Violent computer games,empathy, and cosmopolitanism |
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Authors: | Mark Coeckelbergh |
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Institution: | (1) Department of Philosophy, University of Twente, P.O. Box 217, 7500 AE Enschede, The Netherlands |
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Abstract: | Many philosophical and public discussions of the ethical aspects of violent computer games typically centre on the relation
between playing violent videogames and its supposed direct consequences on violent behaviour. But such an approach rests on
a controversial empirical claim, is often one-sided in the range of moral theories used, and remains on a general level with
its focus on content alone. In response to these problems, I pick up Matt McCormick’s thesis that potential harm from playing
computer games is best construed as harm to one’s character, and propose to redirect our attention to the question how violent
computer games influence the moral character of players. Inspired by the work of Martha Nussbaum, I sketch a positive account
of how computer games can stimulate an empathetic and cosmopolitan moral development. Moreover, rather than making a general
argument applicable to a wide spectrum of media, my concern is with specific features of violent computer games that make
them especially morally problematic in terms of empathy and cosmopolitanism, features that have to do with the connections
between content and medium, and between virtuality and reality. I also discuss some remaining problems. In this way I hope
contribute to a less polarised discussion about computer games that does justice to the complexity of their moral dimension,
and to offer an account that is helpful to designers, parents, and other stakeholders.
An earlier version of this paper was presented at the ACLA 2006 conference in Princeton, 25 March 2006. |
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Keywords: | computer games cosmopolitanism empathy Nussbaum violence |
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