Results for 'Videogame ethics'

881 found
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  1.  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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  2. Videogames and interactive fiction.Grant Tavinor - 2005 - Philosophy and Literature 29 (1):24-40.
    In lieu of an abstract, here is a brief excerpt of the content:Videogames and Interactive FictionGrant TavinorIIn the third-person crime simulator Grand Theft Auto 3, the fictional performing of all sorts of criminal nuisance is a possibility. (Squeamish readers, or those that are adamant videogames are playing a decisive role in the moral degeneration of modern society might want to turn away now!) Here is one possibility for players of the game: while driving around in the rundown red-light district of (...)
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  3. Measuring morality in videogames research.Malcolm Ryan, Paul Formosa, Stephanie Howarth & Dan Staines - 2020 - Ethics and Information Technology 22 (1):55-68.
    There has been a recent surge of research interest in videogames of moral engagement for entertainment, advocacy and education. We have seen a wealth of analysis and several theoretical models proposed, but experimental evaluation has been scarce. One of the difficulties lies in the measurement of moral engagement. How do we meaningfully measure whether players are engaging with and affected by the moral choices in the games they play? In this paper, we survey the various standard psychometric instruments from the (...)
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  4. Papers, Please and the systemic approach to engaging ethical expertise in videogames.Formosa Paul, Ryan Malcolm & Staines Dan - 2016 - Ethics and Information Technology 18 (3):211-225.
    Papers, Please, by Lucas Pope (2013), explores the story of a customs inspector in the fictional political regime of Arstotzka. In this paper we explore the stories, systems and moral themes of Papers, Please in order to illustrate the systemic approach to designing videogames for moral engagement. Next, drawing on the Four Component model of ethical expertise from moral psychology, we contrast this systemic approach with the more common scripted approach. We conclude by demonstrating the different strengths and weaknesses that (...)
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  5.  49
    Videogames and Film.Jon Robson & Aaron Meskin - 2019 - In Noël Carroll, Laura T. Di Summa & Shawn Loht (eds.), The Palgrave Handbook of the Philosophy of Film and Motion Pictures. Springer. pp. 971-994.
    This chapter explores a range of significant similarities and differences between videogames and films. It also examines the relationship between the philosophies of each. We begin by addressing the definition of videogames and the question of whether they count as a subcategory of some other artistic kind, namely, film or the moving image. We then turn to the debate about the art status of videogames and compare this to the debate concerning the art status of films. We go on to (...)
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  6.  52
    First-Person Shooter Videogames.Alberto Oya - 2023 - Leiden: Brill.
    This book offers a comprehensive and accessible characterisation of the first-person shooter videogame genre. After providing an overview of the history of the first-person shooter videogame genre, Alberto Oya comments on the various defining peculiarities of this genre, namely the first-person perspective, the shooting gaming mechanics, the heroic in-game narrative or background story, and multiplayer gaming. Oya also argues that educators can use first-person shooter videogames to encourage their students to reflect on historical and philosophical issues.
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  7.  47
    The Aesthetics of Videogames.Jon Robson & Grant Tavinor (eds.) - 2018 - New York: Routledge.
    This collection of essays is devoted to the philosophical examination of the aesthetics of videogames. Videogames represent one of the most significant developments in the modern popular arts, and it is a topic that is attracting much attention among philosophers of art and aestheticians. As a burgeoning medium of artistic expression, videogames raise entirely new aesthetic concerns, particularly concerning their ontology, interactivity, and aesthetic value. The essays in this volume address a number of pressing theoretical issues related to these areas, (...)
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  8.  14
    Hitting the “play” button: the aesthetic values of videogame experience.Nuno Fonseca - 2016 - Itinera 11.
    In just a few decades, there's been the birth and fast rise of a recreational activity that implies the interaction between one or multiple players with electronic devices, normally, known as videogames. Being a very complex process and a multi-sensorial practice, playing with videogames produces intense and fulfilling experiences for all those who engage in such activity. Here, I intend to show how those experiences entail relevant aesthetic – and also cognitive and ethical – values for philosophical discussion.
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  9. 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 a custom-built (...)
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  10.  45
    Ethical Aspects of Dual Coding.Aviva Geva - 2010 - Journal of Business Ethics Education 7:5-24.
