2022
DOI: 10.1007/s10676-022-09655-w
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Resisting the Gamer’s Dilemma

Abstract: Intuitively, many people seem to hold that engaging in acts of virtual murder in videogames is morally permissible, whereas engaging in acts of virtual child molestation is morally impermissible. The Gamer’s Dilemma (Luck in Ethics Inf Technol 11:31–36, 2009) challenges these intuitions by arguing that it is unclear whether there is a morally relevant difference between these two types of virtual actions. There are two main responses in the literature to this dilemma. First, attempts to resolve the dilemma by … Show more

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Cited by 15 publications
(5 citation statements)
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“…Devices such as VR headsets and haptic gloves create a compelling sense of "presence", making the virtual experience more real and immediate. 2 This refers to the experience of "being inside" the simulated environment, i.e., successful "location" illusion (Cummings and Bailenson 2016), and the feeling that one is performing some action (even though the setting is virtual), i.e., the "action" illusion because of this, a so-called "virtually real experience" is created, i.e., an experience perceived to be "real at the moment of experience" (Montefiore and Formosa 2022;Ramirez 2022). For example, in an interview, VR researcher Jessica Outlaw states that when talking to people she knows in a VR headset, she feels she is with them, has an embodied experience, and "creates memories" with them (Dolan 2022).…”
Section: Detrimental Psychological Effectsmentioning
confidence: 99%
“…Devices such as VR headsets and haptic gloves create a compelling sense of "presence", making the virtual experience more real and immediate. 2 This refers to the experience of "being inside" the simulated environment, i.e., successful "location" illusion (Cummings and Bailenson 2016), and the feeling that one is performing some action (even though the setting is virtual), i.e., the "action" illusion because of this, a so-called "virtually real experience" is created, i.e., an experience perceived to be "real at the moment of experience" (Montefiore and Formosa 2022;Ramirez 2022). For example, in an interview, VR researcher Jessica Outlaw states that when talking to people she knows in a VR headset, she feels she is with them, has an embodied experience, and "creates memories" with them (Dolan 2022).…”
Section: Detrimental Psychological Effectsmentioning
confidence: 99%
“…Presence is also often described in terms of creating an 'action' illusion, or the feeling of actually doing something albeit users are acting only in a virtual space [18]. Furthermore, experiences of presence have been associated with other psychological effects including the facilitation of "virtually real" experiences [19,20]. Although they are distinct from (albeit dependent on) experiences of presence, virtually real experiences are experiences perceived as if they were real during the moment of experience.…”
Section: The Metaversementioning
confidence: 99%
“…Although the consequentialist approach is discussed in research (Luck, 2009;Montefiore & Formosa, 2022), it receives comparatively little attention and is usually dismissed quickly. Mostly, this is justified by the lack of empirical data.…”
Section: The Consequentialist Approachmentioning
confidence: 99%
“…Moreover, significant long-term effects on the gamer's character from specific in-game actions are unlikely (Ferguson, 2 I thank two anonymous reviewers for their valuable comments, from which this chapter in particular has benefited substantially. 3 Despite a variety of recent attempts to narrow the dilemma down (Luck 2022;Montefiore & Formosa 2022) or to split it up (Ali 2022;Kjeldgaard-Christiansen 2020), I turn to the Gamer's Dilemma in its original form, which has lost none of its provocative power. Narrowing it down to particularly explosive cases is not necessary, since a full response to the Gamer's Dilemma should not only explain clearcut cases but rather resolve the moral conundrum for all conceivable cases.…”
Section: The Consequentialist Approachmentioning
confidence: 99%
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