay and narrative with broad appeal. Arguing that the games are strategically positioned in relation to contemporary audiences and designed to tap into the new forms of interpretation afforded by digital media, the author situates the games vis-à-vis a number of current debates, including the posthuman and the ethics of (...)
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  8.  19
    Transgression in games and play.Kristine Jorgensen & Faltin Karlsen (eds.) - 2018 - Cambridge, MA: The MIT Press.
    Transgression in Games and Play is a collection of original research that explores what transgression means in the context of videogames and play, how boundaries are being crossed by game content as well as by player actions, and how players respond to different kinds of infringements. It explores questions such as: How are controversial game content experienced during the course of gameplay? Why would players intentionally put themselves or others under distress when playing games, and how does such (...)
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  9.  10
    The paradox of transgression in games.Torill Elvira Mortensen - 2020 - New York: Routledge. Edited by Kristine Jorgensen.
    The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media (...)
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  10. (1 other version)Vices in Gaming: Virtue Ethics and Endorsement View.Deniz A. Kaya - 2022 - Journal of Value Inquiry:1-17.
    Can video games or the playing of such games be morally objectionable? Many attempts to justify our intuitions about the morality of certain games or game activities are either unsuccessful or fall short. This is mainly due to a normative gap between reality and virtuality that classical approaches to moral philosophy cannot bridge. I am investigating to what extent an accurate action analysis can help us to justify our intuitions that, in some cases, something is (...)
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  11. Violent video games and morality: a meta-ethical approach.Garry Young - 2015 - Ethics and Information Technology 17 (4):311-321.
    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 argued that a broad interpretation is required for a moral objection to be justified. It is further argued that understanding the meaning of moral utterances—like “x is immoral”—is important to an understanding of why there is a (...)
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  12. Pornography, ethics, and video games.Stephanie Patridge - 2013 - Ethics and Information Technology 15 (1):25-34.
    In a recent and provocative essay, Christopher Bartel attempts to resolve the gamer’s dilemma. The dilemma, formulated by Morgan Luck, goes as follows: there is no principled distinction between virtual murder and virtual pedophilia. So, we’ll have to give up either our intuition that virtual murder is morally permissible—seemingly leaving us over-moralizing our gameplay—or our intuition that acts of virtual pedophilia are morally troubling—seemingly leaving us under-moralizing our game play. Bartel’s attempted resolution relies on establishing the following three theses: (1) (...)
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  13.  63
    Violent video games: content, attitudes, and norms.Alexander Andersson & Per-Erik Milam - 2023 - Ethics and Information Technology 25 (4):1-12.
    Violent 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 Harry Potter books. Some of these controversies have fizzled out over time and have come to be viewed as cases of moral panic. Others, including moral objections to VVGs, have persisted. The aim of this paper is to determine (...)
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  14.  6
    Il joystick intelligente: percorsi di filosofia e videogiochi.Tancredi Riina - 2021 - Milano: Mimesis.
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  15. Addressing Online Gaming Toxicity from a Confucian Perspective.Joseph Sta Maria & Elena Ziliotti - 2022 - Journal of Confucian Philosophy and Culture 38:131-152.
    Can Confucian ethics contribute to diagnosing the root causes of video games’ toxicity and formulating design requirements for redressing it? Contemporary Confucian studies on technology have not addressed these questions, although video games have become an important part of contemporary human life. This paper advances Confucian-inspired ethical studies on technologies by bringing attention to the moral dimension of this underexamined aspect of contemporary life. By focusing on League of Legends (one of the most popular (...)
     
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  16.  37
    Ethics in the Virtual World: The Morality and Psychology of Gaming.Garry Young - 2013 - Durham, UK: Routledge.
    Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical approaches to morality. The book argues that it is more productive to consider what individuals are able to cope with psychologically than to determine whether a virtual act or representation is necessarily good or bad. The book raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture: should virtual enactments warrant moral interest? Should (...)
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  17. Ethics and Video Games.Christopher Bartel - 2023 - In James Harold (ed.), The Oxford handbook of Ethics and Art. New York, NY: Oxford University Press.
    Ethics in video gaming is broad topic that extends beyond the familiar instances of “moral panics”. This chapter will first divide ethical issues into internal and external moral questions. Roughly, this equates to a distinction between the ethics in games and the ethics of games. The ethical issues internal to video games arise due to both their status as fictions and their status as games. Many games afford players the (...)
