Cyberspace is composed of a multitude of different spaces where users can represent themselves in many divergent ways. Why in a video game, is it more acceptable to murder or maim than rape? After all, in each case, it is only pixels that are being assaulted. This book avoids wrestling with the common question of whether the virtual violation of real-world taboos is right or wrong, and instead provides a theoretical framework that helps us understand why such distinctions are typically made, and explores the psychological impact of violating offline taboos within cyberspace. The authors...
Cyberspace is composed of a multitude of different spaces where users can represent themselves in many divergent ways. Why in a video game, is it more...
This book uses rare pathologies to inform questions on topics such as consciousness and rationality. Rather than trying to answer these by inventing far-fetched scenario or 'thought experiments', it is better to utilize a rich but under-used clinical resource.
This book uses rare pathologies to inform questions on topics such as consciousness and rationality. Rather than trying to answer these by inventing f...
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...
Ethics in the Virtual World examines the gamer's enactment of taboo activities in the context of both traditional and contemporary philosophical appro...