November 10 slides
Lecture Topic: Moral Problems - Violent Video Games, Part 1
Required Readings:
Matt McCormick, “Is It Wrong to Play Violent Video Games?”
Stephanie Patridge, “Is It Only a Game? The Ethics of Video Gameplay”
Optional Reading:
Christopher Bartel, “Why Video Game Violence Isn’t Innocent”
Content Warning: Discussion includes cases of sexual assault, rape, and torture within virtual reality contexts.
Violence in Video Games
Case Study: "No Mercy"
Overview: This video game received international backlash due to glorifying violence.
Outcome: It was banned in Canada, the UK, and Australia in April 2025 and was ultimately removed from the Steam platform.
Design Studio's Statement: The conclusion of their statement addresses the backlash received.
Example: "Red Dead Redemption 2"
Scenario: Players can engage with a suffragette advocating for women's voting rights. The game allows virtual assaults on this character, which players then share on platforms like YouTube with derogatory titles.
Example: "Grand Theft Auto" Series
Criticism: This series is heavily criticized for its portrayal of violence and brutality.
Notable Mechanics: Players can simulate torture and regain character health by killing sex workers after sexual encounters.
The Ethics of Violent Video Games
Moral Theories Overview:
Key Questions Addressed by Theories:
What attributes make actions morally right or wrong? (Kant, Ross)
What constitutes (intrinsically) good or bad actions? (Bentham, Mill)
What qualities define someone as morally good or bad? (Aristotle)
Key Ethical Debate:
Can we dismiss the moral implications of violent video games as just games or because no one is physically harmed?
If not, where do we identify the moral wrongness associated with violent video games?
Competing Ethical Positions
Amoralism
Definition: Video games are separate from the real world and from ordinary moral considerations.
Conclusion: Actions that occur within video games do not influence real-world morality.
Key Quote from McCormick (2001, p. 278):
“Simulating an act that is morally objectionable is not itself morally objectionable…”
Example: Actors portraying morally objectionable characters in plays or films are not doing something morally wrong.
Quote from Patridge (2018, p. 420):
“Video game characters are not real; we cannot harm them, and so their fictionality suggests a form of amoralism.”
Question Raised:
Is virtual participation in violence, with no real victims, ever morally objectionable?
The Fiction Argument (Supporting Amoralism):
Fiction distinguishes itself from reality; there’s no moral wrongdoing in imagining immoral acts.
Video games are classified as works of fiction.
Conclusion: There is nothing genuinely morally objectionable in violent video games that feature immoral content.
Moralism
Definition: Video games do not exist independently of the real world and ordinary moral frameworks.
Implication: Players can be morally criticized for their actions within video games.
Utilitarian Perspective on Moralism
Consequentialism Defined:
An act is considered right in specific circumstances if it leads to the best overall consequences compared to all alternatives.
An act is wrong if it does not yield the best consequences.
Utilitarianism Defined:
An action is morally right if it leads to the greatest net well-being, with wrongness being the opposite.
Claim: Playing violent video games may lead to increased actual violence in real life.
Definitions of Actions (from a Utilitarian View):
Dangerous Actions: Directly increase the risk of harm (to self or others).
Harmful Actions: Inflict damage onto individuals (self or others).
Risk Increasing Actions: Actions that heighten the likelihood of engaging in dangerous or harmful behavior.
Position: “Playing violent video games causes real-world violence” argues that such actions are risk-increasing.
Hurdles for Utilitarian Arguments
Establish that violent video games are risk-increasing activities.
Demonstrate that the overall likelihood of harm surpasses potential benefits.
Empirical Evidence: The Hot Sauce Paradigm
Study Design:
Participants playing violent games (e.g., "Call of Duty," "Mortal Kombat") compared to a control group playing neutral games (e.g., "LittleBigPlanet").
Participants prepare food with adjustable spice levels for someone who dislikes spice.
Research Types:
Cross-sectional Studies: Analyze how often participants experience aggression in relation to violent video game play.
Longitudinal Studies: Track changes over time in the same subjects concerning aggression and gaming.