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  18.  21
    Ethics and Video Games.Christopher Bartel - 2023 - In James Harold (ed.), The Oxford handbook of Ethics and Art. New York, NY: Oxford University Press.
    Ethics in video gaming is broad topic that extends beyond the familiar instances of “moral panics”. This chapter will first divide ethical issues into internal and external moral questions. Roughly, this equates to a distinction between the ethics in games and the ethics of games. The ethical issues internal to video games arise due to both their status as fictions and their status as games. Many games afford players the (...)
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  19.  13
    Morals and markets: an evolutionary account of the modern world.Daniel Friedman - 2008 - New York, NY: Palgrave-Macmillan.
    Economist and evolutionary game theorist Daniel Friedman demonstrates that our moral codes and our market systems-while often in conflict-are really devices evolved to achieve similar ends, and that society functions best when morals and markets are in balance with each other.
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  20. Defending the morality of violent video games.Marcus Schulzke - 2010 - Ethics and Information Technology 12 (2):127-138.
    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 (...)
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  21. Are you (relevantly) experienced? A moral argument for video games.Amanda Cawston & Nathan Wildman - 2022 - In Laura D'Olimpio, Panos Paris & Aidan P. Thompson (eds.), Educating Character Through the Arts. Routledge.
    Many have offered moral objections to video games, with various critics contending that they depict and promote morally dubious attitudes and behaviour. However, few have offered moral arguments in favour of video games. In this chapter, we develop one such positive moral argument. Specifically, we argue that video games offer one of the only morally acceptable methods for acquiring some ethical knowledge. Consequently, we have (defeasible) moral reasons for creating, (...)
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  22. A Humean approach to assessing the moral significance of ultra-violent video games.Monique Wonderly - 2008 - Ethics and Information Technology 10 (1):1-10.
    Although the word empathy only recently came into existence, eighteenth century philosopher, David Hume, significantly contributed to our current understanding of the term. Hume was among the first to suggest that an empathic mechanism is the central means by which we make ethical judgments and glean moral knowledge. In this paper, I explore Hume's moral sentimentalism, and I argue that his conception of empathy provides a surprisingly apposite framework for interpreting and addressing a current issue in practical (...)
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  23.  28
    The toxic meritocracy of video games: why gaming culture is the worst.Christopher A. Paul - 2018 - Minneapolis: University of Minnesota Press.
    Introduction : growing up gamer -- Leveling up in life : how meritocracy works in society -- A toxic culture : studying gaming's jerks -- Coding meritocracy: norms of game design and narrative -- Judging skill, from World of warcraft to Kim Kardashian : Hollywood -- Learning from others -- Conclusion : an obligation to do better.
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  24. Free will and moral responsibility in video games.Christopher Bartel - 2015 - Ethics and Information Technology 17 (4):285-293.
    Can a player be held morally responsible for the choices that she makes within a videogame? Do the moral choices that the player makes reflect in any way on the player’s actual moral sensibilities? Many videogames offer players the options to make numerous choices within the game, including moral choices. But the scope of these choices is quite limited. I attempt to analyze these issues by drawing on philosophical debates about the nature of free will. Many philosophers (...)
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  25.  13
    We the gamers: how games teach ethics and civics.Karen Schrier - 2021 - New York: Oxford University Press.
    The world is in crisis. We, the people of the world, are all connected. We rely on each other to make ethical decisions and to solve thorny civic problems, together. Ethics and civics have always mattered, but perhaps now more than ever, we are starting to realize how much they matter. Teaching ethics and civics is essential to our future. This book argues that games can encourage the practice of ethics and civics. They help us to connect, deliberate, (...)
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  26. The “digital animal intuition:” the ethics of violence against animals in video games.Simon Coghlan & Lucy Sparrow - 2020 - Ethics and Information Technology 23 (3):215-224.
    Video game players sometimes give voice to an “intuition” that violently harming nonhuman animals in video games is particularly ethically troubling. However, the moral issue of violence against nonhuman animals in video games has received scant philosophical attention, especially compared to the ethics of violence against humans in video games. This paper argues that the seemingly counterintuitive belief that digital animal violence is in general more ethically problematic than digital human violence is (...)
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  27. Spirituality, Feminism, and Cultural Identity: Philosophical Reflections on Female Representation in Chinese and Japanese Video Games.Fangtong Yan - 2025 - European Journal for Philosophy of Religion 17 (2):142-154.
