Resolving the Gamer’s Dilemma


Book Description

This book explores the gamer’s dilemma, which lies at the heart of theorising about the morality of certain video game content. The dilemma is as follows: given that gaming content involves virtual characters within a virtual environment, the moral permission of virtual murder would also appear to morally permit virtual paedophilia. Yet most gamers and members of wider society would not want to play, endorse, or find in any way morally acceptable the enactment of virtual paedophilia within a video game. Yet by accepting the moral permissibility of virtual murder they leave themselves vulnerable to having to accept the moral permissibility of virtual paedophilia. This book provides an incredibly thorough and systematic analysis and evaluation of the gamer’s dilemma, by considering the origins of the intuitions around the dilemma, and exploring whether they find support from traditional or contemporary moral theory and psychological research. The book will be great interest to academics and students of philosophy and psychology, as well as members of the wider public interested in video game violence and taboo enactments more generally.




The Art of Videogames


Book Description

The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art




Resolving Social Dilemmas


Book Description

This book presents an accessible and state-of-the-art survey of current research on social dilemmas. A social dilemma arises when actions that are justifiable in terms of individual rationality (e.g. over-harvesting resources, or using private instead of public transportation) threaten the common good and in the long run the individual's own self-interest as well. The study of social dilemmas has important links with many areas in psychology, as well as with cognate disciplines such as risk analysis, environmental science, political science, and economics. Accordingly, the book should appeal not only to psychologists but also to a wider audience of scholars and researchers. Contributors include both established authorities and recent innovators, and the organization and contents of the book reflect the most recent trends in this exciting area. Increased attention is given to modeling dynamics and processes in social dilemmas, and greater emphasis placed on exploring structural solutions to dilemmas. New findings and theoretical developments regarding group and inter-group processes are highlighted and a move is made away from a heavy reliance on laboratory experiments and game theory to field studies and real-world applications. A scholarly prospective chapter at the beginning and an integrative concluding chapter provide useful overviews of the area and the contributions to the book.




Ethics in the Virtual World


Book Description

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 there be a limit to what can be enacted or represented within these games? Or, is it all just a game?




Game Theory and the Law


Book Description

This book is the first to apply the tools of game theory and information economics to advance our understanding of how laws work. Organized around the major solution concepts of game theory, it shows how such well known games as the prisoner's dilemma, the battle of the sexes, beer-quiche, and the Rubinstein bargaining game can illuminate many different kinds of legal problems. Game Theory and the Law highlights the basic mechanisms at work and lays out a natural progression in the sophistication of the game concepts and legal problems considered.




Aesthetics and Ethics


Book Description

This major collection of essays examines issues surrounding aesthetics and ethics.




The Prisoner's Dilemma


Book Description

This volume examines the Prisoner's Dilemma, exploring its continued significance and ramifications in varying fields of study.




Video Games, Violence, and the Ethics of Fantasy


Book Description

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 not resolve the issue. Focusing on why individual players are motivated to entertain immoral and violent fantasies, Video Games, Violence, and the Ethics of Fantasy advances debates about the ethical criticism of art, not only by shining light on the interesting and under-examined case of virtual fantasies, but also by its novel application of a virtue ethical account. Video games are works of fiction that enable players to entertain a fantasy. So, a full understanding of the ethical criticism of video games must focus attention on why individual players are motivated to entertain immoral and violent fantasies. Video Games, Violence, and the Ethics of Fantasy engages with debates and critical discussions of games in both the popular media and recent work in philosophy, psychology, media studies, and game studies.




Beyond Choices


Book Description

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 theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.




The Digital Dilemma


Book Description

Imagine sending a magazine article to 10 friends-making photocopies, putting them in envelopes, adding postage, and mailing them. Now consider how much easier it is to send that article to those 10 friends as an attachment to e-mail. Or to post the article on your own site on the World Wide Web. The ease of modifying or copying digitized material and the proliferation of computer networking have raised fundamental questions about copyright and patentâ€"intellectual property protections rooted in the U.S. Constitution. Hailed for quick and convenient access to a world of material, the Internet also poses serious economic issues for those who create and market that material. If people can so easily send music on the Internet for free, for example, who will pay for music? This book presents the multiple facets of digitized intellectual property, defining terms, identifying key issues, and exploring alternatives. It follows the complex threads of law, business, incentives to creators, the American tradition of access to information, the international context, and the nature of human behavior. Technology is explored for its ability to transfer content and its potential to protect intellectual property rights. The book proposes research and policy recommendations as well as principles for policymaking.