Virtual Pedophilia

Virtual Pedophilia PDF

Author: Gillian Harkins

Publisher: Duke University Press

Published: 2020-04-10

Total Pages: 166

ISBN-13: 1478009152

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In Virtual Pedophilia Gillian Harkins traces how by the end of the twentieth century the pedophile as a social outcast evolved into its contemporary appearance as a virtually normal white male. The pedophile's alleged racial and gender normativity was treated as an exception to dominant racialized modes of criminal or diagnostic profiling. The pedophile was instead profiled as a virtual figure, a potential threat made visible only when information was transformed into predictive image. The virtual pedophile was everywhere and nowhere, slipping through day-to-day life undetected until people learned how to arm themselves with the right combination of visually predictive information. Drawing on television, movies, and documentaries such as Law and Order: SVU, To Catch a Predator, Mystic River, and Capturing the Friedmans, Harkins shows how diverse U.S. audiences have been conscripted and trained to be lay detectives who should always be on the lookout for the pedophile as virtual predator. In this way, the perceived threat of the pedophile legitimated increased surveillance and ramped-up legal strictures that expanded the security apparatus of the carceral state.

Resolving the Gamer’s Dilemma

Resolving the Gamer’s Dilemma PDF

Author: Garry Young

Publisher: Springer

Published: 2016-11-15

Total Pages: 141

ISBN-13: 3319465953

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This book explores the gamer’s dilemma, which lies at the heart of theorising about the morality of certain video game content. The dilemma is as follows: given that gaming content involves virtual characters within a virtual environment, the moral permission of virtual murder would also appear to morally permit virtual paedophilia. Yet most gamers and members of wider society would not want to play, endorse, or find in any way morally acceptable the enactment of virtual paedophilia within a video game. Yet by accepting the moral permissibility of virtual murder they leave themselves vulnerable to having to accept the moral permissibility of virtual paedophilia. This book provides an incredibly thorough and systematic analysis and evaluation of the gamer’s dilemma, by considering the origins of the intuitions around the dilemma, and exploring whether they find support from traditional or contemporary moral theory and psychological research. The book will be great interest to academics and students of philosophy and psychology, as well as members of the wider public interested in video game violence and taboo enactments more generally.

Video Games, Violence, and the Ethics of Fantasy

Video Games, Violence, and the Ethics of Fantasy PDF

Author: Christopher Bartel

Publisher: Bloomsbury Publishing

Published: 2020-07-23

Total Pages: 203

ISBN-13: 1350121894

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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.

Simulating Good and Evil

Simulating Good and Evil PDF

Author: Marcus Schulzke

Publisher: Rutgers University Press

Published: 2020-09-17

Total Pages: 223

ISBN-13: 1978818564

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Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Videogames should be seen as spaces in which players may experiment with moral reasoning strategies without inflicting real harm.

The Nether

The Nether PDF

Author: Jennifer Haley

Publisher: Northwestern University Press

Published: 2014-11-30

Total Pages: 81

ISBN-13: 0810130645

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The Nether, a daring examination of moral responsibility in virtual worlds, opens with a familiar interrogation scene given a technological twist. As Detective Morris, an online investigator, questions Mr. Sims about his activities in a role-playing realm so realistic it could be life, she finds herself on slippery ethical ground. Sims argues for the freedom to explore even the most deviant corners of our imagination. Morris holds that we cannot flesh out our malign fantasies without consequence. Their clash of wills leads to a consequence neither could have imagined. Suspenseful, ingeniously constructed, and fiercely intelligent, Haley’s play forces us to confront deeply disturbing questions about the boundaries of reality.

