Evaluating the social and cultural implications of the internet
ACM SIGCAS Computers and Society - Special print issue of ACM SIGCAS Computers and Society: selection of best papers 2004-2006
Evaluating the social and cultural implications of the internet
ACM SIGCAS Computers and Society
Locating the wrongness in ultra-violent video games
Ethics and Information Technology
A Humean approach to assessing the moral significance of ultra-violent video games
Ethics and Information Technology
Ethics and Information Technology
Defending the morality of violent video games
Ethics and Information Technology
The incorrigible social meaning of video game imagery
Ethics and Information Technology
Ethics and Information Technology
Getting `virtual' wrongs right
Ethics and Information Technology
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Many people have a strong intuition that there is something morallyobjectionable about playing violent video games, particularly withincreases 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 ethicaltheories to analyze the possibility that there might be some philosophicalfoundation for these intuitions. I raise the broader question of whetheror not participating in authentic simulations of immoral acts in generalis wrong. I argue that neither the utilitarian, nor the Kantian hassubstantial objections to violent game playing, although they offersome important insights into playing games in general and what it ismorally to be a ``good sport.'' The Aristotelian, however, has a plausibleand intuitive way to protest participation in authentic simulations ofviolent acts in terms of character: engaging in simulated immoral actserodes one's character and makes it more difficult for one to live afulfilled eudaimonic life.