Value, violence, and the ethics of gaming

Department or Administrative Unit

Philosophy and Religious Studies

Document Type

Article

Author Copyright

© Springer Science+Business Media Dordrecht 2017

Publication Date

2-6-2017

Journal

Ethics and Information Technology

Abstract

I argue for two theses. First, many arguments against violent gaming rely on what I call the contamination thesis, drawing their conclusions by claiming that violent gaming contaminates real world interactions. I argue that this thesis is empirically and philosophically problematic. Second, I argue that rejecting the contamination thesis does not entail that all video games are morally unobjectionable. The violence within a game can be evaluated in terms of the values the game cultivates, reinforces, denigrates, or disrespects. Games which present violence in ways that disrespect objects of values are more objectionable than violent games that reinforce or cultivate those values. The resulting analysis evaluates games on a case-by-case basis and pays particular attention to the representational context of the violence.

Comments

This article was originally published in Ethics and Information Technology. The full-text article from the publisher can be found here.

Due to copyright restrictions, this article is not available for free download from ScholarWorks @ CWU.

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