ABSTRACT

That video game worlds are fictional makes it difficult to see how morality can gain entry to such worlds. In this spirit, one might cite empirical evidence to support the claim that playing video games makes people more violent or insensitive, or that playing games undermines their character. If either of these challenges can be sustained, then they have a compelling, though extrinsic, reason to avoid playing them. Whatever the virtues of attitude-identity moralism, it is open to a wide range of counter-examples. In an attempt to avoid the over-moralizing problem, one might instead offer a threshold view: people can reasonably ignore some representations of wrong for the sake of enjoyment, but when the represented wrong becomes especially egregious, it reaches some moral threshold so that they should refuse to be entertained by it. Sympathy requires one to inhabit the perspective of others.