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The Intersection of Ethics and Internet Gaming - Term Paper Example

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In this paper "The Intersection of Ethics and Internet Gaming", the intersection between Internet gaming and ethics is explored. In this paper, the ethical perspectives of deontology, utilitarianism, and value ethics are used to analyze Internet gaming…
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INTERSECTION OF ETHICS AND INTERNET GAMING Student’s Name Course Professor’s Name University City (State) Date Abstract In this paper, the intersection between Internet gaming and ethics is explored. Over the recent years, the development and use of Internet games has continued to increase. While playing such games has relaxation and cognitive benefits, there are other negative outcomes associated with it such as violence, negative stereotyping, obesity, and reduced social interaction. In this paper, the ethical perspectives of deontology, utilitarianism, and value ethics are used to analyze Internet gaming. Overall, the study finds that Internet gaming is unethical and policymakers should come up with policies to discourage its use. Intersection of Ethics and Internet Gaming Introduction The exponential growth of the Internet in the recent past has seen the development of applications that can undertake various activities. One such activity is Internet gaming, which involves the playing of interactive games using specialized devices and software and delivered through the Internet. The incorporation of the Internet enables gaming between two or more players located in remote locations. While such games have several advantages, their development and utilization raise several ethical issues (Rigby & Ryan 2011). Essentially, ethics relate to moral judgment regarding what constitutes as being right or wrong. Although there are various ethical perspectives, most of them take into account an individual’s duty, the outcomes, and the number of people affected. This paper analyzes the ethical aspects of Internet gaming and provides a recommendation regarding whether the practice is good or not. Regarding the scope, the paper limits itself to the ethical elements of Internet gaming. In particular, it considers utilitarianism, deontology, and virtue ethics as the basis of analysis. The paper takes the view that Internet gaming is unethical mainly based on the utilitarianism theory. The negative outcomes associated with gaming are the main reasons as to why it is considered as being wrong. The findings of this paper are that policymakers and legislators ought to come up with measures to regulate the gaming industry to reduce the negative effects of gaming on the people. The paper starts by defining Internet gaming, its advantages and disadvantages, and the ethical perspectives of Internet gaming. Finally, it provides a recommendation on which course of action that should be taken. Internet Gaming Internet gaming refers to the act of playing electronic games that involve human interaction with an electronic device connected to the Internet. The popularity of video games has continued to grow over the past decade, with manufacturing companies realizing immense revenues. Likewise, the purchase and use of these video games has grown, especially among the young people (Rigby & Ryan 2011). Internet gaming has several advantages and disadvantages. Proponents of Internet gaming have argued that it enhances learning (Robinson, Callister, Clark & Phillips 2008). Some games are built to test an individual’s capability in spelling, mathematics, and general knowledge. Other games provide an opportunity for one to understand real world problems, learn about animals, and other capabilities. In fact, numerous educational games are available that educators and teachers use to enhance the learning of children. In fact, curriculum designers emphasize the need to use electronic tools in classroom instruction. For example, video games could be utilized to mitigate the impact of dyslexia. Another advantage of electronic gaming is that it enhances problem solving. A growing body of literature suggests that games improve the problem-solving capabilities of a person (Robinson, Callister, Clark & Phillips 2008). Essentially, games involve challenges that the player is expected to solve. Consequently, it follows that games might have the capacity to exercise mental capabilities. As one plays a game, the problems and puzzles become tougher, which helps the player to comprehend the logic employed and come up with solutions. Research also suggests that gaming improves decision-making (Leonard 2003). When playing a game, an individual faces a myriad of difficult decisions. Graphic adventure games, for example, force a player to make a decision involving ethics or cost-benefit analysis. Some studies also indicate that video games improve spatial intelligence. Some games, such as sandbox, increase a person’s spatial thinking in terms of orientation and visualizing 3D objects. More importantly, some games help to improve the players’ memory, as some of them require one to memorize characters and the nature of opponents. Other games also help to inspire children to pursue culture and history. For example, a game such as Assassin’s Creed may encourage one to pursue history. In spite of the several advantages, Internet gaming also has several drawbacks. One of the most talked about negative aspect of gaming is that it encourages violent behavior among children. Most video games seem to glorify violence (Robinson, Callister, Clark & Phillips 2008). In fact, most of them expose children to enhanced levels of violence, albeit a fictional one. For example, a goal in a game could be to kill an enemy. Consequently, the gaming industry has adopted rating systems, which attempt to reduce the consumption of such games by children. However, it is almost difficult to prevent children from playing the games, as they are highly accessible. Another concern associated with Internet gaming is the risk of addiction (Robinson, Callister, Clark & Phillips 2008). Many gamers are likely to exhibit addiction signs. The problem becomes worse among children as the games interfere with the child’s life by negatively influencing their personality and psychological development. In addition, exposure to Internet gaming may increase one’s vulnerability to risky sexual behavior, gambling, reckless driving, and substance abuse. Some studies have also asserted that gaming affects the cognitive functioning of a child. Opponents of Internet gaming also argue that it increases obesity (Leonard 2003). Childhood obesity is one of the key issues facing the society today. The lack of exercise is the main reason behind obesity. Internet gaming reduces the likelihood of an individual engaging in physical exercises. The problem is made worse due to addiction. Additionally, opponents of Internet gaming also assert that it reduces the amount of time a child has that can be devoted to studying (Schie & Wiegman 1997). Consequently, the child may fail to complete homework or undertake household chores. Video games have also been associated with increased stereotyping based on class, race, age, ethnicity, and gender (Martins, Williams, Harrison & Ratan 2009). For example, games might depict certain races to be more superior to others. Lastly, gaming has also been associated with reduced levels of social interaction. Obsessive gaming reduces a child’s ability to get involved in social activities. The resultant isolation may lead to social awkwardness, making it hard for the child to relate well with his or her peers. Ethics Internet Gaming Considering the positive and negative aspects of Internet gaming, it would be necessary to assess the relevant ethical aspects to determine whether the production and sale of such applications is right or wrong. It is essential for businesses and individuals to act in morally upright manner. However, determining what constitutes good or bad behavior can be challenging. Consequently, it is vital to discuss several ethical perspectives and use them in analyzing the problem of Internet gaming and the associated negative aspects such as violence, social interaction, stereotyping, and addiction. Utilitarianism Utilitarianism is a common perspective in ethics, which has gained prominence in the fields of economics, management, and business. It is an example of consequential ethics, which focus on the outcome of an action. As a result, it adopts the view that an action is right or wrong depending on the outcome rather than the method used in achieving the outcomes (Sicart 2011). In particular, it stresses on the results and not the rules. Based on utilitarianism, an action is good if it produces the optimal pleasure or happiness for the whole society. While utilitarianism emphasizes the measurement of the quantities involved, it is difficult to measure such outcomes. Essentially, every action or process is certain to have differing effects on stakeholders (Sicart 2011). However, the quantity of utility for every stakeholder can be hard to measure. More importantly, the perspective stresses the society as a whole. Therefore, when someone makes a decision, he ought to select that which has the highest benefit for the entire society rather than the individual himself. To analyze a case using the utilitarian perspective, one has to come up with several options and recommend one that offers the greatest value to the majority of the people. To apply the utilitarian perspective to Internet gaming, we have to analyze the outcomes of gaming to the society and the individual. For the individual, playing Internet games is enjoyable and pleasurable (Sicart 2011). It acts as a relaxation activity, which can help in reducing stress. Additionally, it can help to improve the individual’s memory and cognitive ability. However, it might also make the person to become violent, addictive, reduce social interaction, and increase obesity. Overall, since the use of video games is a personal choice, it could be argued that it is a good practice for individuals to engage in. Companies engaged in the development and sale of Internet gaming applications benefit from the revenue they make. For the society, Internet gaming is largely a negative action. Firstly, it has been shown that such games increase the likelihood of one becoming violent (Robinson, Callister, Clark & Phillips 2008). A violent child becomes a danger to the entire society. The child might become a bully in school or start engaging in other illegal activities. Another concern, addiction, is also a social challenge affecting the entire society. Due to addiction, the individual is unable to contribute positively to the betterment of the society. The problem can also be worsened by obesity, which becomes a health challenge. The country would be required to fund the health care costs associated with obesity, especially among children. Furthermore, playing Internet games may encourage stereotyping, leading to discrimination based on gender, ethnicity, sexuality, or race. Overall, based on utilitarianism, Internet gaming is wrong as it is costly to the society. Deontology Unlike utilitarianism, deontology looks at the rules or path followed in attaining the results. Therefore, an action is right when the actor follows the rules. According to deontologists, an ethical action is a result of doing one’s duty. They also argue that duties are determined through rational thought. It is essential to note that duties are not specific to a given individual or society, as they are universal. This is because the perspective asserts that human beings are inherently similar and equal. For deontologists, the fundamental principle between right and wrong is equality. As a result, the society can universalize any action or law to decide if it is ethical. A universal action is one which would be good regardless of the time or who is doing it (MacKinnon & Fiala 2014). Therefore, deontologists emphasize on reversibility and consistency. Concerning reversibility, it is essential to make a decision as though the position or role of the individual after the action is not known. Deontologists