    This study explores the philosophical and spiritual dimensions of female representation in Chinese and Japanese Otome games, examining their role in shaping contemporary feminist discourse and evolving cultural identities. By adopting a cross-cultural comparative approach, the research analyzes how these games construct female roles and reflect shifting attitudes toward gender, agency, and morality within their respective societies. It further investigates how Confucian, Shinto, and Buddhist influences inform the portrayal of femininity, virtue, and self-realization in Otome narratives, shaping not (...)
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  28. The incorrigible social meaning of video game imagery.Stephanie Patridge - 2010 - Ethics and Information Technology 13 (4):303-312.
    In this paper, I consider a particular amoralist challenge against those who would morally criticize our single-player video play, viz., “come on, it’s only a game!” The amoralist challenge with which I engage gains strength from two facts: the activities to which the amoralist lays claim are only those that do not involve interactions with other rational or sentient creatures, and the amoralist concedes that there may be extrinsic, consequentialist considerations that support legitimate moral criticisms. I argue that (...)
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  29. Is it wrong to play violent video games?McCormick Matt - 2001 - Ethics and Information Technology 3 (4):277–287.
    Many people have a strong intuition that there is something morally objectionable about playing violent video games, particularly with increases in the number of people who are playing them and the games' alleged contribution to some highly publicized crimes. In this paper,I use the framework of utilitarian, deontological, and virtue ethical theories to analyze the possibility that there might be some philosophical foundation for these intuitions. I raise the broader question of whether or not participating in (...)
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  30.  23
    German Political Philosophy: Moral and Ethical Aspect.Anatolii Yermolenko - 2020 - Filosofska Dumka (Philosophical Thought) 3:6-16.
    The article considers the issues of modern German political philosophy in accordance with its formation, institutionalization and development. Germany’s political philosophy is analyzed in terms of its interaction with social and practical philosophy. The text states that political philoso- phy belongs to both social philosophy and political science. As a political theory, it is a compo- nent of social theories institutionalized in the modern era. As a political philosophy, it appears as a metatheory of political theory. Political philosophy is also (...)
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  31.  83
    Free will, the self, and video game actions.Andrew Kissel - 2020 - Ethics and Information Technology 23 (3):177-183.
    In this paper, I raise several concerns for what I call the willing endorsement view of moral responsibility in videogames. Briefly, the willing endorsement view holds that players are appropriate targets of moral judgments when their actions reflect their true, real-world selves. In the first section of the paper, I argue that core features of the willing endorsement view are widely implicitly accepted among philosophers engaging in discussions of morality in games. I then focus on a particularly (...)
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  32.  33
    Audio and panoramic video recording in the operating room: legal and ethical perspectives.Mauricio Gabrielli, Luca Valera & Marcelo Barrientos - 2021 - Journal of Medical Ethics 47 (12):798-802.
    IntroductionThe idea of video recording in the operating room with panoramic cameras and microphones is a new concept that is changing the approach to medical activities in the OR. However, VR in the OR has brought up many concerns regarding patient privacy and has highlighted legal and ethical issues that were never previously exposed.AimTo review the literature concerning these aspects and provide a better ethical and legal understanding of the new challenges concerning VR in the OR.ConclusionsThere (...)
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  33. Violent computer games, empathy, and cosmopolitanism.Mark Coeckelbergh - 2007 - Ethics and Information Technology 9 (3):219-231.
    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 (...)
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  34.  15
    Next-generation ethics: engineering a better society.Ali E. Abbas (ed.) - 2020 - New York, NY: Cambridge University Press.
    Some of the significant features of our era include the design of large-scale systems; advances in medicine, manufacturing, and artificial intelligence; the role of social media in influencing behavior and toppling governments, and the surge of online transactions that are replacing human face-to-face interactions. Most of these features have resulted from advances in technology. While spanning a variety of disciplines, these features also have two important aspects in common: the need for sound decision making about the technology that is (...)
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  35.  12
    Economic analysis and moral philosophy.Daniel M. Hausman - 1996 - New York, NY: Cambridge University Press. Edited by Michael S. McPherson.
    Understanding moral philosophy can help one to do economics better, and philosophers can learn by drawing on economic insights and analytical tools. This book argues that standard views of rationality lead economists to espouse questionable moral principles, and discusses methods of economic evaluation in terms of welfare and other moral criteria. It also contains a brief discussion of the relevance of social choice and game theory to philosophy. There is a glossary and at the end of each (...)
