Can Young’s constructive ecumenical expressivism resolve the gamer’s dilemma?
Date | 11 March 2019 |
Published date | 11 March 2019 |
DOI | https://doi.org/10.1108/JICES-02-2018-0017 |
Pages | 31-41 |
Author | Morgan Luck |
Subject Matter | Information & knowledge management,Information management & governance,Information & communications technology |
Can Young’s constructive
ecumenical expressivism resolve
the gamer’s dilemma?
Morgan Luck
Charles Sturt University, Wagga Wagga, Australia
Abstract
Purpose –This paper aims to evaluatea potential resolutionto the gamer’s dilemma that arises from Gary
Young’s metaethicaltheory of constructive ecumenical expressivism(CEE).
Design/methodology/approach –In this paper, the gamer’s dilemma is reformulatedas a paradox and
the potentialresolution is evaluated in light of this new formulation.
Findings –The author argues that this resolution does resolve the dilemma, but CEE itself has limited
appeal.
Originality/value –This paper contributesto the growing scholarship dedicated to resolving the gamer’s
dilemma.
Keywords Computer ethics, Digital culture, Computer games
Paper type Research paper
1. Introduction
This paper aims to evaluate a potential resolution to the gamer’s dilemma (Luck, 2009) that
arises from Gary Young’s (2016) metaethical theory constructive ecumenical expressivism
(CEE). To this end, the gamer’s dilemma is reformulated as a paradox and the potential
resolution is evaluated in light of this new formulation.I will argue that this resolution does
resolve the dilemma, but CEE itself has limitedappeal.
2. What is the gamer’s dilemma?
The gamer’s dilemma is a problem concerning the moral permissibility (permissibility) of
two types of acts we might performwhen playing computer games.
The first type is virtual murder. Virtual murder occurs when a player murders a
character in a computergame. An example of this would be a player driving over and killing
an innocent pedestrian in the game GTA 5 (in circumstances such, were the game world
actual, this would be actualmurder).
Many consider virtual murder permissible. This is often on the grounds that no one is
actually murdered –it is just a game. However, this defense also seems applicable to a
second type of act: virtualchild molestation (also referred to as virtual pedophilia).
Virtual child molestation occurs when someone playing an adult character molests a
child character in a computer game. An example of this would be someone playing a 40-
year-old man driving up to a young boy in a GTA-style game, luring him into his car and
groping him (in circumstances such, if the game world were actual, it would constitute
actual child molestation).
Many consider virtual child molestation to be impermissible. However, it is hard to see
what the relevant difference is between virtual murder and virtual child molestation.Why?
Constructive
ecumenical
expressivism
31
Received27 February 2018
Revised30 April 2018
Accepted11 May 2018
Journalof Information,
Communicationand Ethics in
Society
Vol.17 No. 1, 2019
pp. 31-41
© Emerald Publishing Limited
1477-996X
DOI 10.1108/JICES-02-2018-0017
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