Topic > Ethical Explorations in Game - 1220

Ethics helps us determine what is "right" and "wrong" every day because they are the values ​​of conduct imposed on an individual by a larger group, usually society. Ethics has also been called moral philosophy. Ethics and morality have a tendency to be confused and used interchangeably, but there is an important difference that must be noted. Morals define personal character, and therefore usually remain unchanged in an individual, while various groups might dictate different ethics. With the emergence of technology in the 21st century, the study of ethics, particularly applied ethics, has increased in the number of relevant topics. A common example is the case of illegal music downloading. Evidently this is a crime, but due to the lack of prosecution for those who participate in this form of theft, the perception of it is very different than someone who physically steals an item. Ethics become even more complicated when the laws are not applicable to the given situation. This offers the opportunity for ethical and moral exploration in an increasingly popular technological field: video games. Now fully integrated into Western culture, video games are no longer just for children. Young adults have become a growing demographic in the world of video games and thus the demand for more sophisticated games has increased. These players are not just looking for entertainment, but also a distraction from reality and an investigation into multiple ethical dilemmas. Historically speaking, with a moderately short lifespan, until recently video games were not known to include ethics as a major component of a game. More than ever, games have content that explores ethics, such as the willingness to… middle of paper… - as toxic” and the lack of consequences for simulated crimes can also be toxic ( Ludlow and Wallace 92) Gaming companies like EA, by not enforcing stricter rules and punishing those who break them, are essentially saying: “The law doesn't apply unless we feel like enforcing it, it doesn't exist no law and everything is fine.” The anarchic attitude that this message conveys can be dangerous both for the morals of the players who commit the crimes and for the activity of the game itself, although the popularity of the games has not yet diminished Ludlow, Peter and Marco Wallace. The Second Life Herald: the virtual tabloid that witnessed the dawn of the Metaverse. Cambridge: The MIT Press, 2007. 89-107. Cogburn, Jon and Mark Silcox. New York: Taylor & Francis, 2009. 73-91. Press