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A new solution to the gamer’s dilemma

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dc.contributor.author Ali, Rami
dc.date.accessioned 2017-10-23T11:00:56Z
dc.date.available 2017-10-23T11:00:56Z
dc.date.copyright 2015 en_US
dc.date.issued 2017-10-23
dc.identifier.issn 1572-8439 en_US
dc.identifier.uri http://hdl.handle.net/10725/6410
dc.description.abstract 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 morally permissible. The result is a dilemma: either gamers must reject the intuition that virtual pedophelic acts are impermissible and so accept partaking in such acts, or they must reject the intuition that virtual murder acts are permissible, and so abstain from many (if not most) extant games. While the prevailing solution to this dilemma has been to try and find a morally relevant feature to distinguish the two cases, I argue that a different route should be pursued. It is neither the case that all acts of virtual murder are morally permissible, nor are all acts of virtual pedophelia impermissible. Our intuitions falter and produce this dilemma because they are not sensitive to the different contexts in which games present virtual acts en_US
dc.language.iso en en_US
dc.title A new solution to the gamer’s dilemma en_US
dc.type Article en_US
dc.description.version Published en_US
dc.author.school SAS en_US
dc.author.idnumber 201407155 en_US
dc.author.department Humanities en_US
dc.description.embargo N/A en_US
dc.relation.journal Ethics and Information Technology en_US
dc.journal.volume 17 en_US
dc.journal.issue 4 en_US
dc.article.pages 267-274 en_US
dc.keywords Gamer’s dilemma en_US
dc.keywords Videogames en_US
dc.keywords Virtual acts en_US
dc.keywords Computer games en_US
dc.keywords Virtual murder en_US
dc.keywords Virtual pedophilia en_US
dc.keywords Applied ethics en_US
dc.identifier.doi http://dx.doi.org/10.1007/s10676-015-9381-x en_US
dc.identifier.ctation Ali, R. (2015). A new solution to the gamer’s dilemma. Ethics and information technology, 17(4), 267-274. en_US
dc.author.email rami.elali@lau.edu.lb en_US
dc.identifier.tou http://libraries.lau.edu.lb/research/laur/terms-of-use/articles.php en_US
dc.identifier.url https://link.springer.com/article/10.1007/s10676-015-9381-x en_US
dc.author.affiliation Lebanese American University en_US


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