Book contents
- Frontmatter
- Contents
- Abbreviations
- 1 Introduction: playing with right and wrong
- 2 To prohibit or not to prohibit, that is the question
- 3 Hume's strength of feeling
- 4 Kant's call of duty
- 5 The cost and benefit of virtual violence (and other taboos)
- 6 Are meanings virtually the same?
- 7 There are wrongs and then there are wrongs
- 8 Virtual virtues, virtual vices
- 9 Doing what it takes to win
- 10 Agreeing the rules
- 11 Why would anyone want to do that?
- 12 Coping with virtual taboos
- 13 Conclusion
- Notes
- Bibliography
- Index
3 - Hume's strength of feeling
- Frontmatter
- Contents
- Abbreviations
- 1 Introduction: playing with right and wrong
- 2 To prohibit or not to prohibit, that is the question
- 3 Hume's strength of feeling
- 4 Kant's call of duty
- 5 The cost and benefit of virtual violence (and other taboos)
- 6 Are meanings virtually the same?
- 7 There are wrongs and then there are wrongs
- 8 Virtual virtues, virtual vices
- 9 Doing what it takes to win
- 10 Agreeing the rules
- 11 Why would anyone want to do that?
- 12 Coping with virtual taboos
- 13 Conclusion
- Notes
- Bibliography
- Index
Summary
The rules of morality… are not conclusions of our reason.
(Hume [1739] 1978: 457)A few years ago, around the time I first became interested in the issue of taboos within gamespace, I happened to be socializing with a group of university colleagues. One colleague – an avid gamer – began to describe a favourite gaming activity of his: how (qua his avatar) he would physically assault virtual characters with a large pink dildo. I remember this causing mild amusement at the time and, if I am honest, a slight sense of puzzlement, but not wariness and certainly not disdain on my part. Later that evening, I reflected on what my colleague had said and began to wonder to sexually assault virtual women, or perhaps even physically assault just women, or even that he used it on virtual children. As I introspected on my own feelings, I was interested to gauge whether the thought of any of these acts produced in me a sense of disgust. But perhaps more to the point, irrespective of whether it did or not, should it?
In this chapter, I consider the moral position advanced by David Hume, often referred to as sentimentalism.
- Type
- Chapter
- Information
- Ethics in the Virtual WorldThe Morality and Psychology of Gaming, pp. 25 - 36Publisher: Acumen PublishingPrint publication year: 2013