2015
DOI: 10.1007/s10676-015-9381-x
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A new solution to the gamer’s dilemma

Abstract: A gamer (or player) is a moral agent who plays videogames, and a virtual act is an act which a gamer performs, using her in-game character, on a computer-controlled (but not humancontrolled) character in the game's virtual world. According to Morgan Luck (2009), gamers 2 face a dilemma when it comes to performing certain virtual acts. This is because most gamers regularly commit acts of virtual murder (which are virtual acts that would have counted as murder had the virtual environment in which they were perfo… Show more

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Cited by 43 publications
(48 citation statements)
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“…Thus, similar edgeplay behaviours such as rapeplay, murder-play, incest-play are broadly culturally accepted because they are constructed as only consensual fantasy and so not as reflecting or affecting the RL resident and their future behaviours. Thus, for the residents of SL, normative moral positions on virtual deviant behaviours are founded on the perceived relationship to RL (reflecting, in part, arguments around the gamer's dilemma of Bartel 2012;Partridge 2013;Ali 2015;Young 2013Young , 2016, but this connection is more readily assumed in respect to sexual ageplay than other virtual deviant behaviours, leading to questions about why sexual ageplay has this unique position even when the context of the behaviours are identical. However, as noted, when residents also believe that there is a connection with other forms of edgeplay and RL problematic social structures or behaviours, such as for rape-play on occasion, then these residents also tend to express the wrongness of the play online.…”
Section: Discussionmentioning
confidence: 99%
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“…Thus, similar edgeplay behaviours such as rapeplay, murder-play, incest-play are broadly culturally accepted because they are constructed as only consensual fantasy and so not as reflecting or affecting the RL resident and their future behaviours. Thus, for the residents of SL, normative moral positions on virtual deviant behaviours are founded on the perceived relationship to RL (reflecting, in part, arguments around the gamer's dilemma of Bartel 2012;Partridge 2013;Ali 2015;Young 2013Young , 2016, but this connection is more readily assumed in respect to sexual ageplay than other virtual deviant behaviours, leading to questions about why sexual ageplay has this unique position even when the context of the behaviours are identical. However, as noted, when residents also believe that there is a connection with other forms of edgeplay and RL problematic social structures or behaviours, such as for rape-play on occasion, then these residents also tend to express the wrongness of the play online.…”
Section: Discussionmentioning
confidence: 99%
“…consideration of the player's motivation does not explain the selective acceptability of virtual murder, for example, and not virtual paedophilia (sexual ageplay), unless also coupled with Ali (2015) distinction.…”
Section: Moral Standardsmentioning
confidence: 98%
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“…But Goerger is quick to add that the rejection of the contamination thesis does not necessitate that all video game content is morally unproblematic. What he does reject is the idea that there is something intrinsically immoral about such content (a similar view is expressed in several recent publications on violent video game content (see for example Ali 2015;Bartel 2015;Ostritsch 2017;Young 2014Young , 2015a. Instead, Goerger argues that ''violent video games should be evaluated on the basis of the values expressed in the game rather than on the basis of perceived harms or violent imagery (2017, p. 103; emphasis added).…”
Section: Introductionmentioning
confidence: 96%