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  36.  19
    Cine-Ethics: Ethical Dimensions of Film Theory, Practice and Spectatorship.Jinhee Choi & Mattias Frey (eds.) - 2013 - London: Routledge.
    This volume looks at the significance and range of ethical questions that pertain to various film practices. Diverse philosophical traditions provide useful frameworks to discuss spectators' affective and emotional engagement with film, which can function as a moral ground for one's connection to others and to the world outside the self. These traditions encompass theories of emotion, phenomenology, the philosophy of compassion, and analytic and continental ethical thinking and environmental ethics. This anthology is one of the first (...)
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  37.  13
    Morality and ethics at war: bridging the gaps between the soldier and the state.Deane-Peter Baker - 2020 - New York: Bloomsbury Academic. Edited by Susan Coyle.
    In Morality and Ethics of War, which includes a foreword by Major General Susan Coyle, ethicist Deane-Peter Baker goes beyond existing treatments of military ethics to address a fundamental problem: the yawning gap that exists between the diverse moral frameworks defining personal identity in a multicultural society on the one hand, and the professional military ethic on the other. Baker argues that overcoming this chasm is essential to minimising the ethical risks that can lead to operational and strategic (...)
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  38. Feelings and Ethics: Examples for a Philosophy of Psychology.Fritz Wallner, Yuan-wei Teng & Vincent Shen - 2005 - Philosophy and Culture 32 (10):21-33.
    This article points out, descriptive moral psychology of human behavior patterns in the handling, in fact, from the outset exceed the boundaries of philosophy, and Cole tried to resort to ethics Fort formalism in order to avoid this problem in practice, can not be established. • Henry Rachael is further motivation for ethical behavior and the psychological concept of Cole Castle together. Although this is certainly an important contribution to the Fort Cole, but Cole Fort critical reflection on (...)
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  39. Getting 'virtual' wrongs right.Robert Francis John Seddon - 2013 - Ethics and Information Technology 15 (1):1-11.
    Whilst some philosophical progress has been made on the ethical evaluation of playing video games, the exact subject matter of this enquiry remains surprisingly opaque. ‘Virtual murder’, simulation, representation and more are found in a literature yet to settle into a tested and cohesive terminology. Querying the language of the virtual in particular, I suggest that it is at once inexplicit and laden with presuppositions potentially liable to hinder anyone aiming to construct general philosophical claims about an (...)
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  40. Morality meters and their impacts on moral choices in videogames: a qualitative study.Paul Formosa, Malcolm Ryan, Stephanie Howarth, Jane Messer & Mitchell McEwan - 2022 - Games and Culture 17 (1):89-121.
    Morality meters are a commonly used mechanic in many ethically notable video games. However, there have been several theoretical critiques of such meters, including that people can find them alienating, they can instrumentalise morality, and they reduce morality to a binary of good and evil with no room for complexity. While there has been much theoretical discussion of these issues, there has been far less empirical investigation. We address this gap through a qualitative study that involved participants playing (...)
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  41. (1 other version)Economic Analysis, Moral Philosophy and Public Policy.Daniel Hausman, Michael McPherson & Debra Satz - 2006 - New York: Cambridge University Press. Edited by Michael S. McPherson.
    This book shows through argument and numerous policy-related examples how understanding moral philosophy can improve economic analysis, how moral philosophy can benefit from economists' analytical tools, and how economic analysis and moral philosophy together can inform public policy. Part I explores the idea of rationality and its connections to ethics, arguing that when they defend their formal model of rationality, most economists implicitly espouse contestable moral principles. Part II addresses the nature and measurement of welfare, utilitarianism (...)
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  42.  30
    Sex, Lies, and Video Games: Moral Panics or Uses and Gratifications.Rudy Pugliese & Kunal Puri - 2012 - Bulletin of Science, Technology and Society 32 (5):345-352.
    This study examined video game–playing aggression among graduate and undergraduate students at Rochester Institute of Technology in upstate New York. The following three research questions were posed: In the context of video game playing, what differences are there in levels of aggression in relation to sex? What differences are there in levels of aggression and type of video games played? Are aggression and length of video game playing related? A nonprobability sample of students (N = (...)
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  43.  18
    Group Morality and Moral Groups: Ethical Aspects of the Tuomelian We-Mode.Björn Petersson - 2023 - In Miguel Garcia-Godinez & Rachael Mellin (eds.), Tuomela on Sociality. Palgrave-Macmillan. pp. 201-218.
