Marcus Schulzke
Simulating Good and Evil: The Morality and Politics of Videogames
Simulating Good and Evil: The Morality and Politics of Videogames
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- More about Simulating Good and Evil: The Morality and Politics of Videogames
Simulating Good and Evil argues that violent videogames are morally important despite moral panic, as they simulate decisions with moral weight. Research fails to show immorality, but games are morally important for moral reasoning. Offensive content should be evaluated using existing theories for political ideologies and offensive speech.
Format: Paperback / softback
Length: 222 pages
Publication date: 30 October 2020
Publisher: Rutgers University Press
Simulating Good and Evil (SGE) is a video game that explores the moral implications of violent gameplay. The game challenges the moral panic surrounding violent videogames, arguing that they are morally important despite being politically motivated. SGE argues that simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Despite decades of research purporting to show that videogames are immoral, SGE contends that no convincing evidence has been produced to support this claim. However, SGE maintains that games are morally important because they simulate decisions that would have moral weight if they were set in the real world. In this way, videogames can be seen as spaces in which players may experiment with moral reasoning strategies without taking any actions that would themselves be subject to moral evaluation. While some videogame content may be upsetting or offensive, mere offense does not necessarily indicate a moral problem. Instead, upsetting content should be evaluated using existing theories for evaluating political ideologies and offensive speech.
One of the key arguments of SGE is that simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. This argument is based on the principle of moral responsibility, which holds that individuals are only responsible for their actions that have a direct impact on others. In the real world, actions can have significant consequences, including physical harm, emotional distress, and even death. However, in a simulated environment, the consequences of actions are limited to the virtual world and do not extend to the real world. This means that players can engage in violent gameplay without fear of causing harm to others.
SGE also argues that games are morally important because they simulate decisions that would have moral weight if they were set in the real world. This argument is based on the idea that games can provide a platform for players to explore different moral perspectives and develop their moral reasoning skills. By playing games, players can learn about the consequences of their actions and develop a sense of empathy for others. This can help to promote a more compassionate and just society.
However, SGE acknowledges that some videogame content may be upsetting or offensive. This is a legitimate concern, and it is important for game developers to take steps to address this issue. One approach is to provide clear warnings and age ratings for games that contain violent content. This can help to ensure that children and other vulnerable individuals are not exposed to inappropriate content. Game developers can also work to create more diverse and inclusive game worlds that reflect the experiences of different groups of people.
In addition to these measures, SGE suggests that games can be used to promote social change. For example, games can be used to raise awareness about social issues such as racism, sexism, and poverty. By playing games that address these issues, players can learn about the experiences of others and develop a sense of empathy for them. This can help to promote a more inclusive and just society.
However, it is important to note that games can also be used to promote harmful ideologies. For example, some games have been used to promote extremist ideologies such as terrorism and white supremacy. This is a serious concern, and it is important for game developers to take steps to address this issue. One approach is to provide clear warnings and age ratings for games that contain extremist content. Game developers can also work to create more diverse and inclusive game worlds that reflect the experiences of different groups of people.
In conclusion, Simulating Good and Evil shows that the moral panic surrounding violent videogames is deeply misguided, and often politically motivated, but that games are nevertheless morally important. Simulated actions are morally defensible because they take place outside the real world and do not inflict real harms. Decades of research purporting to show that videogames are immoral has failed to produce convincing evidence of this. However, games are morally important because they simulate decisions that would have moral weight if they were set in the real world. Game developers should take steps to address the issue of upsetting or offensive content, promote social change, and prevent the promotion of harmful ideologies. By doing so, we can create a more compassionate and just society.
Weight: 338g
Dimension: 156 x 235 x 16 (mm)
ISBN-13: 9781978818569
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