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Resolving the gamer's dilemma = examining the moral and psychological differences between virtual murder and virtual paedophilia /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Resolving the gamer's dilemma/ by Garry Young.
其他題名:
examining the moral and psychological differences between virtual murder and virtual paedophilia /
作者:
Young, Garry.
出版者:
Cham :Springer International Publishing : : 2016.,
面頁冊數:
v, 139 p. :ill., digital ; : 24 cm.;
Contained By:
Springer eBooks
標題:
Video games - Moral and ethical aspects.. -
電子資源:
http://dx.doi.org/10.1007/978-3-319-46595-1
ISBN:
9783319465951
Resolving the gamer's dilemma = examining the moral and psychological differences between virtual murder and virtual paedophilia /
Young, Garry.
Resolving the gamer's dilemma
examining the moral and psychological differences between virtual murder and virtual paedophilia /[electronic resource] :by Garry Young. - Cham :Springer International Publishing :2016. - v, 139 p. :ill., digital ;24 cm. - Palgrave studies in cyberpsychology. - Palgrave studies in cyberpsychology..
Chapter 1. Introducing the Gamer's Dilemma -- Chapter 2. Social Convention and the Likelihood of Harm: Luck's Initial Attempts at Resolving the Dilemma -- Chapter 3. Motivation, Discrimination and Special Status: Luck's Further Attempts at Resolving the Dilemma -- Chapter 4. Virtual Paedophilia as child pornography and the harm done to women: Bartel's attempt at Resolving the Dilemma -- Chapter 5. Targeting Morally Irrelevant Characteristics and the Need for Context: Further Attempts at Resolving the Dilemma -- Chapter 6. A New Approach to Resolving the Gamer's Dilemma: Applying Constructive Ecumenical Expressivism.
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.
ISBN: 9783319465951
Standard No.: 10.1007/978-3-319-46595-1doiSubjects--Topical Terms:
1115200
Video games
--Moral and ethical aspects..
LC Class. No.: GV1469.34.S52 / Y68 2016
Dewey Class. No.: 306.487
Resolving the gamer's dilemma = examining the moral and psychological differences between virtual murder and virtual paedophilia /
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Chapter 1. Introducing the Gamer's Dilemma -- Chapter 2. Social Convention and the Likelihood of Harm: Luck's Initial Attempts at Resolving the Dilemma -- Chapter 3. Motivation, Discrimination and Special Status: Luck's Further Attempts at Resolving the Dilemma -- Chapter 4. Virtual Paedophilia as child pornography and the harm done to women: Bartel's attempt at Resolving the Dilemma -- Chapter 5. Targeting Morally Irrelevant Characteristics and the Need for Context: Further Attempts at Resolving the Dilemma -- Chapter 6. A New Approach to Resolving the Gamer's Dilemma: Applying Constructive Ecumenical Expressivism.
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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.
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