    Raimo Tuomela’s we-mode groups are partly characterized by norms. Some norms may be characteristic of all we-mode groups like the norm restricting a member’s right to leave the group. Some think that this aspect of Tuomela’s theory has implausible ethical implications concerning the rights and autonomy of members in we-mode groups. That worry vanishes, I argue, on a plausible interpretation of Tuomela’s notion of social normativity and a reasonable precisification of the notion of autonomy in this context. On the (...)
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  44.  11
    Philosophy, Sport and the Pandemic.Jeffrey P. Fry & Andrew Edgar (eds.) - 2022 - New York: Routledge.
    The COVID-19 pandemic has had an impact on every aspect of our social, cultural and commercial lives, including the world of sport. This book examines the ethical and philosophical dimensions of the intersection of COVID-19 and sport. The book goes beyond simple description of the impact of the pandemic on sport to offer normative judgments about how the sporting world responded to challenges posed by COVID-19, as well as philosophical speculation as to how COVID-19 will change our understanding and (...)
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  45.  33
    Neurophilosophical and Ethical Aspects of Virtual Reality Therapy in Neurology and Psychiatry.Philipp Kellmeyer - 2018 - Cambridge Quarterly of Healthcare Ethics 27 (4):610-627.
    Abstract:Highly immersive virtual reality (VR) systems have been introduced into the consumer market in recent years. The improved technological capabilities of these systems as well as the combination with biometric sensors, for example electroencephalography (EEG), in a closed-loop hybrid VR-EEG, opens up a range of new potential medical applications. This article first provides an overview of the past and current clinical applications of VR systems in neurology and psychiatry and introduces core concepts in neurophilosophy and VR research (such as agency, (...)
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  46.  67
    Virtual Reality, Empathy and Ethics.Matthew Cotton - 2021 - Springer Verlag.
    This book examines the ethics of virtual reality technologies. New forms of virtual reality are emerging in society, not just from low-cost gaming headsets, or augmented reality apps on phones, but from simulated “deep fake” images and videos on social media. This book subjects the new VR technological landscape to ethical scrutiny: assessing the benefits, risks and regulatory practices that shape it. Though often associated with gaming, education and therapy, VR can also be used for moral enhancement. Journalists, (...)
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  47.  11
    Reuse, misuse, abuse: the ethics of audiovisual appropriation in the digital era.Jaimie Baron - 2020 - New Brunswick: Rutgers University Press.
    In contemporary culture, existing audiovisual recordings are constantly reused and repurposed for various ends, raising questions regarding the ethics of such appropriations, particularly when the recording depicts actual people and events. Every reuse of a preexisting recording is, on some level, a misuse in that it was not intended or at least anticipated by the original maker, but not all misuses are necessarily unethical. In fact, there are many instances of productive misuse that seem justified. At the same time, there (...)
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  48. Crossing the Fictional Line: Moral Graveness, the Gamer’s Dilemma, and the Paradox of Fictionally Going Too Far.Thomas Montefiore & Paul Formosa - 2023 - Philosophy and Technology 36 (3):1-21.
    The Gamer’s Dilemma refers to the philosophical challenge of justifying the intuitive difference people seem to see between the moral permissibility of enacting virtual murder and the moral impermissibility of enacting virtual child molestation in video games (Luck Ethics and Information Technology, 1:31, 2009). Recently, Luck in Philosophia, 50:1287–1308, 2022 has argued that the Gamer’s Dilemma is actually an instance of a more general “paradox”, which he calls the “paradox of treating wrongdoing lightly”, and he proposes (...)
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  49.  35
    Video Game Journalism and the Ideology of Anxiety: Implications for Effective Reporting in Niche Industries and Oligopolies.Howard D. Fisher & Sufyan Mohammed-Baksh - 2020 - Journal of Media Ethics 35 (1):45-59.
    Video games are a $20-billion-a-year industry, but it is still treated as a niche market. The video game corporations hold considerable power over the articles that journalists write. Through in-de...
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  50. The video gamer’s dilemmas.Rami Ali - 2022 - Ethics and Information Technology 24 (2).
    The gamer’s dilemma offers three plausible but jointly inconsistent premises: (1) Virtual murder in video games is morally permissible. (2) Virtual paedophelia in video games is not morally permissible. (3) There is no morally relevant difference between virtual murder and virtual paedophelia in video games. In this paper I argue that the gamer’s dilemma can be understood as one of three distinct dilemmas, depending on how we understand two key ideas in Morgan Luck’s (2009) (...)
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