Limitations of the Hot Sauce Paradigm
Only assesses short-term effects of gaming.
Difficulty ruling out other factors that might lead to aggressive behavior over time.
Defining violence within video games remains ambiguous; examples like "Mortal Kombat" and "Grand Theft Auto" contrast with games like "Animal Crossing" or "Just Dance."
Utilitarian Argument Clarification
A framework assumes Bentham's utilitarianism, where risks are weighed against entertainment value.
Conclusion: The exchange of risk for entertainment happens (e.g., through sports, extreme activities).
This challenges the claim that playing violent video games is solely a risk-increasing activity without evidence.
Value of Entertainment: The risk associated with playing video games is often perceived against their entertainment value.
Example: The video game industry is valued at approximately $60 billion in the US (2024).
Alternative Perspective: Mill's Utilitarianism
Consideration of Pleasures: Differentiates between qualities of pleasures (lower vs. higher).
Argument: Violent video games incite lower pleasures that may hinder access to higher pleasures.
Conclusion: This encourages moderation in gameplay rather than total condemnation of lower pleasures.
Kantian Perspective on Moralism
Formula of the End in Itself: Act so that humanity, whether in yourself or others, is treated as an end, not merely a means.
Formula of Universal Law: Act according to maxims that should be universal laws.
Distinction in Gameplay:
Variables concerning single-player vs. multi-player experiences are significant.
Reflection on Behavior: Poor behavior in multi-player games (e.g., sportsmanship) can indicate failure to treat other players as ends in themselves.
Indirect Duties (regarding animals): Kant argues duties to animals are indirect; neglect towards them may lead to neglect towards humans.
Conjecture: Indifference towards violence in games might foster indifference towards real violence.
Kantian Critique of Moralism
Critique: Kant allows for some activities with negative aspects (e.g., professions that are inherently harmful).
Problem 1: Leaves unintuitive moral judgments on various activities, including games and sports.
Problem 2: Doesn’t fully account for the distinction between virtual actions vs. actions in sports/games.
Hypothetical Scenario: Holodeck Immorality
Holodeck Concept: A simulated environment where immoral acts are enacted holographically (e.g., rape, murder).
Intuition Question: Is there an inherent immorality in the simulation, even when no real harm occurs?
Concern for Kantians: engages us in violating duties to real people.
Ethical inquiry: Is there something intrinsically objectionable about such simulated immorality?
Virtue Ethics Perspective
Virtue Ethics Defined: Actions are right if they align with what a virtuous individual would do in those circumstances.
Holodeck Immorality Implications: Engaging in simulated immoral actions can cultivate vices and erode personal virtues, negatively impacting human flourishing (eudaimonia).
Consequentialist vs. Virtue Ethical Concerns
Utilitarian View: Holodeck violence may increase the likelihood of real harm due to lowered inhibitions and desensitization to suffering.
Virtue Ethics Emphasis: Focuses on how simulated violence affects an individual’s moral character.
Assumption: Engaging in violent video game play is incompatible with developing a virtuous character.
Complex Questions for Ethical Consideration
Q1: How do storytelling or gameplay design affect moral character?
Video games present unique storylines, whether open-world or linear.
Q2: What virtues and vices are developed through playing various video games?
McCormick’s paper presents ambiguity on these moral inquiries.
Summary of McCormick's Argument (p. 286)
Negative Thesis: If violent video games are morally objectionable, it is not due to harm inflicted on others or broken duties to others.
Positive Thesis: Harm incurred while playing violent video games is best understood as harm done to one's own moral character.
Bartel's Perspective on Violent Video Games
Comparison: Video games represent an action, similar to works of fiction or photographs, suggesting one can appreciate fictional violence without a desire for real harm.
Key Point: Engagement with fictional violence should reflect one’s attitudes toward it, not the mere interaction itself.
Strategic Violence in Video Games
Purpose of Violence: Players may engage in violent actions for strategic advantages (e.g., winning).
Distinction: Watching horror violence for entertainment differs fundamentally from wishing for real-life violence.
Final Note: The evaluation of "fantasizing about violence" must consider these strategic facets.