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The Gamer's Dilemma is a much-discussed issue in video game ethics which probes our seemingly conflicting intuitions about the moral acceptability of virtual murder compared to virtual child molestation. But how we approach this dilemma depends on how we frame it. With this in mind, I identify three ways the dilemma has been conceptualized: the Descriptive Gamer's Investigation, which focuses on empirically explaining the source of our intuitions; the Gamer's Puzzle, which uses the dilemma to explore and test moral or (...) metaphysical theories; and the Applied Gamer's Dilemma, which reconstructs the moral commitments underlying the intuitions to provide action-guidance. Clearly distinguishing these framings allows us to identify the distinct methodologies and criteria of success for each approach. This tripartite framework helps resolve confusions in the debate, highlights the need for experimental philosophy to test proposed resolutions, and opens space for a serious reconsideration of consequentialism. The paper thus provides conceptual clarity to move the discussion forward productively. (shrink) | |
The Gamer’s Dilemma (Luck, 2009a) is a paradox concerning the moral permissibility of two types of acts performed within computer games. Some attempt to resolve the dilemma by finding a relevant difference between these two acts (Bartel, 2012; Patridge, 2013; Young, 2016; Nader, 2020; Kjeldgaard-Christiansen, 2020; and Milne & Ivankovic, 2021), or to dissolve the dilemma by arguing that the permissibility of these acts is not as they seem (Ali, 2015; Ramirez, 2020). More recently some have attempted to resist the (...) dilemma by undermining the intuitions supporting it (Montefiore & Formosa, 2022; Formosa et al., 2023). The purpose of this paper is to consider what might follow from such resistance. (shrink) | |
In this paper, I support a hybrid form of expressivism called constructive ecumenical expressivism (CEE) which I have previously used (to attempt) to resolve the gamer’s dilemma. (Young, 2016. Resolving the gamer’s dilemma. London: Palgrave Macmillan.) In support of CEE, I argue that the various other attempts at either resolving, dissolving or resisting the dilemma are consistent with CEE’s moral framework. That is, with its way of explaining what a claim to morality is, with how moral norms are established, with (...) the role intuition is able to play in establishing these norms, and therefore with how the gamer’s dilemma can be resolved. I also demonstrate, more broadly, how CEE advocates robust relativism as a means of justifying the constructed moral norm’s normative credentials, and therefore how one society’s norm can be judged morally superior to another’s. (shrink) | |
Coghlan and Cox (Between death and suffering: Resolving the gamer’s dilemma. Ethics and Information Technology) offer a new resolution to the Gamer’s Dilemma (Luck, The Gamer’s Dilemma. Ethics and Information Technology). They argue that, while it is fitting for a person committing virtual child molestation to feel self-repugnance, it is not fitting for a person committing virtual murder to feel the same, and the fittingness of this feeling indicates each act’s moral permissibility. The aim of this paper is to determine (...) whether this resolution – the repugnant resolution – successfully resolves the Gamer’s Dilemma. We argue that it does not. (shrink) |