ABSTRACT

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?

chapter Three|11 pages

Hume's strength of feeling

chapter Four|13 pages

Kant's Call of duty

chapter eight|14 pages

Virtual virtues, virtual vices

chapter Nine|15 pages

Doing What it takes to win

chapter Ten|11 pages

Agreeing the rules

chapter Eleven|11 pages

Why would anyone want to do that?

chapter Twelve|16 pages

Coping with virtual taboos

chapter Thirteen|3 pages

Conclusion