Ethics in the Virtual World

Author: Garry Young
Publisher: Routledge
ISBN: 1317547233
Format: PDF, Kindle
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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?

The Ethics of Computer Games

Author: Miguel Sicart
Publisher: MIT Press
ISBN: 0262261537
Format: PDF, Kindle
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Despite the emergence of computer games as a dominant cultural industry (and the accompanying emergence of computer games as the subject of scholarly research), we know little or nothing about the ethics of computer games. Considerations of the morality of computer games seldom go beyond intermittent portrayals of them in the mass media as training devices for teenage serial killers. In this first scholarly exploration of the subject, Miguel Sicart addresses broader issues about the ethics of games, the ethics of playing the games, and the ethical responsibilities of game designers. He argues that computer games are ethical objects, that computer game players are ethical agents, and that the ethics of computer games should be seen as a complex network of responsibilities and moral duties. Players should not be considered passive amoral creatures; they reflect, relate, and create with ethical minds. The games they play are ethical systems, with rules that create gameworlds with values at play. Drawing on concepts from philosophy and game studies, Sicart proposes a framework for analyzing the ethics of computer games as both designed objects and player experiences. After presenting his core theoretical arguments and offering a general theory for understanding computer game ethics, Sicart offers case studies examining single-player games (using Bioshock as an example), multiplayer games (illustrated by Defcon), and online gameworlds (illustrated by World of Warcraft) from an ethical perspective. He explores issues raised by unethical content in computer games and its possible effect on players and offers a synthesis of design theory and ethics that could be used as both analytical tool and inspiration in the creation of ethical gameplay.

Ethics for A Level

Author: Mark Dimmock
Publisher: Open Book Publishers
ISBN: 1783743913
Format: PDF, Mobi
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What does pleasure have to do with morality? What role, if any, should intuition have in the formation of moral theory? If something is ‘simulated’, can it be immoral? This accessible and wide-ranging textbook explores these questions and many more. Key ideas in the fields of normative ethics, metaethics and applied ethics are explained rigorously and systematically, with a vivid writing style that enlivens the topics with energy and wit. Individual theories are discussed in detail in the first part of the book, before these positions are applied to a wide range of contemporary situations including business ethics, sexual ethics, and the acceptability of eating animals. A wealth of real-life examples, set out with depth and care, illuminate the complexities of different ethical approaches while conveying their modern-day relevance. This concise and highly engaging resource is tailored to the Ethics components of AQA Philosophy and OCR Religious Studies, with a clear and practical layout that includes end-of-chapter summaries, key terms, and common mistakes to avoid. It should also be of practical use for those teaching Philosophy as part of the International Baccalaureate. Ethics for A-Level is of particular value to students and teachers, but Fisher and Dimmock’s precise and scholarly approach will appeal to anyone seeking a rigorous and lively introduction to the challenging subject of ethics. Tailored to the Ethics components of AQA Philosophy and OCR Religious Studies.

Moral Combat

Author: Patrick M. Markey
Publisher: BenBella Books, Inc.
ISBN: 1942952996
Format: PDF, Docs
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In family rooms across America, millions of children and teenagers are playing video games, such as Call of Duty, Halo, and Grand Theft Auto, roaming violent virtual worlds—with virtual guns in their hands. In what sometimes seems like an increasingly violent world, it’s only natural to worry about the effects of all this pixelated gore. But is that concern misplaced? Authors and psychologists Patrick M. Markey and Christopher J. Ferguson say it is. The media and politicians have been sounding the alarm for years, and with every fresh tragedy involving a young perpetrator comes another flurry of articles about the dangers of violent media. The problem is this: Their fear isn’t supported by the evidence. In fact, unlike the video game–trained murder machines depicted in the press, school shooters are actually less likely to be interested in violent games than their peers. In reality, most well-adjusted children and teenagers play violent video games, all without ever exhibiting violent behavior in real life. What’s more, spikes in sales of violent games actually correspond to decreased rates of violent crime. If that surprises you, you’re not alone—the national dialogue on games and violence has been hopelessly biased. But that’s beginning to change. Scholars are finding that not only are violent games not one of society’s great evils, they may even be a force for good. In Moral Combat, Markey and Ferguson explore how video games—even the bloodiest—can have a positive impact on everything from social skills to stress, and may even make us more morally sensitive. Tracing the rise of violent games from arcades to online deathmatches, they have spent years on the front lines of the video game debate and now offer a comprehensive overview of the scientific research on gaming. With humor, complete honesty, and extensive research, they separate the myth from the medium. Moral Combat is an irreverent and informative guide to the worries—and wonders—of our violent virtual world.

Ethics and Game Design Teaching Values through Play

Author: Schrier, Karen
Publisher: IGI Global
ISBN: 1615208461
Format: PDF, Mobi
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"This book addressing an emerging field of study, ethics and gamesand answers how we can better design and use games to foster ethical thinking and discourse in classrooms"--Provided by publisher.