    Rapid development of e-learning courses for ethics-and-compliance programs led to substantial success in producing engaging multimedia training toolkits aimed at breaking through barriers of indifference and distrust by combining learning with fun. However, a pleasant training experience is no guarantee of its ultimate success in improving organizational ethics. Drawing on Paivio’s Dual Coding Theory, this paper presents a model for evaluating multimedia learning from a moral viewpoint. The main argument advanced in the paper is that entertaining multimedia training (...)
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  11.  42
    Are you praying to a videogame God? Some theological and philosophical implications of the simulation hypothesis.Sanford L. Drob - 2023 - International Journal of Philosophy and Theology 84 (1):77-91.
    The hypothesis that we may be living in a digital simulation is utilized as a ‘thought experiment’ to help clarify important questions in theology and philosophy, including the nature of God, the significance and importance of an afterlife, and the ultimate nature of reality. It is argued that a consideration of the simulation hypothesis renders problematic traditional conceptions of a personal, creator, omnipotent deity, makes the theological significance of a purported afterlife far less significant, and paradoxically undermines the very materialistic (...)
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  12. Is Ellie’s Revenge Ethically Justified?Alberto Oya - 2024 - In Charles Joshua Horn (ed.), The Last of Us and Philosophy: Look for the Light. Wiley-Blackwell. pp. 37-44.
    The aim of this paper is to discuss the way the videogame The Last of Us: Part II (Naughty Dog, 2020) manages to entice players to question the ethical adequacy of their own gaming behaviour.
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  13.  4
    The Philosophy of Imagination: Technology, Art and Ethics.Galit Wellner, Geoffrey Dierckxsens & Marco Arienti (eds.) - 2024 - London: Bloomsbury.
    Combining perspectives from both continental and analytic philosophy, this timely volume explores how imagination today both shapes and is shaped by technology, art and ethics. Imagination is one of the most significant and broadly examined concepts in contemporary philosophy and is frequently understood as a basic human faculty that enables complex activities. This book shows, however, that imagination is more than a mere enabler. Whilst imagination shapes our experiences, it is at the same time shaped by our environments. Some (...)
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  14. Resisting the Gamer’s Dilemma.Thomas Montefiore & Paul Formosa - 2022 - Ethics and Information Technology 24 (3):1-13.
    Intuitively, many people seem to hold that engaging in acts of virtual murder in videogames is morally permissible, whereas engaging in acts of virtual child molestation is morally impermissible. The Gamer’s Dilemma (Luck in Ethics Inf Technol 11:31–36, 2009) challenges these intuitions by arguing that it is unclear whether there is a morally relevant difference between these two types of virtual actions. There are two main responses in the literature to this dilemma. First, attempts to resolve the dilemma by (...)
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  15.  30
    Truth in Visual Media: Aesthetics, Ethics and Politics.Marguerite La Caze & Ted Nannicelli - 2021 - Edinburgh, UK: Edinburgh University Press.
    This book investigates the interrelations between aesthetics, ethics and politics in a variety of visual media forms, ranging across art installations, film and television, interactive documentaries, painting, photography, social media and videogames. An international mix of emerging and established authors, with interdisciplinary expertise, explores how different ethical questions, political implications and aesthetic pleasures arise and shape one another in distinct visual media. Investigating themes such as the use of cinema as a medium for ethical and political thought, how documentary (...)
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  16. Games and the moral transformation of violence.C. Thi Nguyen - 2018 - In Jon Robson & Grant Tavinor (eds.), The Aesthetics of Videogames. New York: Routledge. pp. 181-197.
  17.  55
    Between death and suffering: resolving the gamer’s dilemma.Thomas Coghlan & Damian Cox - 2023 - Ethics and Information Technology 25 (3):1-9.
    The gamer’s dilemma, initially proposed by Luck (Ethics and Information Technology 11(1):31–36, 2009) posits a moral comparison between in-game acts of murder and in-game acts of paedophilia within single-player videogames. Despite each activity lacking the obvious harms of their real-world equivalents, common intuitions suggest an important difference between them. Some responses to the dilemma suggest that intuitive responses to the two cases are based on important differences between the acts themselves or their social meaning. Others challenge the fundamental assumptions (...)
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  18. Focus, Sensitivity, Judgement, Action: Four Lenses for Designing Morally Engaging Games.Malcolm Ryan, Dan Staines & Paul Formosa - 2017 - Transactions of the Digital Games Research Association 2 (3):143-173.
