2009
DOI: 10.1108/14779960911004516
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Crashing a virtual funeral: morality in MMORPGs

Abstract: PurposeThe purpose of this paper is to outline a case where people's intuitions regarding the ethical status of an action performed in a massively multiplayer online role‐playing game are divided, and provide an argument to resolve this division.Design/methodology/approachThis paper takes a philosophical approach, from the analytical tradition. It details the main arguments for each side and provides counter‐arguments in order to indicate the salient points.FindingsThe paper argues that, of the three arguments… Show more

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Cited by 14 publications
(11 citation statements)
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References 10 publications
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“…In a method based broadly on moral foundations vignettes [11; see also 21], participants were then presented with four vignettes that each described a controversial scenario in a game, and participants' ethical judgments on these cases were explored. The vignettes in this study were written based on four controversial cases of play in gaming forums and the media that cover a range of acts, platforms and game genres: (1) in-game scamming in a massively multiplayer online roleplaying game (MMORPG) [27]; (2) group-based griefing of an in-game event on a social virtual platform [20,24]; (3) 'virtual groping' in a virtual reality (VR) game [7,36]; and (4) refusing to switch characters in a team-based FPS [15]. Thematic analysis of the interview transcripts using NVivo was chosen as the most suitable method for data analysis given the exploratory nature of the study.…”
Section: Methodsmentioning
confidence: 99%
“…In a method based broadly on moral foundations vignettes [11; see also 21], participants were then presented with four vignettes that each described a controversial scenario in a game, and participants' ethical judgments on these cases were explored. The vignettes in this study were written based on four controversial cases of play in gaming forums and the media that cover a range of acts, platforms and game genres: (1) in-game scamming in a massively multiplayer online roleplaying game (MMORPG) [27]; (2) group-based griefing of an in-game event on a social virtual platform [20,24]; (3) 'virtual groping' in a virtual reality (VR) game [7,36]; and (4) refusing to switch characters in a team-based FPS [15]. Thematic analysis of the interview transcripts using NVivo was chosen as the most suitable method for data analysis given the exploratory nature of the study.…”
Section: Methodsmentioning
confidence: 99%
“…Just as players can form meaningful interpersonal relationships and communities in the virtual environments of online games, those relationships and communities can be affected by antisocial behavior within the game environments. One prominent anecdotal example of the extent to which virtual relationships in online games can be disrupted by antisocial behavior occurred in the online role-playing game World of Warcraft in 2006, where players assembling to memorialize a recently deceased player found their game characters ambushed by another group of players (Luck, 2009). Many other anecdotes in virtual worlds recount similar instances of "griefing," or prankish behavior that disrupts others' game play experiences and may cause financial or other material loss (Bakioglu, 2008).…”
Section: Online Relationships In Virtual Environments and The Role Ofmentioning
confidence: 99%
“…Bainbridge, 2007; Krzywinska, 2006; Schwartz, 2006), morality (e.g. Luck, 2009), racism and colonialism (e.g. Langer, 2008; Monson, 2012) and, most relevant for this study, the primacy of religion, mysticism and magic in the game world (e.g.…”
Section: The Case Of Wowmentioning
confidence: 99%