Can Young’s constructive ecumenical expressivism resolve the gamer’s dilemma?

Date11 March 2019
Published date11 March 2019
DOIhttps://doi.org/10.1108/JICES-02-2018-0017
Pages31-41
AuthorMorgan Luck
Subject MatterInformation & knowledge management,Information management & governance,Information & communications technology
Can Youngs constructive
ecumenical expressivism resolve
the gamers dilemma?
Morgan Luck
Charles Sturt University, Wagga Wagga, Australia
Abstract
Purpose This paper aims to evaluatea potential resolutionto the gamers dilemma that arises from Gary
Youngs metaethicaltheory of constructive ecumenical expressivism(CEE).
Design/methodology/approach In this paper, the gamers 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 gamers
dilemma.
Keywords Computer ethics, Digital culture, Computer games
Paper type Research paper
1. Introduction
This paper aims to evaluate a potential resolution to the gamers dilemma (Luck, 2009) that
arises from Gary Youngs (2016) metaethical theory constructive ecumenical expressivism
(CEE). To this end, the gamers 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 gamers dilemma?
The gamers dilemma is a problem concerning the moral permissibility (permissibility) of
two types of acts we might performwhen playing computer games.
The rst 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
The current issue and full text archive of this journal is available on Emerald Insight at:
www.emeraldinsight.com/1477-996X.htm

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