Fictional Immorality and Immoral Fiction

Fictional Immorality and Immoral Fiction PDF

Author: Garry Young

Publisher: Rowman & Littlefield

Published: 2021-01-15

Total Pages: 277

ISBN-13: 1793639205

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It is commonplace for fictional content to depict immoral activities: the kidnapping of a politician, for example, or the elaborate theft of a national treasure, or perhaps the gruesome proclivities of a sadistic murderer. These and similar depictions can be found across a range of media, and in varying degrees of detail and realism. Fictional Immorality and Immoral Fiction examines potential conditions for transforming fictional immorality into immoral fiction, in order to establish what makes a depiction of fictional immorality and/or one’s engagement with it immoral. To achieve this aim, Garry Young analyzes fictional content, its meaning, one’s motivation for engaging with it, and the medium in which the fiction is presented (such as film, literature, theatre, video games) using philosophical inquiry. The end result is a systematic examination of fictional immorality, which contributes toward debates on the morality of depicting and engaging with fictional immorality, as well as the reach of censorship and other forms of prohibition, especially when the act depicted is of the kind that would be most egregious if carried out in reality.

The Oxford Handbook of Cyberpsychology

The Oxford Handbook of Cyberpsychology PDF

Author: Alison Attrill-Smith

Publisher: Oxford University Press, USA

Published: 2019-05-21

Total Pages: 779

ISBN-13: 0198812744

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The Oxford Handbook of Cyberpsychology explores a wide range of cyberpsychological processes and activities through the research and writings of some of the world's leading cyberpsychology experts. The book is divided into eight sections covering topics as varied as online research methods, self-presentation and impression management, technology across the lifespan, interaction and interactivity, online groups and communities, social media, health and technology,video gaming and cybercrime and cybersecurity.

The Asian Yearbook of Human Rights and Humanitarian Law

The Asian Yearbook of Human Rights and Humanitarian Law PDF

Author:

Publisher: BRILL

Published: 2019-07-22

Total Pages: 630

ISBN-13: 9004401717

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The Asian Yearbook of Human Rights and Humanitarian Law aims to publish peer-reviewed scholarly articles and reviews as well as significant developments in human rights and humanitarian law. It examines international human rights and humanitarian law with a global reach, though its particular focus is on the Asian region. The focused theme of Volume 3 is Law, Gender and Sexuality.

Ethics and Technology

Ethics and Technology PDF

Author: Herman T. Tavani

Publisher: John Wiley & Sons

Published: 2011

Total Pages: 433

ISBN-13: 0470509503

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Offering insights and coverage of the field of cyberethics, this book introduces readers to issues in computer ethics. The author combines his years of experience in the field with coverage of concepts and real-world case studies.

Emerging Ethical Issues of Life in Virtual Worlds

Emerging Ethical Issues of Life in Virtual Worlds PDF

Author: Charles Wankel

Publisher: IAP

Published: 2010-01-01

Total Pages: 233

ISBN-13: 1607523795

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Virtual Worlds are being increasingly used in business and education. With each day more people are venturing into computer generated online persistent worlds such as Second Life for increasingly diverse reasons such as commerce, education, research, and entertainment. This book explores the emerging ethical issues associated with these novel environments for human interaction and cutting-edge approaches to these new ethical problems. This volume’s goal is to put forward a number of these virtual world ethical issues of which research is only commencing. The developing literature specifically regarding virtual world ethics is a recent phenomenon. Research based on the phenomenon of virtual world life has only been developing in the past four years. This volume introduces pathbreaking work in a field which is only just beginning to take shape. It is ideal as both as a library reference and a supplementary text in upper-division courses focused on the issues of applied ethics and new media. It is unique in being one of the first volumes specifically addressed to ethical problems of the “metaverse”. This volume includes articles from authors from around the world exploring topics such as: employing rationalist and casuistic approaches to the controversial topic of “virtual rape” yield an increased understanding of how virtual worlds ought to be designed, the relationship between the ethical and legal dimensions of virtual world users’ participation in “paratexts”, utilitarian consideration of harm and freedom in the case of virtual pedophilia, norms of research ethics in virtual worlds, the ethical implications of employing virtual worlds as tools for medical education and experimenting with healthcare services, the ethics of the collective action of virtual world communities, consideration of the virtue and potential of cosmopolitanism in virtual worlds, Deleuzian ethical approaches to the experience of the disabled in virtual worlds, the ethics of virtual world design, and the ethical implications of the “illusion of reality” presented by virtual worlds.