    Historically the focus of moral decision-making in games has been narrow, mostly confined to challenges of moral judgement (deciding right and wrong). In this paper, we look to moral psychology to get a broader view of the skills involved in ethical behaviour and how these skills can be employed in games. Following the Four Component Model of Rest and colleagues, we identify four “lenses” – perspectives for considering moral gameplay in terms of focus, sensitivity, judgement and action – and describe (...)
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  19. A new solution to the gamer’s dilemma.Rami Ali - 2015 - Ethics and Information Technology 17 (4):267-274.
    Luck (2009) argues that gamers face a dilemma when it comes to performing certain virtual acts. Most gamers regularly commit acts of virtual murder, and take these acts to be morally permissible. They are permissible because unlike real murder, no one is harmed in performing them; their only victims are computer-controlled characters, and such characters are not moral patients. What Luck points out is that this justification equally applies to virtual pedophelia, but gamers intuitively think that such acts are not (...)
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  20. Virtual domains for sports and games.Jason Holt - 2016 - Sport, Ethics and Philosophy 10 (1):5-13.
    Videogames present deep challenges for traditional concepts of sport and games. Cybersport in particular suggests that sport might be transposed into digital arenas, and videogames in general provide apparently striking counterexamples to the orthodox Suitsian theory of games, seeming to lack strictly prelusory goals and perhaps even also constitutive rules. I argue as follows: if any cybersports count as genuine sports, it will be those most closely resembling uncontroversial core instances of sport, those that essentially involve gross motor skill. Even (...)
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  21.  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 content affect (...)
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  22.  75
    The immorality of computer games: Defending the endorsement view against Young’s objections.Sebastian Ostritsch & Samuel Ulbricht - 2020 - Ethics and Information Technology (3):1-7.
    Garry Young has made three objections against Sebastian Ostritsch’s endorsement view on the immorality of computer games. In this paper, we want to defend the endorsement view against all three of them.
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  23. 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 worry that, (...)
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  24.  95
    Critical practices in international theory: selected essays.James Der Derian - 2009 - New York: Routledge.
    Introduction -- "Mediating estrangement: a theory for diplomacy," review of International Studies (April, l987), 13, pp. 91-110 -- "Arms, hostages and the importance of shredding in earnest: reading the national security culture," Social Text (Spring, 1989), 22, pp. 79-91 -- "The (s)pace of international relations: simulation, surveillance and speed," International Studies Quarterly (September 1990), pp. 295-310 -- "Narco-terrorism at home and abroad," Radical America (December 1991), vol. 23, nos. 2-3, pp. 21-26 -- "The terrorist discourse: signs, states, and systems of (...)
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  25.  16
    Black Mirror is already here - should we be afraid.Marie Oldfield - 2022 - Business Cloud 1.
    The dystopian tale has a special place in our shared cultural heritage. -/- Many of us will have a favourite, or perhaps several. I myself adored the 1984 and The Handmaid’s Tale books as a youngster; moved on to JG Ballard then discovered Philip K. Dick thanks to Minority Report; and in recent years was floored by Black Mirror episodes and videogames such as The Last of Us. -/- The thrill can be explained by one question: ‘What if this horror (...)
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  26. 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 playing computer games is (...)
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  27. (2 other versions)The Routledge Companion to Aesthetics.Berys Nigel Gaut & Dominic Lopes (eds.) - 2000 - New York: Routledge.
    The third edition of the acclaimed _Routledge Companion to Aesthetics_ contains over sixty chapters written by leading international scholars covering all aspects of aesthetics. This companion opens with an historical overview of aesthetics including entries on Plato, Aristotle, Kant, Nietzsche, Heidegger, Adorno, Benjamin, Foucault, Goodman, and Wollheim. The second part covers the central concepts and theories of aesthetics, including the definitions of art, taste, the value of art, beauty, imagination, fiction, narrative, metaphor and pictorial representation. Part three is devoted to (...)
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  28.  54
    Educating Character Through the Arts.Laura D'Olimpio, Panos Paris & Aidan P. Thompson (eds.) - 2022 - Routledge.
    This volume investigates the role of the arts in character education. Bringing together insights from esteemed philosophers and educationalists, it looks to the arts for insight into human character and explores the arts' relationship to human flourishing and the development of the virtues. Focusing on the moral value of art and considering questions of whether there can be educational value in imaginative and non-narrative art, the nine chapters herein critically examine whether poetry, music, literature, films, television series, videogames, and even (...)
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  29. Far Cry 2: Are You Sure about Being a Hero?Alberto Oya - 2022 - Andphilosophy.Com — the Blackwell Philosophy and Pop Culture Series.