argue that making a decision without considering the outcome is likely to lead to the mot fair decision for everyone involved. Overall, deontology encourages people to put duty first by acting rationally and giving moral weight to the equality of people. By utilizing the deontological perspective to analyze Internet gaming, one can assert that every company has a duty to protect the society. The objective of Internet gaming manufacturers is to develop products that could be used for relaxation purposes. Another objective is to make money for the shareholders. Based on this view, it could be argued that Internet gaming is ethical. However, there are questions regarding the use of violence in such games (Rigby & Ryan 2011). While it is right to make games for enjoyment and relaxation purposes, it is unethical to produce games with violent themes. Overall, based on duty ethics, Internet gaming is ethical or unethical depending on the theme used is the game. Virtue Ethics Virtue ethics, which is based on the virtue theory, is different to deontological and utilitarian approaches. Based on the virtue theory, determining whether an action is right or wrong ought to depend on the value of qualities of virtue instead of the outcomes or formal rules (MacKinnon & Fiala 2014). Proponents of the virtue perspective argue that the objective of human existence is an active and rational pursuit of excellence, which calls for virtues of courage, honesty, truthfulness, generosity, temperance, and high-mindedness. Although happiness is the ultimate goal, it is important to analyze the path utilized in attaining the happiness. Proponents of virtue ethics asset that pleasure, wealth, and fame are not the distinguishing characteristics of human beings. In essence, human beings are reasoning species. As a result, reason ought to be a defining factor in happiness. Consequently, they argue that happiness comes from living a life consistent with the active utilization of reason, which leads to excellence. It is possible to apply the virtue ethics theory to Internet gaming. It is evident that gaming is unethical as it causes addiction and has violent themes. Justice or fairness is a human virtue that ought to be cultivated among children. Instead, most violent games glorify killing. Consequently, they increase the likelihood of an individual becoming violent. Additionally, such games advance stereotypes, which promote inequalities. Rational reasoning demands that, as human beings, we should perceive one another as being equal (MacKinnon & Fiala 2014). However, when Internet games depict some people to be superior to others, then the virtue of fairness is threatened. On an individual level, however, games help an individual to relax by engaging in an enjoyable activity. Recommendation Comparatively, the utilitarianism model is the best suited framework in assessing Internet gaming. It asserts that an action is ethical if its outcomes produce the greatest happiness for most people. Therefore, while gaming may have therapeutic benefits for the individual, it has negative outcomes for the society. Apart from increasing violence, it promotes negative stereotyping. It is critical for the society to nurture children who abhor violence. More importantly, they should be able to promote the wellness of everyone irrespective of their background, ethnicity, race, gender, or age. It is also essential to note that not all games can be termed as being unethical. Educational games used in the classroom to teach students do not have negative aspects. Their outcomes are also good as they enhance learning among the student body, which results in the greatest happiness for the many in society. However, overly violent games and those that promote stereotyping are unethical (Sicart 2011). Consequently, it is important for the government to come up with measures to regulate the industry. While ratings are important, they do not stop children from accessing and playing such games. Conclusion Internet gaming is a highly debated topic in light of its negative effects on the individual and the society. The growth of Internet technology has allowed software and hardware developers to deliver games through the Internet. Although games have relaxation capabilities, they also have several negative aspects such as advocating for violence, enhancing negative stereotyping and promoting child obesity. In this paper, the positive and negative aspects of Internet gaming are explored. In addition, three ethical perspectives (utilitarianism, deontology, and virtue ethics) are utilized to evaluate the morality of playing such games. Overall, the utilitarianism perspective is the most appropriate as it argues that an action is right or wrong depending on its outcomes. Since Internet gaming promotes violence, negative stereotyping, and child obesity, it can be termed as being unethical. Finally, the paper recommends the need to regulate the Internet gaming industry to protect the society from its negative outcomes. References Leonard, D, 2003, Live in your world, play in ours: Race, video games, and consuming the other’, Studies in Media & Information Literacy Education, vol. 3, no. 4, pp.1-9. MacKinnon, B & Fiala, A 2014, Ethics: Theory and contemporary issues, Nelson Education. Martins, N, Williams, DC, Harrison, K & Ratan, RA 2009, ‘A content analysis of female body imagery in video games’, Sex roles, vol. 61, no. 11, pp.824-836. Rigby, S & Ryan, RM 2011, Glued to games: How video games draw us in and hold us spellbound: How video games draw us in and hold us spellbound. ABC-CLIO. Robinson, T, Callister, M, Clark, B & Phillips, J 2008, ‘Violence, sexuality, and gender stereotyping: A content analysis of official video game web sites’, Web Journal of Mass Communication Research, vol. 13, pp.1-17. Schie, EG & Wiegman, O 1997, ‘Children and videogames: Leisure activities, aggression, social integration, and school Performance1’, Journal of Applied Social Psychology, vol. 27, no. 13, pp.1175-1194. Sicart, M 2011, The ethics of computer games, MIT Press. Read More
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