Violent computer games, empathy, and cosmopolitanism

Abstract

  • Focus of Discussion: Ethical aspects of violent computer games usually center on effects on violent behavior.

  • Problem with Approach: Relies on controversial empirical claims and focuses too much on content.

  • Alternative Perspective: Matt McCormick’s view that harm from games relates to character.

  • Positive Account: Discussion on how games can promote empathy and cosmopolitan moral development.

Introduction

  • Violent Games Definition: Games involving repeated violent actions, like Grand Theft Auto (GTA) and Manhunt, which often garner public outrage.

  • Glorification of Violence: Questions arise regarding the morality of games that glorify violence.

  • Defenders' Argument: Gamers can distinguish between virtual and real, but this is debatable.

  • Empirical Research: Suggests violent games provoke aggressive thoughts and behaviors.

  • Moral Frameworks: Discussions usually involve consequentialist or deontological arguments linked to the idea of behavior spillover from games to reality.

Problems with Current Approaches

  • Causation Issues:

    • Diverse Studies: Some support effects while others refute them, making it challenging to choose supporting evidence

    • Causation vs. Correlation: Hume's principle suggests that correlation does not prove causation.

    • Holistic Consideration: Environmental factors complicate understanding of how games influence behaviors.

  • Limited Ethical Frameworks: Common frameworks (consequentialism, deontology) are inadequate;

    • McCormick’s Aristotelian approach suggests violent games may erode character rather than directly cause violence.

Understanding Empathy and Cosmopolitanism

  • Character-Based Account: Referring to Martha Nussbaum's definitions:

    • Empathy: Imaginative reconstruction of others' experiences, especially in suffering contexts.

    • Cosmopolitanism: Ethical stance towards those who are different, emphasizing shared humanity.

  • Literature's Role in Moral Development: Nussbaum argues that literature increases empathy by immersing readers in diverse experiences, helping understand others' differences and vulnerabilities.

Impacts of Violent Video Games on Moral Development

  • External Model: Focus on game content and its impact on behavior.

    • Contamination Metaphor: Assumes negative content in games spills into real-world behavior, but many argue real-world issues overshadow game-induced outrage.

  • Internal Model: Focus on interactions within games:

    • Such as how one identifies with characters, actions, and complexities of gaming environments.

Ethical Analysis of Gaming Interactions

  • Identification: Games create immersive experiences that may shape moral character in players through the actions they perform, unlike passively consuming narratives in literature.

  • Moral Training: Violent repetition can develop a person's character negatively, not just through real actions but through behavioral conditioning in gaming contexts.

Moral Criteria for Games

  • Evaluative Queries:

    • Does the game foster empathetic responses?

    • Are differing experiences represented and understood through gameplay?

    • Is the game compatible with the development of a cosmopolitan perspective?

Conclusion and Recommendations

  • Moral Status of Violent Games:

    • Criteria for Evaluation: Games should encourage empathy and understanding rather than desensitizing players to violence.

    • Policy Implications: Design choices in games can drive behavior in players; hence games supporting moral growth should be encouraged.

Remaining Challenges

  • Causation Concerns: While character-focused approaches avoid the direct causality pitfalls, they depend on the assumption that gaming does shape character.

  • Urgent Attention for Youth: Given the prevalence of gaming amongst youth, ethical scrutiny is warranted.

  • Benefits of Gaming: Engage discussions about recreational benefits alongside moral implications, advocating for balance.