{"title":"Violent video games: content, attitudes, and norms","authors":"Alexander Andersson, Per-Erik Milam","doi":"10.1007/s10676-023-09726-6","DOIUrl":null,"url":null,"abstract":"Abstract Violent video games (VVGs) are a source of serious and continuing controversy. They are not unique in this respect, though. Other entertainment products have been criticized on moral grounds, from pornography to heavy metal, horror films, and Harry Potter books. Some of these controversies have fizzled out over time and have come to be viewed as cases of moral panic. Others, including moral objections to VVGs, have persisted. The aim of this paper is to determine which, if any, of the concerns raised about VVGs are legitimate. We argue that common moral objections to VVGs are unsuccessful, but that a plausible critique can be developed that captures the insights of these objections while avoiding their pitfalls. Our view suggests that the moral badness of a game depends on how well its internal logic expresses or encourages the players’ objectionable attitudes. This allows us to recognize that some games are morally worse than others—and that it can be morally wrong to design and play some VVGs—but that the moral badness of these games is not necessarily dependent on how violent they are.","PeriodicalId":51495,"journal":{"name":"Ethics and Information Technology","volume":"28 1","pages":"0"},"PeriodicalIF":3.4000,"publicationDate":"2023-10-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Ethics and Information Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1007/s10676-023-09726-6","RegionNum":2,"RegionCategory":"哲学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"ETHICS","Score":null,"Total":0}
引用次数: 0
Abstract
Abstract Violent video games (VVGs) are a source of serious and continuing controversy. They are not unique in this respect, though. Other entertainment products have been criticized on moral grounds, from pornography to heavy metal, horror films, and Harry Potter books. Some of these controversies have fizzled out over time and have come to be viewed as cases of moral panic. Others, including moral objections to VVGs, have persisted. The aim of this paper is to determine which, if any, of the concerns raised about VVGs are legitimate. We argue that common moral objections to VVGs are unsuccessful, but that a plausible critique can be developed that captures the insights of these objections while avoiding their pitfalls. Our view suggests that the moral badness of a game depends on how well its internal logic expresses or encourages the players’ objectionable attitudes. This allows us to recognize that some games are morally worse than others—and that it can be morally wrong to design and play some VVGs—but that the moral badness of these games is not necessarily dependent on how violent they are.
期刊介绍:
Ethics and Information Technology is a peer-reviewed journal dedicated to advancing the dialogue between moral philosophy and the field of information and communication technology (ICT). The journal aims to foster and promote reflection and analysis which is intended to make a constructive contribution to answering the ethical, social and political questions associated with the adoption, use, and development of ICT. Within the scope of the journal are also conceptual analysis and discussion of ethical ICT issues which arise in the context of technology assessment, cultural studies, public policy analysis and public administration, cognitive science, social and anthropological studies in technology, mass-communication, and legal studies.