    In this article it is argued that the videogame Far Cry 2 manages to take advantage of the heroic formula so characteristic of the first-person shooter videogame genre in a way that potentially prompts players to reflect on the ethical adequacy of their own decision to immerse themselves in a fictional scenario in which they take the role of a fictional character whose behaviour primarily, if not exclusively, consists in shooting.
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  30. Life Is Strange and ‘‘Games Are Made’’: A Philosophical Interpretation of a Multiple-Choice Existential Simulator With Copilot Sartre.Luis de Miranda - 2016 - Games and Culture 1 (18).
    The multiple-choice video game Life is Strange was described by its French developers as a metaphor for the inner conflicts experienced by a teenager in trying to become an adult. In psychological work with adolescents, there is a stark similarity between what they experience and some concepts of existentialist philosophy. Sartre’s script for the movie Les Jeux Sont Faits (literally ‘‘games are made’’) uses the same narrative strategy as Life is Strange—the capacity for the main characters to travel back in (...)
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  31. The Routledge Companion to Aesthetics Third Edition.Berys Gaut & Dominic Lopes (eds.) - 2013 - Routledge.
    The third edition of the acclaimed Routledge Companion to Aesthetics contains over sixty chapters written by leading international scholars covering all aspects of aesthetics. This companion opens with an historical overview of aesthetics including entries on Plato, Aristotle, Kant, Nietzsche, Heidegger, Adorno, Benjamin, Foucault, Goodman, and Wollheim. The second part covers the central concepts and theories of aesthetics, including the definitions of art, taste, the value of art, beauty, imagination, fiction, narrative, metaphor and pictorial representation. Part three is devoted to (...)
     
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  32.  44
    Humans and Hosts in Westworld: What's the Difference?Marcus Arvan - 2018 - In James B. South & Kimberly S. Engels (eds.), Westworld and Philosophy. Wiley-Blackwell. pp. 26-38.
    This chapter argues there are many hints in the dialogue, plot, and physics of the first season of Westworld that the events in the show do not take place within a theme park, but rather in a virtual reality (VR) world that people "visit" to escape the "real world." The philosophical implications I draw are several. First, to be simulated is to be real: simulated worlds are every bit as real as "the real world", and simulated people (hosts) are every (...)
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  33.  9
    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 aesthetics theory, the book challenges (...)
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  34.  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 clear recent version (...)
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  35. Infinite Ethics.Infinite Ethics - unknown
    Aggregative consequentialism and several other popular moral theories are threatened with paralysis: when coupled with some plausible assumptions, they seem to imply that it is always ethically indifferent what you do. Modern cosmology teaches that the world might well contain an infinite number of happy and sad people and other candidate value-bearing locations. Aggregative ethics implies that such a world contains an infinite amount of positive value and an infinite amount of negative value. You can affect only a finite (...)
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  36. Ethics for Youth, by a Member of the Church of England.Ethics - 1828
     
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  37. Ethics for Naval Leaders.Roger Wertheimer & USNA Ethics Section - 2002 - Pearson.
    A textbook designed for the mandatory semester ethics course at the United States Naval Academy by USNA Ethics Section, with contributions by the Distinguished Chair in Ethics.
     
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  38. Is it distinctively wrong to simulate doing wrong?John Tillson - 2018 - Ethics and Information Technology 20 (3):205-217.
    This paper is concerned with whether there is a moral difference between simulating wrongdoing and consuming non-simulatory representations of wrongdoing. I argue that simulating wrongdoing is (as such) a pro tanto wrong whose wrongness does not tarnish other cases of consuming representations of wrongdoing. While simulating wrongdoing (as such) constitutes a disrespectful act, consuming representations of wrongdoing (as such) does not. I aim to motivate this view in part by bringing a number of intuitive moral judgements into reflective equilibrium, and (...)
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  39. Ethics for Children [in Verse] Divided Into Daily Portions; as Introductory to Ethics for Youth, by a Member of the Church of England.Ethics - 1829
     
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  40.  21
    Animal Liberation, Environmental Ethics, and Domestication.Clare Palmer & Ethics &. Society Oxford Centre for the Environment - 1995 - Environment.
  41.  11
    Business Ethics in a New Europe.John Mahoney, Elizabeth Vallance & European Business Ethics Network - 1992 - Springer Verlag.
