000 03780nam a2200529 i 4500
001 9781350121904
003 CaBNVSL
005 20210405103619.0
006 m o d
007 cr cn|||||||||
008 200818s2020 enk ob 101 0 eng d
020 _a9781350121904
_q(ebook)
020 _a1350121886
_q(electronic book)
020 _z9781350121881
_q(PDF)
020 _z9781350121874
_q(print)
020 _z1350121878
_q(print)
024 7 _a10.5040/9781350121904
_2doi
035 _a(OCoLC)1183960015
040 _aYDX
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aGV1469.34.C67
_bB378 2020eb
082 0 4 _a175
_223
100 1 _aBartel, Christopher,
_eauthor.
245 1 0 _aVideo games, violence, and the ethics of fantasy :
_bkilling time /
_cChristopher Bartel.
250 _aFirst edition.
264 1 _aLondon [England] :
_bBloomsbury Academic,
_c2020.
264 2 _a[London, England] :
_bBloomsbury Publishing,
_c2020
300 _a1 online resource.
336 _atext
_2rdacontent
337 _acomputer
_2rdamedia
338 _aonline resource
_2rdacarrier
504 _aIncludes bibliographical references and index.
505 0 _a1. Introduction: The Problem of Virtual Ethics -- 2. Amoralist Avoidance Strategies: Fiction and Games -- 3. Virtual Ethics and Virtue Ethics -- 4. Free Will, Motivation, and the Limits of Moral Criticism -- 5. Virtual Immoral Fantasies -- 6. Virtue Ethics on the Gamer's Dilemma -- 7. Criticizing Games -- Bibliography -- Index
506 _aAbstract freely available; full-text restricted to individual document purchasers.
520 _a"Is it ever morally wrong to enjoy fantasizing about immoral things? Many video games allow players to commit numerous violent and immoral acts. But, should players worry about the morality of their virtual actions? A common argument is that games offer merely the virtual representation of violence. No one is actually harmed by committing a violent act in a game. So, it cannot be morally wrong to perform such acts. While this is an intuitive argument, it does not resolve the issue. Focusing on why individual players are motivated to entertain immoral and violent fantasies, Video Games, Violence, and the Ethics of Fantasy advances debates about the ethical criticism of art, not only by shining light on the interesting and under-examined case of virtual fantasies, but also by its novel application of a virtue ethical account. Video games are works of fiction that enable players to entertain a fantasy. So, a full understanding of the ethical criticism of video games must focus attention on why individual players are motivated to entertain immoral and violent fantasies. Video Games, Violence, and the Ethics of Fantasy engages with debates and critical discussions of games in both the popular media and recent work in philosophy, psychology, media studies, and game studies."--
_cProvided by publisher.
530 _aAlso published in print.
532 0 _aCompliant with Level AA of the Web Content Accessibility Guidelines. Content is displayed as HTML full text which can easily be resized or read with assistive technology, with mark-up that allows screen readers and keyboard-only users to navigate easily
538 _aMode of access: World Wide Web.
650 0 _aVideo games
_xMoral and ethical aspects.
650 0 _aVideo games
_xPhilosophy.
650 7 _aPhilosophy: aesthetics
_2bicssc
655 0 _aElectronic books.
_941
776 0 8 _cOriginal
_z1350121878
_z9781350121874
_w(OCoLC)1128441333
776 0 8 _iPrint version:
_z9781350121874
856 4 0 _3Abstract with links to full text
_uhttps://doi.org/10.5040/9781350121904?locatt=label:secondary_bloomsburyCollections
975 _aPhilosophy 2020
999 _c79497
_d79497