Disconnected

Author: Carrie James
Publisher: MIT Press
ISBN: 0262325578
Format: PDF, Docs
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Fresh from a party, a teen posts a photo on Facebook of a friend drinking a beer. A college student repurposes an article from Wikipedia for a paper. A group of players in a multiplayer online game routinely cheat new players by selling them worthless virtual accessories for high prices. In Disconnected, Carrie James examines how young people and the adults in their lives think about these sorts of online dilemmas, describing ethical blind spots and disconnects. Drawing on extensive interviews with young people between the ages of 10 and 25, James describes the nature of their thinking about privacy, property, and participation online. She identifies three ways that young people approach online activities. A teen might practice self-focused thinking, concerned mostly about consequences for herself; moral thinking, concerned about the consequences for people he knows; or ethical thinking, concerned about unknown individuals and larger communities. James finds, among other things, that youth are often blind to moral or ethical concerns about privacy; that attitudes toward property range from "what's theirs is theirs" to "free for all"; that hostile speech can be met with a belief that online content is "just a joke"; and that adults who are consulted about such dilemmas often emphasize personal safety issues over online ethics and citizenship. Considering ways to address the digital ethics gap, James offers a vision of conscientious connectivity, which involves ethical thinking skills but, perhaps more important, is marked by sensitivity to the dilemmas posed by online life, a motivation to wrestle with them, and a sense of moral agency that supports socially positive online actions.

Spaces for the Future

Author: Joseph C. Pitt
Publisher: Routledge
ISBN: 1135007748
Format: PDF, ePub, Mobi
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Focused on mapping out contemporary and future domains in philosophy of technology, this volume serves as an excellent, forward-looking resource in the field and in cognate areas of study. The 32 chapters, all of them appearing in print here for the first time, were written by both established scholars and fresh voices. They cover topics ranging from data discrimination and engineering design, to art and technology, space junk, and beyond. Spaces for the Future: A Companion to Philosophy of Technology is structured in six parts: (1) Ethical Space and Experience; (2) Political Space and Agency; (3) Virtual Space and Property; (4) Personal Space and Design; (5) Inner Space and Environment; and (6) Outer Space and Imagination. The organization maps out current and emerging spaces of activity in the field and anticipates the big issues that we soon will face.

Transcending Taboos

Author: Garry Young
Publisher: Routledge
ISBN: 0415579368
Format: PDF
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"Cyberspace is composed of a multitude of different spaces, where users can represent themselves in many divergent ways. Why, in a video game, is it more acceptable to murder or maim than rape? After all, in each case, it is only pixels that are being assaulted. This book avoids wrestling with the common question of whether the virtual violation of real-world taboos is right or wrong, and instead provides a theoretical framework that helps us understand why such distinctions are typically made, and explores the psychological impact (rather than the morality) of violating offline taboos within cyberspace. The authors discuss such online areas as: - 'Reality' sites depicting taboo images - Social sites such as Chatroulette - Online dating sites - Video game content. This book evaluates the possibility for change afforded by cyberspace, and considers whether there are some interactions that should not be permissible even virtually. It also examines how we might be able to cope with the potential moral freedoms afforded by cyberspace, and who might be vulnerable to such freedoms of action and representation within this virtual space. This book is ideal for researchers and students of internet psychology, philosophy and social policy, as well as therapists, those interested in computer science, law, media and communication studies"--

Emerging Ethical Issues of Life in Virtual Worlds

Author: Charles Wankel, Ph.D.
Publisher: IAP
ISBN: 1607523795
Format: PDF, Kindle
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Virtual Worlds are being increasingly used in business and education. With each day more people are venturing into computer generated online persistent worlds such as Second Life for increasingly diverse reasons such as commerce, education, research, and entertainment. This book explores the emerging ethical issues associated with these novel environments for human interaction and cuttingedge approaches to these new ethical problems. This volume’s goal is to put forward a number of these virtual world ethical issues of which research is only commencing. The developing literature specifically regarding virtual world ethics is a recent phenomenon. Research based on the phenomenon of virtual world life has only been developing in the past four years. This volume introduces pathbreaking work in a field which is only just beginning to take shape. It is ideal as both as a library reference and a supplementary text in upperdivision courses focused on the issues of applied ethics and new media. It is unique in being one of the first volumes specifically addressed to ethical problems of the “metaverse”. This volume includes articles from authors from around the world exploring topics such as: employing rationalist and casuistic approaches to the controversial topic of “virtual rape” yield an increased understanding of how virtual worlds ought to be designed, the relationship between the ethical and legal dimensions of virtual world users’ participation in “paratexts”, utilitarian consideration of harm and freedom in the case of virtual pedophilia, norms of research ethics in virtual worlds, the ethical implications of employing virtual worlds as tools for medical education and experimenting with healthcare services, the ethics of the collective action of virtual world communities, consideration of the virtue and potential of cosmopolitanism in virtual worlds, Deleuzian ethical approaches to the experience of the disabled in virtual worlds, the ethics of virtual world design, and the ethical implications of the “illusion of reality” presented by virtual worlds.

Ethical Know how

Author: Francisco J. Varela
Publisher: Stanford University Press
ISBN: 9780804730334
Format: PDF
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How can science be brought to connect with experience? This book addresses two of the most challenging problems facing contemporary neurobiology and cognitive science: understanding how we unconsciously execute habitual actions as a result of neurological and cognitive processes, and creating an ethic adequate to our present awareness that there is no such thing as a transcendental self, a stable subject, or a soul.