    The new business opportunities and prospects emerging in Europe within the Common Market and other Western and European countries also raise important ethical challenges. This work comprises a collection of ethical insights to enhance the conduct of business in an evolving Europe.
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  42.  64
    Ethics in Medicine: Historical Perspectives and Contemporary Concerns.Stanley Joel Reiser, Mary B. Saltonstall Professor of Population Ethics Arthur J. Dyck, Arthur J. Dyck & William J. Curran - 1977 - Cambridge: Mass. : MIT Press.
    This book is a comprehensive and unique text and reference in medical ethics. By far the most inclusive set of primary documents and articles in the field ever published, it contains over 100 selections. Virtually all pieces appear in their entirety, and a significant number would be difficult to obtain elsewhere. The volume draws upon the literature of history, medicine, philosophical and religious ethics, economics, and sociology. A wide range of topics and issues are covered, such as law (...)
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  43. The Ethics of Imagination and Fantasy.Aaron Smuts - 2016 - In Amy Kind (ed.), The Routledge Handbook of the Philosophy of Imagination. New York: Routledge.
    The "ethics of imagination" or the "ethics of fantasy" encompasses the various ways in which we can morally evaluate the imagination. This topic covers a range of different kinds of imagination: (1) fantasizing, (2) engaging with fictions, and (3) dreaming. The clearest, live ethical question concerns the moral value of taking pleasure in undeserved suffering, whether willfully imagined, represented, or dreamed. Much of this entry concerns general theoretical considerations and how they relate to the ethics of fantasy. (...)
     
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  44. (2 other versions)Managing business ethics: straight talk about how to do it right.Linda Klebe Treviño - 2013 - Hoboken, New Jersey: John Wiley and Sons. Edited by Katherine A. Nelson.
    Linda Treviño and Kate Nelson bring together a mix of theory and practice in Managing Business Ethics: Straight Talk about How to Do It Right 6th Edition. In this new edition, the dynamic author team of Linda Treviño, prolific researcher and Distinguished Professor, and Kate Nelson, Professor and longtime practitioner of strategic organizational communications and human resources, equip students with the pragmatic knowledge they need to identify and solve ethical dilemmas, understand their own and others’ ethical behavior, and promote (...)
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  45. The ethics of species extinctions.Anna Wienhues, Patrik Baard, Alfonso Donoso & Markku Oksanen - 2023 - Cambridge Prisms: Extinction 1 (e23):1–15.
    This review provides an overview of the ethics of extinctions with a focus on the Western analytical environmental ethics literature. It thereby gives special attention to the possible philosophical grounds for Michael Soulé’s assertion that the untimely ‘extinction of populations and species is bad’. Illustrating such debates in environmental ethics, the guiding question for this review concerns why – or when – anthropogenic extinctions are bad or wrong, which also includes the question of when that might not (...)
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  46.  99
    Personhood, Ethics, and Animal Cognition: Situating Animals in Hare’s Two Level Utilitarianism.Gary E. Varner - 2012 - , US: Oup Usa.
    Drawing heavily on recent empirical research to update R.M. Hare's two-level utilitarianism and expand Hare's treatment of "intuitive level rules," Gary Varner considers in detail the theory's application to animals while arguing that Hare should have recognized a hierarchy of persons, near-persons, & the merely sentient.
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  47. Business Ethics: A Kantian Perspective.Norman E. Bowie - 1982 - New York, NY: Wiley-Blackwell.
    This book provides essential reading for anyone with an academic or professional interest in business ethics today.
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  48.  13
    The Ethics of Teaching.Kenneth A. Strike & Jonas F. Soltis - 1985
  49. Rethinking feminist ethics: care, trust and empathy.Daryl Koehn - 1998 - New York: Routledge.
    Rethinking Feminist Ethics bridges the gap between women theorists disenchanted with aspects of traditional theories that insist upon the need for some ethical principles. The book raises the question of whether the female conception of ethics based on care, trust and empathy can provide a realistic alternative to the male ethics based on duty and rule bound conception of ethics developed from Kant, Mill and Rawls. Koehn concludes that it cannot, showing how problems for respect of (...)
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  50.  21
    Space travel and challenges to religion, Del Ratzsch it is commonly, although often uncritically, felt that the human con-Quest and colonization of far reaches of space on any significant scale would lessen the attractiveness and plausibility of traditional western religious belief. In this article, several possible bases for that position are.A. Disentropic Ethic & Donald Scherer - 1988 - The Monist 71 (2).
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