A Conceptual Critique of the Use of Moral Disengagement Theory in Research on Violent Video Games

Jens Kjeldgaard‐Christiansen
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引用次数: 1

Abstract

Moral disengagement refers to cognitive processes of misrepresenting immoral acts in order to justify them. Research on moral disengagement factors in violent video games assumes that the digital representation of violence in video games is meaningfully similar to the cognitive misrepresentation of immoral acts that defines moral disengagement. Thus, the story worlds of violent video games are thought to misrepresent violence as being justified in order that players may morally disengage from their violent actions. This article challenges the moral disengagement perspective on violent video games by demonstrating its empirical reliance on a conceptual misunderstanding: The story worlds of most video games are not representational; they do not deviously misrepresent an underlying reality against which players ought rightfully to judge their own in-game conduct. Rather, video games simply present a story world that is as real or unreal as the violence that occurs within it. Therefore, moral disengagement theory is not readily applicable to the story worlds of video games. The article proceeds to show how this misconception leads researchers to draw empirically false and topically fraught conclusions about how players perceive and respond to violence in video games. Thus, the article challenges the moral disengagement literature’s claim to meaningfully inform the pervasive debates surrounding violent video games.
在暴力电子游戏研究中使用道德脱离理论的概念批判
道德脱离指的是为了证明不道德行为的正当性而歪曲不道德行为的认知过程。对暴力电子游戏中道德脱离因素的研究假设,电子游戏中暴力的数字表现与定义道德脱离的不道德行为的认知误解在意义上相似。因此,人们认为暴力电子游戏的故事世界将暴力歪曲为正当行为,目的是让玩家从道德上脱离自己的暴力行为。这篇文章将挑战暴力电子游戏的道德脱离观点,并证明其基于一个概念上的误解:大多数电子游戏的故事世界并不具有代表性;它们不会歪曲玩家判断自己在游戏中的行为所依据的潜在现实。更确切地说,电子游戏只是呈现一个故事世界,与其中发生的暴力一样真实或不真实。因此,道德脱离理论并不适用于电子游戏的故事世界。这篇文章继续展示了这种误解是如何导致研究人员得出关于玩家如何感知和应对电子游戏中的暴力的经验错误和令人担忧的结论。因此,这篇文章挑战了道德脱离文学的主张,即有意义地为围绕暴力电子游戏的普遍争论提供信息。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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