Project Details
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Ethics of Computer Games

Subject Area Practical Philosophy
Term from 2018 to 2023
Project identifier Deutsche Forschungsgemeinschaft (DFG) - Project number 413050359
 
Final Report Year 2024

Final Report Abstract

The central question of the project was what - if anything - is ethically objectionable when playing "violent" computer games. To answer this question, the project proposed differentiating between various ethical aspects and various ludic aspects. With regard to ethics, a distinction was made between moral issues in the narrower sense on the one hand and issues relating to prudential ethics on the other. While morality deals with duties, obligations, and prohibitions, prudential ethics is concerned with a flourishing life. With regard to games, on the other hand, it is important to consider whether we are looking at the game as a system of symbols that can carry ideological and ethical messages, or with regard to the interaction of real people, or the interaction of a player with a virtual game world. If we differentiate in this way, it becomes clear that a nuanced ethical position is needed regarding games, one that goes beyond the two widespread extremes of blanket condemnation or blanket approval. An amoralistic attitude that claims that computer games cannot be evaluated ethically due to their virtual nature overlooks the possibility of real ideological and ethical messages that a game-based sign system can send. Conversely, the thesis of causally induced desensitization through computer games fails because of the empirical evidence. Another key result of the project was the insight that games can function as instruments of ethical self-exploration. This applies both in terms of ethical wisdom and morality and even includes the critical exploration of the human tendency towards evil. This is usually done through certain game mechanics that not only present an ethical problem but also make it tangible for the player in the mode of as-if.

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