Ethics in the virtual world : the morality and psychology of gaming /

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 raises pertinent questions about one of the most rapidly expanding leisure pursuits in western culture.

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Bibliographic Details
Main Author: Young, Garry, 1966-
Format: Electronic eBook
Language:English
Published: Durham, UK : Acumen Publishing Ltd, ©2013.
Subjects:
Online Access: Full text (Wentworth users only)
Local Note:ProQuest Ebook Central
Table of Contents:
  • Machine generated contents note: 1. Introduction: playing with right and wrong
  • 2. To prohibit or not to prohibit, that is the question
  • 3. Hume's strength of feeling
  • 4. Kant's call of duty
  • 5. cost and benefit of virtual violence (and other taboos)
  • 6. Are meanings virtually the same?
  • 7. There are wrongs and then there are wrongs
  • 8. Virtual virtues, virtual vices
  • 9. Doing what it takes to win
  • 10. Agreeing the rules
  • 11. Why would anyone want to do that?
  • 12. Coping with virtual taboos
  • 13. Conclusion.